SWADE Vermilium
SWADE Vermilium
“NOBODY’S HEROES”
KICKSTARTER BACKERS
13, A Kerr, Aaron Smithies, Adamek Péter, Adrian Justin Stevens, Justine Rogers, Kamillo Fitzek, Karl
Tchaikovsky, Al Voorhees, Alb’, Alessandro S., Alex Keesler, Karl Kreutzer, Karl Schmidt, Kasey W, Keith
Dorner, Alexander Huyer, Andrea & Steve Bennett, Clendenen, Keith Fannin, Kelly Miszner, Kenneth
Andrew Boursier, Andrew Goodman, Andrew Grover, Sieffert, Kevin DeBaun, Kevin Tompos, Krinsky, Kristen
Andrew LaCara, Andrew Menoni, Andrew Rowe, MacLean, Lachlan Fergusson, Larry Haught, Leila Rose,
Andrey Kharatyan, Andy Crawford, Anne Hunter, Lenurd the Joke Gnome, Leo Oates, Lewis Pearce,
Armando DiCianno, Artagan Vessar, Atanas Pashkov, Lou Keng Hei, Luciano Defrancesco, Luke Cifranic,
Austin Brei, Bai Yaojun, Balázs Mladonyiczki, Ben Manuel “ManuFS” Sambs, Manuel Alfonso García,
Hatton, Ben Hayne, Ben Simon, Benjamin Cowley, Marco Generoso, Marco Melillo, Marcus Cooper,
Benjamin Macias, Blake Carter, Bob Huss, Bradford Marcus Siew Jiin Wey, Mario Cordova, Mark Causey,
Bowman, Brendan Duffey, Brian McCabe, Briar Mark Whittaker, Markus Kniehl, Matt Upchurch,
Chappell, Brice T, Bruce Fallis, C David Ross, C. Ian Matteo Pecorari, Matthew Caldwell, Matthew Kent,
Avery, C.J. Stott, Cameron Srall, Carl Ballard, Carlos Matthew Schaab, Matthew Utech, McGhiever, Michael
Lopez, Carson, Ceilleigh Maxwell, Chad Manning, McNeal, Michael Scott, Mihaly Vizhanyo, Mike Bloy,
Charles Gabel, Charles Randall, Cheshire Godfrey, Mike Bowie, Mike Fluture, Mike Lehmann, Mike
Chet Dodge, Chris Giesy, Chris Mobberley, Chris Ray, Mike Westley, Mo Long, MonsterManuel, Morry
Tavares, Christian Dworschak, Christian L. Nommay, Veer, Nathan Marshall, Nathan Trethewey, Nathaniel
Christine Crabb, Christopher Ott, Christopher Tejeda Mericle, Neal Hyde, Neal Tanner, Neil Dudley-Cobb,
Vejar, Cid Carbano, Clayton Freund, Cody Ashfield, Nessalantha, Niall Rhys Scullion, Nichlos McCarter,
Cody Swatek, Colin “Heretic Juice” Nicol, Colm O’Hara, Nicholaus Robertson, Nikolaus Matheis, NMI, Oberon
Corey Gilarno, Corey Piitz, Cornerstone Games, D’Argos, Oliver Roehrer, Oscar Villadolid, Owen
Costanza Giordani, Craig Beasley, Cyril Ronseaux, Thompson, Patrick Cannon, Patrick Schwieren, Paul
Damien C Sullivan, Damon Smith, Daniel Charlton, Martin, Peter A, Philip Smith, Pierre Vigne, Pietro de
Daniel Mani, Danielle Linder, Darleth, Dave Koehr, Martino, Prof. Orlov, Puckett, R. Kal Ringenbach, Ralph
David Hughes, David Nebauer, David Neben, David Middaugh, Jr., Randall Wright, Raphael Bressel, Relique
Norridge, David Rolleston, David Smith, David Wolf, Du Madde, Richard Pratt, Richard Woolcock, Rick
Dean Poisso, Dennis Stanley, Deoji & Suzette Villadolid, Jones, Rick LaRue, River Keith, Rob Witt, Robert Bisch,
Devin DelVecchio, Devin Morton, Dodger Desplenter Robert Blackburn, Robert Jameson, Roel Claassen,
Rose, Donald Dechert, Douglas Meserve, Drew Roger Harvell, Roger Haxton, Ron James, Ronnie “The
Hildebrand, Drew Wendorf, Dustin Milburn, Dyess Civil Savage” Walton, Roy Walker, Russell Hoyle,
Harp, Ed Sagritalo, Edward Ray, Ellen Dalina, Emma Ryan O’Neill, Sam Trethewey, Scott Maynard, Scott
Colenbrander, Emma Parsons, Emmanuel Fleury, Eric Neal, Sean Gallagher, Sean Hudgin, Seannon Michael
Koenig, Essi V., Ewald Große-Wilde, Farima T, Felipe O’Daniel, Shane Hensley, Shannon Troester, Shawn
Savino, Finderski, Francis Prest, Game Dave, Garrett McElroy, Shawn Vogels, Shay Jef, Stanley Plitzner,
Yadon, Gary Furash, Gary R. Halstead, Gerald Rose, Stefan Grallert, Stefano Ferrero, Steph Morency, Steven
Ghislain Bonnotte, Greg Bell, Greg LaRose, Guillaume Hudkins, Steven Thum, Steven Watkins, Stuart Sass,
Maindron, Hannah Giles, Harlow Sory, Hayden Smith, Tamas Malindovszky, Tanner, Tez Otter, The Hussman,
HP Lustcraft, Inez Quimson, Isabel Villadolid, Ítalo Theron Teter, Thomas Bond, Thomas Boydon, Thomas
Guimarães, J Dailey, Jack Innit, Jaime Rivera, Jake Gerlick, Thomas Miller, Thomas Pheister, Thomas
Chenoweth, James Nutley, James Quigg, James Smedley, Wood, Timothy Grubbs, Todd Moonbounce, Tony
Jared Senters, Jasen Szekely, Jason Alexander, Jason B. Horne, Travis Berwick, Travis Johnson, Travis Porter,
Smith, Jason Childs, Jason Corley, Jason E. Bean, Jason Trentin C. Bergeron, Troy Essmann, Tyler Childers,
King, Jay Peters, Jeffrey Kreider, Jeffrey Rees, Jeissan Valdemar Andersen, Victor Diaz, Vincent Patriti,
Valencia, Jennifer Neves, Jens Schönheim, Jeremy Volodymyr Goy, Walt Williams, Weldon Wiyninger,
Kear, Jeremy Puckett, Jhoira Walsh, Jim Ryan, João Wes Baker, Will Hudson, William Allen, William Beard,
Sakai, Jodi & Clint Black, Joe Murphree, Joe Perry, John William J. Scott III, William Reger, William Rogers,
Andrewski, John Bogan, John Daly, John Malueg, John William Steproe Jr., William Weaver, Wyseone, Xavier
Melton, John P Schuff, Jon Boylan, Jon Odishoo, Jon Cloarec, Yannick “Torgan” Le Guédart, Yuri Zahn, Zac
Terry, Jonathan Goodwins, Joost Joling, Jose “GilGul” Derenne, Zachary Low.
Soler, Joseph Collins, Joseph Evenson, Joseph Hahn, Thank you!
Josh Eaves, Joshua “Salt” Bowman, Joshua Pevner, JR
Lonergan, Jürgen Broy, Just Some Guy, Justin Gasal.
CONTENTS
Hindrances. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
ADVENTURES & ARTIFACTS 133
Edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Crafting Adventures. . . . . . . . . . . . . . . . . . . . . . . 133
INTRODUCTION
INTRODUCTION
he new world is the last refuge of humanity, rich territories and treetop cities, standing defiantly
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relics and technologies, to be studied and replicated
A BRIEF HISTORY to the best of the scholars’ abilities. Industries are
The imperial calendar began with the Dawn of Man created around their inventions, which are built in
328 years ago. Any major events in the Auroras before the factories by prisoners and orc laborers.
then are remembered only through oral tradition,
engraved images, and sparse writings. Among humans,
These archaeological excursions have been
unearthing an increasing number of primordial
VERMILIUM
6
Whatever their background, throughout
their careers antiheroes will likely have to battle 175: The Bowfight at Cremation sees knights and
violent outlaw gangs, corrupt law officials, squires of the Order battle a witch coven gang called
the Sisters, led by the infamous outlaw Ezmerelda
mysterious witch covens, hostile warrior societies, Thorn. Many are slain or burned at the stake.
supernatural beasts, ancient automatons, and
INTRODUCTION
199: Famine grips the Winterlands as many desperate
magical diseases promising boons in exchange
dwarf families set out from Hunger Bay in search of
for a sinister cost. If they’re lucky, they’ll live long greener pastures, never to return.
enough to retire on a plot of quiet, untainted land
220: The imperial colony of Stillwater is lost to the
after enough blood has been spilled and enough blight, and is abandoned.
vermilium has been earned, but most don’t make
250: The Black Hat Society and its ruling court are
it that far. No one said the job was supposed to be
founded and begin running a series of black markets
easy. and illegal enterprises.
Welcome to the new world. Welcome to 275: Adara Aurelia, the Virgin Empress, is crowned
Vermilium. following the death of her mother, Nophra Lah III. In
her first act of power, she abolished slavery.
MATURE THEMES 285: Members of the now-legendary mercenary
outfit Nobody’s Heroes meet for the first time in
Vermilium is a game of antiheroes in a dark the small town of Lonely Hollow. During their first
fantasy world. It incorporates mature themes adventure together, they discover a passage to the
Underearth, and what lies below, beneath the roots
and subject matter including violence, death,
of the Wildwood.
cannibalism, disease, oppression, colonization,
medical experimentation, and vivisection. 288: The Sanguine War erupts between the dwarf
clans of the east and west. In a peace effort, the western
Before you run or play in adventures in this lords gather in the great hall of Voryn Frey, leader of
the vampiric Red Coyotes, only to be assassinated and
setting, make sure your group is aware of these feasted upon.
themes and that you all feel comfortable
292: The remaining western leaders desperately create
raising any concerns regarding them.
the skin walker warrior society, and accept an alliance
with the Empire. Together, they defeat Frey. The
Remember, your antiheroes
victors found the Clan Confederation, and their new
may do the right things for leader, Drexl Fenn, exiles the surviving skin
the wrong reasons, but walkers to the Werewood.
they’re still the heroes 294: The Hunger Bay Trading Company
of your stories. becomes the first chartered barony to hold its
own territory.
299: Vermilium deposits are discovered in huge
quantities south of the Crescent Mountains, attracting
hundreds of pioneers and prospectors during the
Red Rush.
300: At the turn of the century, engineers of the
Imperial Academy re-create the first steam trains
to travel the rails along the Baron’s Road. Zero
Wolverine becomes the youngest war chief
in halfling history, and reignites conflicts
between his kin and the imperial settlers.
320: The Doom That Came to Serenity
scars the imperial boomtown of
Serenity forever. Many are killed, including
Baron Rufus T. Firefly.
323: Famed explorer Sol Bellamy, responsible for
charting much of the known world, disappears while
searching for the lost elven city of N’ool.
328: The present day.
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VERMILIUM
Chapter Two
THE AURORAS
THE AURORAS
he following pages contain articles, like forests gasping for air. Towering hundreds
9
PLACES OF INTEREST
CORAL PALACE
The vertical city of Coral Palace is a wonder
of the new world and the beating heart of the
Vol’doon. The city is carved into the high cliff
VERMILIUM
IRONCLAD REEF
Home to an abundance of marine life, the reefs and
underwater kelp forests of the Corallines are some
of the most beautiful, colorful structures in nature,
but none are more mysterious or dangerous than
the Ironclad Reef. The coral here appears bleached
but continues to grow over a ships’ graveyard of
believed to find peace and tranquillity before mighty, metallic vessels that fell to the ocean floor
the end. Those who live a fulfilling life are taken centuries ago. The warm waters swarm with
deep into the cliff caves upon their death, where rainbow fish, electric eels, and man-eating sharks.
they are embalmed, mummified, and entombed, to A small number of sailors who have survived more
be honored forever. recent wrecks here claim they were drawn to their
doom beyond their better judgement by the cries of
The elves here grow their hair long in dreadlocks,
drowning sailors.
and the sorcerers, who wear painted masks of bone,
turtle shell, or driftwood, never cut theirs in order PORT VERMILIUM
to signify their spiritual growth. The Vol’doon are A bustling town filled with smugglers, sailors,
also accomplished fighters who craft their weapons companions, and tomb raiders, the free colony
from solid hardwood edged with the teeth of siren of Port Vermilium is the ramshackle capital of
sharks, or prismatic fragments of obsidian sharper revelry and freedom on the edge of the Empire.
than imperial steel. The town was founded by the infamous half-elven
The tribes are led by courts of sorcerers, nobles, pirate Bartholomew “Black Bart” Webb in a small
and experienced mariners overseen by royals. lagoon on Turtle Island hidden away from the busy
Relations with the Empire are tenuous at best, and sea lanes. Its permanent residents — comprising
they face threats from neighboring elf tribes and primarily imperials, Vol’doon elves, and those
pirates. found lost at sea — call themselves the Children of
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Liberty after having declared independence from last remaining native elves; and renegades from
the Empire. Constructed from dozens of anchored the Empire’s legions. All have chosen to embrace
ships, moored hulks, and rusting ironclads, and the fading culture of the Qol’kaan Kingdom, to
connected by a maze of jetties and planks, Port be free of the Empire, and to see its end. They are
Vermilium has become a haven for rogues and united under the banner of the Black Sun, which
THE AURORAS
outlaws of all bloodlines: brawls break out hourly, represents the darkness that awaits the imperials
thieves ply the ever-crowded docks, and drunken after their Great Star sets on them for the last time.
pirates sail out to harass the imperial trade routes Creed is all that matters to these people as they
spanning the Vol’doon Sea. Given the natural stand united by a mutual desire to see the Empire
fortifications of the town’s hidden lagoon, and the burn. Their hatred isn’t aimed at the common
swelling numbers of rebels drawn to it, the imperial folk, but at those with the authority to command,
fleet appears powerless to do anything about it. condemn, and destroy in the name of a higher
power. Their territory rests in the mountains of the
THE GREAT DESERTS Thu’loon elves, who grant the Ghosts permission
to exist only through mysterious pacts. Scouting
The vast, desolate lands lying to the south of and raiding parties have been known to descend
the Inner Crescent, blasted by dry winds and into the southern Inner Crescent on occasion,
baked by the relentless sun, remain largely wild though the imperial cavalry deters them for the
and unexplored. To the west, buttes and mesas most part.
dominate the landscape, emerging from a shifting Not much is known of their enigmatic leader.
sea of rust-colored sand and dust. In the canyons, The imperial soldiers fighting his warriors have
cactus forests soak up what little moisture can be come to know him as the Pale Rider, the specter
found around the winding river gulches, while the of the southern Crescent Mountains. He first
haunted eastern deserts, the driest in the world, are appeared around ten years ago, leading the bitter
made up of dunes the color of bone. These regions renegades in successful raids against soldiers and
are encircled by mysterious, treacherous jungles to prison caravans, before disappearing. He has only
the south and the labyrinthine Crescent Mountains been seen a handful of times since then, and the
to the north, crawling with saberlions, outlaws, and quality of these eyewitness accounts varies. Most
cannibal elves. Yet, since the discovery of precious postulate that he lies dead and buried, though some
commodities such as oil and vermilium, imperials tortured veterans and old-timers believe he still
have made efforts to colonize this barren landscape. hides somewhere in his haunted hills.
Despite the dangers, boomtowns have sprung up
along the coasts and rivers and are thriving thanks MANTA BLAKE MINING CO.
to their buried riches. Founded by Balthazar Blake and Stone Manta
in Little Firewater, this mining barony has held
MAJOR FACTIONS a monopoly on vermilium ore extraction in the
region for the last few years, its owners having
GHOST TRIBE bought out most of the claims in the area. This
In the mid-200s, escalating slave has prompted territory disputes with
uprisings across the Empire greatly the Wildcat
pressured the calls for abolition, and
after they gained freedom in the year
275, many couldn’t forgive the Empire
for what it had done. The Ghost
Tribe is a relatively new, ragtag
coalition of the descendants of
slaves; imperial
outlaws;
the
area’s
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Oil Company, though these have calmed since whereas the majority of humans work Flywheel’s
the recent and mysterious disappearance of Blake. pumps and wells. As oil is still a new business,
Now with sole ownership of the firm, Manta’s more than a few spills occur during transportation,
ambition has grown beyond the boundaries of his coloring the harbor’s waters an inky black. Imperial
territory as he begins work on his largest project incorporation has expanded the town significantly,
yet: the Manta Dam. though the place still retains its frontier charms.
VERMILIUM
12
THE AURORAS
LITTLE FIREWATER LOA LENG
This boomtown sprang up overnight during the “I swear to the Great
Red Rush of 299. Built along the banks of the Star, I was kept in Loa Leng’s cattle pens
Firewater River, it has grown into a thriving for three months as the elves fattened me up like a
imperial colony, now home to people from all hog. My entire company was captured in a night
over the world seeking their fortune. Two major raid, but most of them were eaten within the first
businesses dominate the town; mining and few weeks. Eventually, I managed to escape and
distilling. Instead of minted coins, nuggets of make the long journey home, but between the maze
vermilium serve as the major currency here, dug of canyons surrounding the city, and the delirium
up from the many mines that dot the canyons or of crossing the accursed Burnished Sands, none but
dredged up from the slow, reptile-infested waters the elves can remember its exact location. So, Loa
passing through town. The mountains to the north Leng, the dead city, remains hidden.”
are rich in minerals, and the water that flows from Roach, Imperial Ranger, 13th Legion
them is perfect for making alcohol. Most people
in town either work for the Manta Blake Mining Loa Leng is said to encompass ancient buildings
Company or the Blue Flame Distillery, firewater and statues older than the elves, cut deeply into the
being the only “great spirit” people around towering buttes and mesas that surround a secret
here seem to worship. Stagecoaches carry these oasis. The stone pillars of Loa Leng’s valleys are
companies’ goods through the canyons and under decorated with the skulls and bones from countless
the mountains into the Empire and back, which feasts, kept as trophies just as a proud game hunter
make prime targets for bandits, elven raiders, and would, and draped with flayed flesh tapestries of
other terrors lurking among the peaks. former prisoners. The air around the city smells of
death, and the ghouls, vampires, and vultures that
stalk the caves delight in it.
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THE INNER CRESCENT and reconstructed clockwork locomotives that cut
through the canal town of Qolkana, named after
The lands encircling the waters of the Iris are home the elven kingdom that once stood there. Having
to the Empire. Dominated by open plains and low stood since long before the Empire’s advent, the
hills, this region is shielded from the wilderness by road bears testament to the engineering knowledge
the Crescent Mountains, a ring of peaks that act as of the Architects.
VERMILIUM
a natural fortress wall between the Inner Crescent North Aurora encompasses rolling hills,
and the dangers beyond. In humans’ view, the cold deserts, and sweeping grasslands from the
Inner Crescent’s north and south are very different mountains to the sea. It is populated by hog
in terms of landscape, attitude, and way of life. ranches, farms, isolated prairie towns, and the
They are almost considered two different Empires Halfling Country. Along the coast, colonial ports
— two sides of the same vermilium coin. remain from the first days of humanity’s arrival,
Connecting North and South Aurora is a narrow as does the Empire’s second city, Almouth. In the
isthmus separating the Gulf of Zin from the Iris. north, people are less religious than their southern
Stretching along this strip of land is what is now kin thanks to the presence of the academies and
called the Baron’s Road, the Empire’s primary museums. Also, as the northern continent is much
trade artery that connects the city of Almouth with greener and more verdant, many have made their
the town of Baron’s Gate. Cracked and broken way across the isthmus seeking new lives in various
in parts, this stone slab road bears heavy wagons industries. This is a land of plenty, and everyone
wants their share.
The people of the south are much more direct
and less optimistic than their northern cousins,
due largely to their harsher living conditions and
the stricter laws they live by. The north’s rolling
prairies, lush forests, and bountiful farmland give
way to arid steppes and badlands, rocky hills, and
dusty savannas bifurcated by the red waters of the
Cruo River. At the river’s glistening Red Delta lies
the jewel of the Empire, the shining city, and seat
of the Empress and the High Priest: Nophra Dawn.
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Animosity between the two continents is not rare, blood and ink. Anyone who sees the tattoo, which
but until lately, it has usually manifested only along is different for each chapter, knows the bearer to
the trade routes and between military companies. be an outlaw, but most members feel the benefits
Now, however, it is on the rise. of belonging to their criminal family for life
Through imperial charter, independent outweighs this drawback. Each chapter is run by
THE AURORAS
companies and unions known as trade baronies a cunning and experienced chaptermaster who has
have been granted vast expanses of land in the either climbed the ranks to achieve their station
Outer Crescent on which to build industries and or killed the person there before them. Most of
communities in the name of the Empire. They each these individuals are among the Empire’s most
operate a commercial monopoly over a valuable wanted criminals, but through bribery, blackmail,
resource or commodity such as vermilium, iron or and connections with corrupt politicians and law
coal mining, lumber, oil, or animal components. officials, they manage to keep their illicit activities
The de facto governments of these territories, they in the shadows and evade capture. It is said that each
are almost considered nations in their own right, keeps a copy of their own wanted poster as a token
and can rival neighboring countries in power. of their notoriety; the higher the bounty, the more
Often their territories overlap with indigenous respect they receive within the Court. Black Hat
lands, sparking conflicts and, at times, war backed members are expected to follow the Society’s code
by the imperial military. On rare occasions, the to the letter, but otherwise each chaptermaster is
baronies may encroach on each other’s land, free to run their own outfit as they see fit. Among
leading to more vicious fighting over profits. the most prominent chapters are the following:
Each barony is privately owned by a baron, a Blood Iron Co.: This ruthless outfit of former
powerful political player with significant land, laborers offers its members’ services as bounty
wealth, and influence. Such moguls sometimes hunters, private security, and armed guards from
involve themselves in philanthropic work, but their base in Nophra
with the aim of business expansion, they more Dawn.
often fund expeditions into unexplored lands. Brass Spiders: Though
All imperial laws apply within the baronies, and some occult relics and
inquisitors hold jurisdiction within their borders; artifacts can be found
however, these trade lords are free to enforce their in secret corners of most
own rules as they see fit. black markets, none are
finer than those sold in
MAJOR FACTIONS Almouth. If the city’s
Black Hats have to
BLACK HAT SOCIETY to deal in dirty
Despite the harsh laws and heavy punishments money, they
the Empire imposes on its citizens, crime pervades make sure it’s
imperial culture at every level, from the street rats worth their time.
of the inner cities to the infamous outlaw gangs Visit one of their
of the Outer Crescent. While the latter enjoy the hidden auction houses
freedoms of unorganized crime, they lack the if you’re in the market
protection of the Black Hat Society: a network for quality contraband.
of underground syndicates and black markets Brotherhood of
organized into chapters across the new world. Rats: Serenity has
Vicious interchapter rivalries and tenuous alliances always been known as
typify these groups, though they all respect the a den of villainy, even
codes of honor laid down by the chaptermasters, before things went
who together form the Black Court. bad. When walking the
Each member of the Black Hat Society is tattooed streets of this seaside
before signing a contract of loyalty with their own boomtown, all but the
naïve keep
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their hands in their pockets and eyes in the back of However, after what seemed like eternity on
their head. The specialties of this chapter’s street the waves, the humans eventually arrived in the
rats are thievery and smuggling military and exotic Auroras. In the first years, they maintained contact
weapons — and training starts young. with their homeland, but as time went on, the ships
Children of Liberty: Port Vermilium has crossing the ocean — and the people they bore —
garnered a reputation as a lawless haven, a place lessened in number, until they stopped coming
VERMILIUM
devoid of decorum and dignity. If you must pay altogether. Humanity’s old world had finally been
a visit, check out this chapter’s offerings in the lost, and the new colonies soon began warring
belowdecks markets of its anchored hulks, where against each other. Lasting a generation, the
you can find all manner of things dredged up from conflict saw nations rise and fall, alliances forged
the sea or plundered from the imperial navy. The and shattered, and promises made and broken.
Children of Liberty are also known to specialize in Hostilities ended in the unification of a scattered
tinctures and poisons. people and the birth of an empire, founded by the
zealous priests and the nobility that supported
Coven of Curiosity: The Bad Medicine Show them. Colonies were either assimilated into the
has gained notoriety for its involvement in the Empire or erased from history.
perverse and the occult, but the traveling carnival’s
ringmasters, and a select few of their troupe, are When the dust settled, the Empire fixed its gaze
also known for their connections to the Black Hat on a new challenge: the indigenous tribes and
Society. The carnival is never in one place for long, clans it viewed as a threat to its young nation. The
so check it out when it’s next in town if you seek imperials systematically purged these peoples from
the weird and wondrous. their homelands, whether through payment, lies,
or violence. It was during these times that humans
Crimson Dove Gang: This collective of hustlers, first discovered that many of the Auroras’ longer-
gamblers, and doves comprises retired companions established inhabitants used magic. Until then,
and their adult fatherless offspring, who ply the humans had only witnessed it as divinations and
waters of Blightwater and the surrounding bayou. healing. Supernatural defenses inflicted casualties
If you’re looking for information, protection, beyond anticipation on the imperial forces, yet
or just a good time, you can find them on their technology and tenacity provided them with
riverboat named the Dollhouse. enough strength for a somewhat Pyrrhic victory.
Inner Circle: An underground fighting ring In the aftermath, the Empire outlawed witchcraft
comprising the most talented brawlers, dwarven- and sorcery throughout its lands.
style wrestlers, and martial artists in the world. The Empire’s figurehead is Empress Adara
Their many pits are scattered across the Auroras, Aurelia, who is both loved and feared by her
but the largest can be found in Qolkana. people. Her perceived kindness, divine charisma,
Skinners: This gang of trappers and monster and defense against corruption inspires adoration
hunters sell their services to those desperately in and devotion. The person next in line to the
need. They operate out of taxidermists across the throne is always decided by blood: the firstborn
Auroras, but their main den can be found in the daughter inherits power. The Virgin Empress has
docks of Black Harbor. no current heir, nor a partner with whom to create
one. Unless she can do so before it’s too late, the
THE AURELIAN EMPIRE temple will claim the throne.
Nearly three centuries ago, in an act of faith and
“No one trusts the government in the Inner
desperation, the priests of some far-off land
Crescent, at least they don’t if they know what’s
interpreted the setting sun as a sign, and followed
good for them. We pay lip service and attend the
it west over the horizon to the new world as theirs
dawn masses, but we’re always looking for a way to
lay dying. Slowly, all of humanity began leaving
escape their oppression. I don’t blame those who seek
its fading home in pursuit of manifest destiny, a
new lives in the Outer Crescent, where freedom’s
migration now known as the Eventide’s Exodus.
found far from home, but there’s a whole new set of
The journey was arduous, claiming the lives of
dangers out there on the frontier.”
many families who would never see salvation.
Joseph Bugg, Dwarf Tincture Brewer
16
THE AURORAS
Within the Empire, numerous factions compete inquisitor, or priest. Many imperials identify as
for power in various spheres. Detailed here are a religious, but most fail to follow doctrine to the
few of the more influential organizations. letter. Though the Empress rules the Empire, its
Clockwork Arms Co.: Based in Almouth and true power is held by the Temple, particularly its
headed by the retired army colonel Caleb Z. Hyde, divine leader, High Priest Obraham, who controls
the CAC supplies the imperial military with state- the state’s religion, wealth, and laws along with
of-the-art repeating weapons and other clockwork nearly every other facet of imperial life. The holy
devices devised by the Empire’s greatest engineers. strictures of Temple law teach that minor sins can
Its factories are guarded by elite soldiers armed be forgiven with donations or absolution but that
with the best the company has to offer, which major sins will always be met with punishment
they need to face attacks from saboteurs, rival or, worse, excommunication. Temple officials see
engineers, and clockwork freedom fighters. The others’ religious customs, such the sorcery practiced
CAC is considered a barony based on the amount by some of the Auroras’ longer-established peoples,
of land it owns for its factories and lumber yards; as crude conjugations, superstitions, or tricks, and
beyond Almouth’s city walls, the towns of Machine they consider witchcraft to be outright blasphemy.
and Solace serve as satellites providing fuel for They say only Temple priests are worthy to wield
the company’s fires…for now, at least. Normally, magic, yet those gifted with the ability to call upon
baronies cannot exist on imperial land, of which true miracles are rare. Each year, the Temple sends
the Empress herself takes ownership, but some are priests and missionaries into the Outer Crescent
granted charters if they can provide enough for the not only in hopes of converting nonbelievers and
imperial banks, and war is always profitable. spreading the faith, but also to investigate strange
celestial phenomena so as to better understand
Temple of Light: The Temple of Light takes in the Great Star’s signs and portents. The Empire
the Empire’s orphaned children, the Dawnborn, considers itself the most enlightened culture
and then raises and indoctrinates them to become known, but for all its light, the shadows around it
one of three types of imperial servant: soldier, only appear darker.
17
This powerful spiritual organization’s monolithic Imperials also believe that the Great Star in
halls and pyramids, built in reverence to the Sun the sky is an embodiment of the divine. It glows
God, known as the Great Star, stand as cathedrals a brilliant yellow, yet often takes on a red hue at
of light, decorated with geometric stained-glass dawn and dusk. It is said that a red dawn heralds a
windows and levitating eternal flames cast in the rain, as the clouds cry for the recent night’s dead,
forms of ember moths. Lesser altars resembling whose blood colors the sky. One such morning
VERMILIUM
sundials grace smaller villages and boomtowns. welcomed humanity to the shores of the Auroras;
Beside them, priests deliver their righteous in commemoration, members of the priesthood
sermons every day at dawn, high noon, and dusk, wear long scarlet robes adorned in sacred geometric
and during the festivals celebrating each equinox, symbols cast in vermilium. They watch the celestial
solstice, and eclipse. movements of the sun and stars, interpreting them
Surrounding the larger temples are vast somber as divine will.
gardens of urns containing the remains of the The Order: Created by the Temple of Light,
faithful, which are purified in sacred flames during the Order is tasked with finding and containing or
requiems of divine immolation. Smaller gardens eliminating blasphemers, occult practitioners, and
lie scattered across the Auroras nearly everywhere supernatural threats to the Empire. The inquisitor
imperials have lived and died. It is believed that knights who carry out this divine work relinquish
when a body is cremated, their spirit ascends to their names and swear oaths of servitude to the
paradise, but when a priest dies, theirs is welcomed Empire as fearless soldiers of faith. Only in death
into the night sky as a new star, in the mighty are they given new names to be remembered
company of their god. Imperials believe that all by. To become a holy knight requires years of
living beings on earth are made of stardust, gifted academic and martial training. Youths from across
life via the deaths of other gods eons ago. the Empire seek positions as dutiful squires as a
step along this path. Commanded by the Grand
Inquisitrix, the inquisitor knights have jurisdiction
extending to the limits of the
18
Empire and its colonies. Although residents should and the halflings lost both their hunting grounds
be safe if they abide by imperial law, inquisitors are and their way of life. After the defiant Battle of
granted the highest authority to act as detectives, Rapture River in 65, they formed the new Halfling
judges, and executioners, with near-full impunity. Country on the northern borders of the Empire.
They had reclaimed their independence, for a time.
THE AURORAS
MOLOKO & SONS
After the loss of their open territories, the
The largest and most powerful hog ranch in the
people here have been forced to become skilled
Empire is Moloko’s Stead, owned by Jonn D.
farmers of corn, beans, and squash. They have
Moloko and his three sons. They own more land
sustained a large community around their town
than all other ranchers combined; most of the pork,
of New Harvest, a former imperial fort built upon
leather, and hog’s milk across the Empire comes
ancient halfling mounds rising high above the long
from Moloko’s swine. His success has attracted
grasses. Hundreds of these constructed hills dot
unwanted attention from hog rustlers, milkers, and
the prairies, having been used as herdstones for
rival barons from the Thunderbird and Razorback
hunter-gatherers, shrines of worship, and burial
Ranches, and he employs teams of rough riders
grounds since before the humans arrived.
deputized to show no mercy to trespassers. He
runs the town that has sprung up around his stead, “Not all halflings gave up their homeland so
famous for its fermented milk bars. quickly, and across the Great Prairies many of the
old ways still remain. The grass is stained with the
PEOPLE OF THE DANCING GRASS blood of imperial settlers, soldiers, and butchered
The halflings of the Great Prairies were once a pigs at the hands of renegade wolf riders and
proud, free people who rode their wolves across the outlaw gangs, who raid crops, towns, and supply
rolling plains and steppes of North Aurora. They lines under the cover of darkness.”
followed roaming herds of giant boar, which they Tarooka Clearwater, Half-Halfling Swineherd
hunted for meat, fur, bone, leather, and milk. The
humans claimed much of the Inner Crescent,
19
PLACES OF INTEREST notoriety for its associations with illegally operated
bordellos, as well as the opening of the Wild Eye
ALMOUTH saloon: a popular speakeasy for antiheroes passing
If Nophra Dawn is the religious capital of imperial through the city. Because of its diversity, people
society, then Almouth, the clockwork city, is its can find just about anything they seek in the
capital of science. Resting at the mouth of the Alma borough. Of course, some of its establishments and
VERMILIUM
River on the eastern shores of North Aurora, the sellers are aboveboard, but they are few and far
city clangs and whirs with factories and workshops between, hidden among cathouses of ill repute and
assembling myriad inventions designed by the questionable apothecaries.
Imperial Academy. Its streets are lined not with Scholars’ Quarter: At the heart of the city is the
statues of dead empresses, priests, or war heroes, but Imperial Academy, marked by a monolithic clock
with clockwork automatons that move uncannily tower built by the Empire’s most skilled engineers
in a showcase of technological achievement and and overlooking all of Almouth. Since its founding,
whimsy, guiding the steam-powered carriages the Imperial Academy has remained an institution
that run through the streets. Almouth is known dedicated to the pursuit of knowledge; many of
for its grand buildings dedicated to progress, such the world’s recent innovations sprang from ideas
as the Imperial Academy, the Museum of Natural shaped in its lecture halls.
Oddity, and the factories of the Clockwork Arms
Among the alumni and faculty — the latter
Company. Featuring flat-topped buildings of brick
headed by the aging professor and Academy Elder
and stone, the city’s skyline is pierced with clock
Quentin S. Quale — some regard the teachings of
towers, observatories, and smoking chimneys.
the Temple as obsolete, seeing the Great Star in
This far north, the summers are short and hot, a different light. This has understandably led to
while the winters are white and bitterly cold. Rolling hostility between the two imperial factions, though
in from the Iris, a layer of fog suffocates the city on as the Empress herself accepts both, they must
days without wind, mixing with the black clouds tolerate each other.
coughed out by the factories. The city, though
In the Scholars’ Quarter, stained-glass windows
dominated by humans, welcomes all bloodlines.
are replaced with clockwork orreries, and sacred
Thanks to its busy trade lanes and bustling harbor
flames with gas lamps. Where sundials once hung
protected by the Verdigris Sound, many halfling,
now stand large mechanical clocks; in place of
dwarf, and even elf communities thrive here,
religious statues and busts, intricate automatons
taking up trades such as carpentry, construction,
move under electric light; smoking temples are
fishing, and guard work. Because of this eclectic
dedicated not to the Great Star, but to manufacture.
mix, vermilium is not the only currency used in the
Many see the sun not as a divine manifestation,
city; seeds and shells are common tender in some of
but as the center of a solar system — mechanical in
the more close-knit community markets.
design and in perfect mathematical balance.
The Patch: A welcome respite from the
In the Academy’s archives, a reliquary houses
claustrophobic streets and overhanging gables,
many of the world’s most mysterious artifacts,
this large park in the city center is overgrown with
fanatically studied by resident students. Among
twisted witch pumpkins and bone tumbleweeds
these artifacts is the Machinist Child, discovered
from great battles long ago. It plays host to
beneath the frost-covered sands of the Copper
gatherings, events, and the Bad Medicine Show
Desert. Kept under lock and key, its skeleton, made
when it appears in town, but it is also a frequent
of copper and iron, is almost perfectly preserved,
haunt of street-gang brawls and black market deals.
and though its porcelain flesh is considerably
Red Lantern Borough: Along the banks of damaged, it remains beautiful to behold. Legions of
the Alma River, lined with bloodstained lamps clockwork automatons have survived from the old
powered by the natural gases from the sewers world, but most of them are cruder in construction.
beneath, one can find a tangled web of markets Some still protect the ruins of their once-glorious
and auction houses selling all manner of tat world, though the purpose of the Machinist Child
and treasure. Recently, the area has grown in has yet to be determined.
20
The Museum of Natural Oddity, also located “Among the markets, monster cages, and garish
in this quarter, showcases the most extraordinary machines, dazzled crowds can find our big top
treasures gathered from around the world. These in all its sinister splendor. Inside, your minds
range from alien metals, rusted façades, and fill with swirling visions from deep within your
oxidized effigies to ancient weapons and taxidermy imaginations, fueled by sensational witchcraft
THE AURORAS
creatures from far-off frontiers. The most well- as your senses delight in gratuitous displays of
attended exhibits, personally selected by High outlandish grime. Who’s in charge here? Our
Curator Osoven Thoth, are the corroded steam captivating ringmasters, Oraster and Kasper
train excavated from the Underearth, derailed Chimera, conjoined twins of half-orcish heritage
millennia before the coming of humanity, and the who revel in the oddity around them. Looking for
skeleton of a gigantic winged serpent, suspended work? Our troupe welcomes all troubled outcasts
high above the Great Hall as if given the gift of and unwanted exiles: those willing to terrify and
flight once more. delight for the price of an admission ticket.”
Joe ‘Blondie’ Manco, Human Trickshooter
THE BAD MEDICINE SHOW
The Chimera brothers’ dark carnival and CRUO RIVER
imaginarium, dedicated to the weird and The blood-red river that flows through the
wonderful, occult and supernatural, freakish and imperial capital of Nophra Dawn in South Aurora
perverse, travels the backwoods towns of the carries vermilium dust from southern Crescent
Inner Crescent in need of a little shock and awe. Its Mountains into the waters of the Iris, depositing
exhibits include chilling taxidermy displays, death- most of its valuable payload across the Red Delta.
defying circus acts, disturbing freak shows, and Panners once flocked from across the Empire to
fanciful emporiums selling all manner of strange sift through its red waters, until new laws outlawed
trinketry. Its night shows attract the attention of independent prospecting on its banks.
the local law, but its wagons are always gone before
the sun rises. The Manta Blake Mining Company has begun
the construction of the Manta Dam
21
on the northern slopes of the Crescent Mountains, than horses. Known colloquially as razorbacks,
which when finished will span the Cruo River these massive porkers have notoriously short
and pan the vermilium from its raging waters on tempers and sharp, overgrown tusks able to rend a
an industrial scale, just as a clot stops the blood man to shreds. Ranchers have begun breeding them
flow in a vein. The river will finally run clear, for meat, leather, lard, and their intensely flavored
and the imperial barons will benefit from the milk, which can be fermented, though they are
VERMILIUM
captured vermilium. The elves and renegades of no less dangerous than their wilder counterparts.
the mountains perform constant attacks to stem The younger, less ornery pigs are sometimes
its progress. The Thu’loon see the river’s source as trained to sniff out special mushrooms in the late
sacred, and the Ghost Tribe will stop at nothing to summer. Often miles away from civilization, the
see the Empire’s expansion plans thwarted. largest ranches grow into small towns of their
The river’s Automata Valley holds more own, catering not only to ranch hands but also to
ancient statues and colossi than any other region drifters, outlaws, and soldiers on leave. The hogs
in the known world. Of particular interest in this become targets of predators, rustlers, and milkers,
sculptural cemetery, one figure, estimated to have and so are often guarded by armed swineherds and
stood over a thousand feet tall, now lies fallen over halfling mercenaries.
a deep ravine. The Idol of Sorrow, scarred with
THE IRIS
sacred elven markings and lifetimes of corrosion, is
The Iris, the great circular sea surrounded by the
visited by travelers seeking shelter, who are greeted
Auroras, is as tempestuous and mysterious as it is
by waterfalls of tears flowing from its lifeless eyes.
alluring. Nophra Dawn and Almouth, the Empires’
HALFLING COUNTRY two major port cities, gaze out over its deceptively
Halfling Country straddles the border between calm waters, controlling the trade routes and sea
the prairies and the coniferous tree line of the lanes that orbit it, never straying too far from
Winterlands in North Aurora, and is occupied land. Although the Empire has sailed this sea for
by the People of the Dancing Grass. It represents centuries, the inner Iris remains uncharted, as
a small fragment of the tribe’s former lands. its treacherous waters seem to swallow any ships
Today, the country has become an imperial attempting a route through them. As near as a
vassal nation with near-full autonomy, though it couple hundred miles out from the coasts, ferocious
has gained significant exposure to imperial and multicolored lightning storms can be seen over the
dwarven customs through trade, and is forced to horizon. Both beautiful and terrible to behold, they
pay the Empire tribute each year on the autumnal rage without end, coloring the skies with all the
equinox. The largest town, New Harvest, is made vividity and violence of a thousand rainbows in
up of dozens of earthen hills covered in halfling their death throes.
tents and more modern, imperial- and dwarven- The Iris’s circular shape has prompted substantial
style buildings. The town casts its reflection over pontification from geologists, academics, and
Looking Glass Lake, which carves a physical divide priests alike. Most believe that its coastline suggests
between the country and the Empire. a colossal meteor struck the earth some time in its
Most imperials are not permitted to enter certain primordial past, the meteor’s crater forming the
buildings or sacred crop circles without invitation. sea and its ejecta creating the peaks of the Crescent
Inevitably, this has prompted tensions, especially Mountains. Some have even theorized that the
after the discovery of vast coal and vermilium comet was composed predominantly of vermilium.
deposits beneath the grasslands. The halflings This would explain the vast quantities of the red
chase those who violate these policies beyond the metal in the mountains and posits the question of
borders as a warning; upon further violations, they how much lies in the center of the ocean floor.
string the trespassers up as living scarecrows.
NOPHRA DAWN
HOG RANCHES Nophra Dawn, the Dawn’s Early Light, is the radiant
The hog ranches of the Great Prairies rumble with capital city of the Empire and the center of humanity
the trotters of thousands of pigs, which grow larger in the Auroras. Humans founded it as a colonial
fort six years after they arrived on the continent,
22
THE AURORAS
building
it upon the
ruins of a far older citadel in South Aurora.
They named the city for the first empress, Nophra military and discovery corps.
Lah I, and for the humans’ arrival in new world, It remains a monument to a time when the
the Dawn of Man. Since then, Nophra Dawn has Empire was young and the new world was still
evolved into a sprawling metropolis, its population new to humanity. Today, the fort is used to train
soaring to over a million residents of all bloodlines new recruits, and houses a strong garrison of
and backgrounds. soldiers, cavalry, and clockwork war engines from
Almouth’s factories.
Nophra Dawn stretches across the glistening Red
Delta at the mouth of the Cruo River. Encircled The Gilded Palace: If the Imperial Academy is
by 50-foot walls, it is accessible only through its the mind of the Empire, and the Temple is the soul,
heavily fortified gates or by boat. Surrounding then the seat of the Empress in the Gilded Palace
these walls are many of the farm communities that is its symbolic heart, from which the Empire’s
feed the Empire, as well as slum markets clinging lifeblood flows. Here, the Empress rules over her
to the roads extending from the city. Though subjects from the comfort of her throne, bathed in
Nophra Dawn boasts a diverse populace, prejudice light from stained-glass windows and the warm
still exists within it. People of elven, dwarven, or glow of the fires around her. Some of her followers
halfling descent rarely progress through Nophra see her as their champion for life, light, and justice,
Dawn’s societal circles, and until recently it was while others believe her and her palace to be the
unlawful for families of more than one bloodline center of subjugation and tyranny.
to exist. Here, people are well protected from The Red Delta: Nophra Dawn’s port is the
outside threats, but many live clustered in squalor; busiest in the world, spanning the channels of the
poverty and crime is common on the city’s streets, Red Delta and crowded with hundreds of vessels
exacerbated by overpopulation and the Temple’s vying for favorable positions in the docks. All
oppressive laws. manner of goods are traded here, from imports such
Blood Keep: This old star fort on the banks as lumber, furs, and weapons, to exports like salt
of the Cruo River was built in the year 55 as an and coal. The Empire also moves prisoners through
administrative center for the Empire’s burgeoning the port to labor camps where they toil as part of
23
and coins are donated at
the bases of great altars,
all illuminated with shafts
of light pouring in through
stained-glass windows as
the very air thickens with
VERMILIUM
24
The jungle will eat a man alive. Anyone entering true. This has spurred various imperial factions to
its borders without considerable knowledge, luck, launch expeditions into this untamed realm to find
or a trusted guide is likely to perish within the first it, though so far all have failed. The adventurer
few hours. The plant life here is voracious, and who discovers the beating red heart of the jungle
seemingly sentient, comprising a tangled web of will find no end of wealth and renown.
THE AURORAS
trees, roots, flowers, and vines that consume each Elves are not the only people to inhabit this
other in a cannibalistic dance of death and rebirth. green frontier, nor are they the oldest. Tribes of
Some grow so fast that they appear to move like black-furred sasquatch have made the jungles their
serpents, and many of the trees in the denser home for as long as the trees have stood here, as
regions share a consciousness and awareness that well as a unique but even more secretive society of
the native elves and sasquatch are able to learn clockworks that still care for the industrial ruins.
from. Flowers in the canopies open and close as if
calling out to each other over the wind; pollen and
spores are released across valleys in single breaths; PLACES OF INTEREST
and the choruses of cacophonous insects and
BRASS DESERT
birds synchronize to convey the jungle’s changing
Over the Painted Hills, in the Brass Desert on the
emotions. It is a hostile, oppressive environment,
southern tip of South Aurora, Tzol’keen scouts
but one that conceals riches, both spiritual and
recently discovered crypts the contents of which
monetary, beyond imagining.
have left them perplexed. In them, they found
Not unlike the Coralline islands, the rainforests burial chambers hewn not from rock, as is the elven
of the Southlands are actively volcanic, filling the tradition, but from petrified wood depicting exotic
skies with hot steam, smoke, and molten rock animals not native to this region, such as snow
jettisoned into the air like fiery fountains. The bears and mammoths. Hidden inside a gnarled
ground rumbles and shakes, opening up cracks and wooden sarcophagus within one of these tombs was
fissures that reveal great voids, or crevasses filled the dried body of a dwarven warrior adorned with
with giant insects and other subterranean horrors, wooden armor and ivory relics, holding an ornate
before closing back up again. Expeditions have lost war club by his side. The strangest thing about this
their way after tracing their footsteps back over crypt was the manner in which it was discovered.
their trails only to discover the ground itself has It was seen through the cold desert night thanks to
fallen away, or risen to new, impassable heights. a small, flickering candle at the door.
25
elves holding treasures and artifacts of mechanical Underearth, and the artifacts it hides, has incited
design, and the cast-iron facades left to rust around an industrial revolution that has rippled across the
them hide detailed reliefs of baroque imagery. Empire. The Imperial Academy funds numerous
Depictions of grand cities, elven warrior societies, expeditions into the dark unknown in an effort
sorcerer engineers, and fantastical creatures to uncover more of the old world’s forgotten
thought extinct are all painted in vermilium leaf, technologies. Many an adventurer makes their
VERMILIUM
representing a lost society unlike any other. fortune in the Academy’s employ, but just as many,
if not more, meet their end.
26
PLACES OF INTEREST
LONELY HOLLOW
The only permanent imperial settlement below the
earth is the town of Lonely Hollow, now owned
THE AURORAS
by Firefly Industries, though the imperials have a
few other scattered dig sites and mines throughout
the caves. Little more than a camp of wooden
buildings, canvas tents, and chain elevators,
Lonely Hollow occupies the underground
ruins of a decrepit ironworks on one side of a
deep chasm, which crawls and writhes with
horrors kept at the edge of the ever-burning
lamplight. The cliffs on the other side are
home to an abandoned halfling village and
the remains of a bridge that once spanned the
frothing void.
Formerly known as Cutter’s Gorge, the
imperial town was renamed after the majority
of it sunk into the ground after the Underearth
suffered a devastating earthquake. A burgeoning
vermilium mining colony has sprung up by Lonely
Hollow’s deepening pit mine, providing the Empire
with a base of operations in the Underearth.
27
THE WILDWOOD sends wood back to the Empire via Fort Kandar in
the Crescent Mountains, using a private rail and a
The western hills of North Aurora are home to a single clockwork train that chokes the forest with
dark and mysterious realm, a sprawling expanse coal smoke.
of untamed, natural chaos filled with gnarled but Founded by Rufus T. Firefly, the barony
towering trees; mysterious ruins of crumbling continues to sow devastation on the halflings’
VERMILIUM
brick and rusting iron; and wild, hungry beasts homeland even after the baron’s death, its tireless
prowling the trails. The nights are long, and the workforce toiling in the dead of night. In the hills
days are shaded under the broad leaves of the around the Underearth town of Lonely Hollow,
region’s giant trees, which stretch hundreds of feet deforestation has been prolific. Their once-proud
into the sky with unnatural form and proportion, forest, older than recorded history, now lies in
looming over all life below. The foliage can become sawdust and ash as barren fields of tree stumps and
so overgrown that it blots out the light of the sun haunted memories. This tragedy has angered the
and moon, never allowing their radiance to reach Forest Nations, who swear retribution.
the forest floor.
The company faces threats not only from the
The small, agile halflings living here can see in the vengeful halflings, but also from spreading blight,
dark, and they build their homes high in the trees, forest fires, and territorial disputes with other trade
where the canopies offer refuge from the dangers baronies due to its perceived weakness. In these
below. These halflings venture down only to hunt uncertain times, the barony needs a new leader,
game or bury their dead. The human colonists, on though one has yet to be publicly announced.
the other hand, choose to remain on the ground,
felling acres of trees to build their boomtowns and FOREST NATIONS
fuel their fires. The halflings patrol their arboreal The imperial machines spreading into the
homeland looking for lost wanderers, industrial Wildwood have forced many scattered halfling
loggers, or trespassing rivals, and are almost always tribes, which once considered each other enemies,
hostile to those they do not know. For an outsider to unite in the face of a growing threat. Composed
to walk the forest paths at night is considered a of the People of the Everfall Vale, Scorched Pine,
death wish. Poison Oak, Fire Leaf, and Great Sequoia, the
In the southern part of the Wildwood lie the Forest Nations have chosen to stay and fight
stagnant swamps of the Blighted Bayou, their those defiling their homeland; they refuse to be
warm, fetid rivers snaking through the sagging subjugated. Together the Forest Nations fight
forests and saturated lowlands of the Viridian for their survival, their existence relying on the
Basin. The water’s surface is thick with clouds of prowess and tenacity of their warriors.
buzzing insects, while beneath lurk reptiles and These halfling nations constantly raid logging
amphibians of monstrous size. The local halflings settlements and caravans, sometimes in enough
here control the trees, forcing the imperial settlers numbers to threaten the Empire’s western
to master various watercraft to ferry people garrisons. They mark their territory with trail
between their colonies. Serenity and Blightwater trees, whose bark bears glowing carvings of faces
stand as the largest bastions of human civilization and animals keeping watch over the forest. The
in the Wildwood, as the others struggled to fend colonists and imperial soldiers have learned a
off the rapidly encroaching forest, were burned to confident young war leader is planning a warpath
the ground, or fell to the blight. that will cleanse the forest of their fire, and they’re
right to fear him.
MAJOR FACTIONS “Zero Wolverine believes he is chosen by the forest
itself to lead its people into war, having received a
FIREFLY IND. blessing from the Wildwood’s mysterious prophet,
Firefly Industries, based in Serenity, has established the Orchard Mother. He inspires love in his people,
lumber mills throughout the Wildwood territory and fear in everyone else.”
over the past decade, felling large swaths of forest
to maintain its monopoly on timber production. It Colton Ashra, Imperial Logger
28
THE AURORAS
Forest Nation halflings build their homes in the
canopies of the region’s towering trees, their larger PLACES OF INTEREST
villages spreading over many or appearing to climb
them from the ground. The most awe-inspiring BLIGHTWATER
of these wonders is said to be the arboreal city of Built along the river system of the squalid southern
Sequoia Sky, its roots and branches home to nearly bayous, Blightwater grows as it supplies sugar
100,000 halflings. The halflings exercise great care and cotton to the Empire. The town’s permanent
when selecting a place to build a home, sometimes buildings and the boardwalks snaking around them
taking many months to find a new tree; for a people stand on stilts to avoid the fetid waters and the roots
to build upon one is to connect to the forest and the of the gargantuan bald cypress trees, though most
earth beneath for generations to come. Further, the of the homes and businesses float on riverboats.
trees they live on are what provide Forest Nation The most rambunctious of these watercraft
members with wealth and power, in the form of establishments is the Dollhouse, kept in check by
seeds and of weapons made from wood. its charismatic, half-elven madam, Magaline Gray.
Her venue is known across the Wildwood for its
These homes change considerably throughout
fabulous cabarets, flowing boomshine, gambling
the seasons. Spring and summer are times of
parlors, and warm and convivial hosts.
festivity, when the flowers are in bloom and the
forest is most alive with drum music, singing, and The air here is thick and warm, the water
ceremonies of love. The fall brings changes in stagnates, and winter doesn’t bring much in the way
color and the bounty of the harvests, with thanks of respite. The evening skies dance with fireflies,
and reflection observed during the darker, cooler while the winds carry fluff from the cotton fields.
evenings. Apothecaries, witches, and native sorcerers are
allowed to do business here under the protection
of the town’s half-halfling, half-elven mayor, Hugo
Crane, while bootleggers are permitted to sell their
’shine along the creeks. Surrounding Blightwater
29
are miles of swampland populated by snapping twisted with pain. The soldiers who returned to
turtles, alligators, giant catfish, bile frogs, horned the fort claimed the faces moved with malevolence,
serpents, and dryads. and that many of their company had turned on
Outside the remote town, through the dank each other in their madness caused by what they
mists and ethanol clouds, there lurks a quiet fear. had seen. To this day, no one has returned to what
Monsters stalk the water, river pirates patrol the is now called the Lost Colony.
VERMILIUM
30
resembling polypore mushrooms, concealing town; on account of her checkered past, these
hollows wherein the People of the Great Sequoia newcomers believe she will sympathize with those
live. Here in the hollows, the halflings hold great escaping theirs. This may hold truth, but fools she
markets at which people from across the Wildwood suffers not. She has influenced the passage of laws
come to trade, break bread, tell stories, and fill the prohibiting the carrying of ranged weapons within
THE AURORAS
air with songs and drumbeats. the town limits, and she is quick to punish those
disturbing her peace.
SERENITY
If the Wildwood is the garden of North Aurora,
then Serenity is the rotting corpse buried beneath THE WINTERLANDS
it. Built overlooking Serenity Bay, the town serves
as a crucial imperial trading port on the west coast, The great northern realm beyond the Crescent
bustling with well-stocked saloons, bountiful fish Mountains can be both breathtakingly beautiful
markets, and companion houses. People flock here and callously unforgiving to those traveling
filled with promises of a better life, safe from the through. Winters here last from September to
dangers of the forest and away from the crippling April, bringing with them wild blizzards and long,
restrictions of the imperial cities back east. freezing nights. The dwarves call this land home,
living in many fractured, territorial clans scattered
However, on a winter’s night during the worst throughout the wilderness. They mark their
storm in recent history, the town experienced an territories with short, thick spirit poles that whistle
event that would cloud its reputation forever. The in the cold winds from the mountains, carved to
Doom That Came to Serenity saw the unforgiving reveal the spirits sensed beneath the bark.
storm break the harbor wall, destroying the fishing
fleet and imperial warships anchored there. The Within the Winterlands’ borders live all manner
bay is still said to be haunted by the dozens who of great beasts, hunted by both dwarven clansfolk
sank to their watery graves that night. As the and human settlers for their meat, fur, ivory, and
storm made land, lightning set the town’s crowded, other, more peculiar parts. Beyond the great pine
wooden buildings ablaze as scores of pale-skinned forests, the tundra rumbles with the march of
halflings appeared out of nowhere, descending thunderous mammoth herds, hugely valuable,
upon the townsfolk in a gruesome and reckless but jealously guarded by their sasquatch masters.
rage. Nearly two-thirds of the population were Farther north still, at the top of the world, freezing
lost that night, including Baron Rufus T. Firefly arctic seas crash their waves upon treacherous
and the town’s mayor, Hoodoo Addams. Nobody’s mountain coasts impossible to navigate except by
Heroes, who were hanging their hats in town for dwarf whalers and the deadly leviathans they hunt.
the night, were able to save the rest by barricading No more than a generation ago, the region was
the survivors in the saloon to defend against the torn apart by the Sanguine War, a civil war between
slaughter. Many blamed the Forest Nations for the the western clans and an invading alliance of the
attack, though this has been passionately denied by Red Coyote and Yellow Bat clans led by Voryn
Serenity’s halfling population. Frey. He had secretly infected many of his warriors
Serenity has slowly begun its reparations, and with blood lust to create an army of voracious,
the newly-elected sheriff, Belle Fontaine, has been ghoulish killers hungry for blood and power. In an
tasked with restoring hope. But like an infection early effort to call for peace, the leaders of the west
in a festering wound, crime and exploitation gathered in Frey’s longhouse for dinner, only to be
have begun to thrive, and Belle and her deputies killed by the treacherous lord and devoured by his
struggle to maintain order. The halflings who warriors in a bloody frenzy. After this devastating
remained now face persecution and are forced loss, the western clans united as one under the
into ghettos. The orphaned children of the lost famed berserker lord Umber Fenn; together, they
families were forced to labor in the workhouses rose against the eastern horror. After enough blood
and lumberyards, though this arrangement didn’t was shed, enough sacrifices were made, and enough
last, as they escaped only months later. Belle has dwarves had died, the vampires were defeated.
also attracted a more rambunctious sort to the
31
VERMILIUM
predators
still pose a threat to
MAJOR FACTIONS their way of life. The
Confederation openly trades
CLAN CONFEDERATION in goods such as fish, lumber, and coal with the
Formed by the survivors of the Sanguine War, the Empire and the surrounding clans, though too few
Confederation consists of the Gray Bear, Spotted dwarves are able to work, and many of those who
Lion, Black Goat, and Blue Wolf clans, as well as a are bear the scars of war. It is through its alliances
monastic sorcerer enclave on the Isle of the Azure and solidarity bonded by bloodshed that the
Shrine. These dwarves are renowned for their Confederation has managed to survive this long.
grand, ornate settlements carved out of solid wood All across the Winterlands on the anniversary of
and for the fearsome warriors who defend them. the war’s end, near the winter solstice, thousands
Those who prove themselves fearless in the face of kayaks filled with burning candles and paper
of violence receive the honored rank of berserker; lanterns are sent downriver in vigils remembering
they are henceforth tattooed in sacred ink and the spirits of the victorious dead.
given mushrooms to induce a frenzied rage before
battle. Not all live long enough to retire from war, THE FORSAKEN
but those who do are revered among their kin, and The shapeshifters and werebeasts known as skin
some leave for lives of adventure in other lands. walkers, once berserkers revered as the ultimate
Dwarves are natural warriors, most having warriors within their clans, were condemned as
trained in combat from a young age. Further, each criminals and exiled a generation ago. Changed
is required to choose a craft to pursue for the rest by the dwarven sorcerers, they helped the
of their life; they will continue to work at this craft Confederation win the Sanguine War against the
until they can no longer lift the tools of their trade. vampiric host, but their new nature could not be
ignored. After the war, these veterans were cast
In the aftermath of the civil war, the confederate aside; people became fearful of them and their
dwarves are rebuilding. A tenuous peace has returned contagious affliction, no longer accepting their
to their lands, but the days are filled with hard place in society. The skin walkers could not conceal
work, and bands of outlaws, rival clans, and natural
32
their identity, as their eyes turn the color of the The dwarves here are expert fisherfolk, using
azure moon, even in their natural form. Driven longboats and large canoes to hunt the region’s
beyond the mountains of the far northwest into the marine beasts far offshore. Trade is dominated by
Werewood, they formed clans and packs of their whale blubber, meat, and oil; walrus fur; and rare
own, the largest being the Forsaken, led by Lugaru inks harvested from the elusive kraken occasionally
THE AURORAS
the white wolf. washing up on the icy beaches. All meat is eaten
raw this far north, a practice seen as grisly by
HUNGER BAY TRADING CO. southern clans. Despite this, the dwarves of the
The Hunger Bay Trading Company occupies what White Whale are renowned as the most beautiful
was once dwarven land. The dwarves offered the and decorated of their kind, ritualistically tattooing
tract to the Empire after the imperials came to their their entire bodies over the course of their storied
aid during the Sanguine War, though the town of lives; one could read the history of the known
Rat Factory was already established as an imperial world on the back of a dwarven whaler.
trading post in the northwest. The new baroness,
Wednesday Q. Glass, is a retired ranger from the
imperial military and veteran of the Sanguine War
PLACES OF INTEREST
who turned big game hunter. The barony thrives FORT SOLITUDE
on an economy whereby the local imperials and The capital of the Confederation is a large,
dwarves can purchase goods such as food and fortified settlement resting on the rocky, forested
equipment using the furs, ivory, and other valuable island in the center of Bear Lake. Following
parts they harvest from game. The company then dwarven tradition, it is constructed entirely out of
sells these back to the Empire for a profit. impenetrable, fire-resistant wood, a true marvel in
Glass is constantly looking to expand her architectural carpentry. It is said that no enemy has
territory, employing a number of dwarf hunters breached the walls in all the centuries they have
for their knowledge of the land, as well as ex- stood. Across the lake rises the Totemwood, where
soldiers and mountaineers from the Empire. many of the trees are carved along quiet forest
This has led to resentment from some of the walkways into guardian animals representing the
dwarves, as the company has begun to encroach different clans of the Confederation, in the belief
onto the lands of the White Whale Clan and the that they will protect its people from evil spirits
Confederation. Glass has even sent a number of and enemy warriors.
ill-fated expeditions west into the skin walkers’ The fort overlooks the cloudlike Red Salmon
hunting grounds beyond the Blondback Hills, led Falls, the largest in the world, and guards the only
by specialist hunters known as skinners carrying river crossing for a hundred miles. Solitude boasts
azure iron weaponry. Most have failed to return. many markets filled with traders from across North
Aurora, mist-covered docks protected by dwarven
WHITE WHALE CLAN longboats, pensive temple courtyards dedicated to
The frigid seas and barren coasts of the far north the clans’ totem animals, and warrior-society halls
are home to the hardy people of the White Whale. training new generations of fighters. The largest
Their scattered villages are constructed from ice building is the Gray Bears’ longhouse, Fenn Hall,
and whale bones covered in the thick hides of arctic where Lord Drexl Fenn and his wife, Lady Nala
beasts to secure shelter from the elements. Due to Snow, watch over their people.
the scarcity of trees here, bone is carved instead of
wood for scrimshawed weapons, ornaments, and THE HAUNTED PINES
often building materials. Many small settlements The music of the creatures of the night can still
can be found up and down the jagged coasts, but the be heard throughout this forest, which remains
largest, Nanuqta, is home to nearly 6,000 dwarves, haunted by horrifying memories of war and
human settlers, and sasquatch living side by side. bloodshed. Though the vampiric dwarf lord Voryn
Together, they gaze up at the night sky to enjoy Frey and his armies of blood hunter berserkers were
the sacred dances of the northern lights almost all nearly exterminated, the old territory of the Red
year round. Coyote Clan still crawls with their vile offspring.
33
Situated in such close proximity to the settlements a primordial evergreen forest shrouded in a thick,
of Almouth and Timber Falls, the forest stands as ever-present mist.
a source of terror among the region’s hunters and Overlooking the valleys of the Werewood lies the
trappers. Many come during the summer months hidden camp of Blue Moon, home to the Forsaken
to hunt these bloodsucking vermin, bringing Clan, the original wolf walker of the Sanguine
crossbows with bolts soaked in purified water and War. The mountain caves to the south are claimed
VERMILIUM
sharpened stakes of dwarven craftsmanship. by their bitter rivals, the bear walkers of the Feral
Clan, who lost their honor long ago. These clans
RAT FACTORY
mark their territories with clawed pine trees and
The cool midnight sun bathes the arctic coasts
scent stones, and neither suffers trespassers, though
farthest north during the summer months, though
conflict is rare since the Ferals hibernate for up to
the sun sets for the last time in late fall and does
half the year. Few outsiders who dare venture in
not rise again until early spring. Tales of this
make it back alive, and those who do are seldom
phenomenon have made the region a site of holy
the same. The cries echoing through the trees are
pilgrimage for priests of the Temple of Light, if
enough to chill the blood of anyone wandering into
they can navigate the uncharted paths and frozen
this savage land, though that hasn’t stopped the
waterways that lead to it.
likes of the Hunger Bay Trading Company, which
A priest by the name of Nicodemus Crow continues to expand west, bringing its hunters into
founded the town Rat Factory some years ago contact with the ferocious natives.
around his mountainside mission overlooking the
Azure iron, known to inflict terrible wounds
Black Goat River. It prospered under his guidance,
upon skin walkers, is forbidden here. The skin
until he learned of fanciful tales of the midnight
walkers take any azure iron items they find to the
sun. After he disappeared into the north in search
volcanoes rising from the Werewood’s eastern
of it, the people he left behind stand leaderless in
slopes, and cast them into the fires. Folks found
their faith. Rat Factory has since been taken over
carrying them can expect a less merciful fate.
by the Hunger Bay Trading Company, turning this
religious fur-trader colony into a company town.
The humans and dwarves who live here are treated LIFE IN THE NEW WORLD
more like employees of the barony than citizens.
The town gets its name from the giant, sickly
looking beavers, colloquially known as river rats,
LAW & ORDER
that build dams along the river running through it. “The law is a mortal institution.”
Much of the settlement is built over what used to be Quick Killer, Clockwork Bounty Hunter
an ancient dwarven burial ground; its old wooden
crypts still rot in the earth beneath it. Recently, The Empire is known for its harsh laws and
the rats have been chewing their way through the severe punishments enforced with an iron fist.
wood, destabilizing the town’s foundations and Many people try to escape this oppression by
putting its future in jeopardy. The people here are migrating to the Outer Crescent colonies, but this
beset by all manner of other beasts prowling the pioneer spirit is not without risk, as the untamed
forested hills. Wolves, saberlions, blood hunters, lands beyond the borders conceal lawlessness
and hostile sasquatch have been seen at the edge beyond measure. Such is the price of freedom.
of town just beyond the lantern light, sizing up Due to uprisings and revolts, the institution of
their next meals in the dark of night. Overlooking imperial slavery didn’t last for long, but prison
the town is Hunter’s Palace, a fortified hotel lodge labor has endured to this day. Even minor offenses
on the mountainous slopes where the region’s such as petty theft and blasphemy are punishable
baroness, Wednesday Q. Glass, resides. by lengthy jail time, often involving hard, unpaid
work. People who commit more serious crimes
THE WEREWOOD such as treason or murder usually face burning
Nestled within the thermal valleys beyond the at the stake; the imperial priests call this divine
Blondback Hills is the skin walker clans’ new home: immolation. Sinners the Temple deems to have
34
PROCLAMATION OF IMPERIAL LAW
CRIME PUNISHMENT REWARD
MAJOR CRIMES
THE AURORAS
Murder; rape; treason Divine immolation 10d6 × V100
Attempted murder, rape, or treason;
2d6 years in jail 5d6 × V100
armed robbery; heresy
Theft of more than V500; public apostasy;
public use of minor artifacts, magical 1d6 years in jail 4d6 × V100
components, or other contraband
MINOR CRIMES
Theft of V500 or less; possession of
minor artifacts, magical components, or 1d6 months in jail 3d6 × V100
other contraband with intent to sell
Arson; destruction of property, including
1d6 weeks in jail 2d6 × V100
killing owned animals
Blasphemy; cheating at cards; drunk 1d6 days in jail, or spending that
and disorderly; overindulgence in lust, time shackled and left to burn 1d6 × V100
gluttony, or greed; trespassing under the sun
35
MESSENGERS
Long-distance communication has always been
available in the Auroras, though with the
help of the imperial engineers, it continues
to get easier. For years, soldiers and priests
VERMILIUM
36
PROSPECTING Though most indigenous peoples see such places
as ones of evil memories, some beings have made
AZURE IRON these haunted sites their home, and even ruins
An incredibly rare metal known as azure iron, that appear uninhabited are not entirely silent.
usually found as buried nuggets or in small caches The clanging of metal and grating of rusted gears
THE AURORAS
of ancient currency, dazzles all who look upon its echo through derelict halls, patrolled by unnatural
blueish violet hue. Azure iron is named after the beings of copper and iron: clockwork automatons
azure moon, which the Imperial Academy has lingering on long after the deaths of their creators.
theorized is its origin. Auroran academics believe Specimens of their kind are occasionally brought to
that the azure moon is in fact an unstable, metallic the Imperial Academy to be studied and salvaged —
asteroid orbiting the world, occasionally sending and even reawakened.
fragments from its surface to the earth. Such is The Auroras’ ancient ruins conceal mysteries,
the rarity of this mineral that it is worth ten times treasures, and dangers beyond estimation,
its weight in vermilium. Though rarely used as beckoning any adventurer, tomb raider, or
conventional currency, coins made from this prospector to answer their call. Such explorers
exquisite metal have been discovered in ruins, and might make a living from digging up the ruins’
they often carry strange or supernatural properties. artifacts, but engineers make it their mission to
Azure iron is very dense and lightweight, and it is understand these relics in hopes of replicating
always ice-cold, even under direct sunlight. When them in their own ways, and pay good money for
it is cold forged, the metal takes on the appearance quality finds. Though it is permitted in the hands
of folded steel, and it never dulls or corrodes. Any of common folk, old world technology sometimes
blade crafted from it can cut through the thickest makes its way into the hands of wealthy barons or
armor like a hot knife through hog butter. Azure savvy black market dealers, and while most artifacts
iron is known to be particularly effective against prove to be little more than curios or novelties,
the moon–worshipping skin walkers, who are some possess extraordinary power.
unable to heal Wounds caused by it. Ancient sciences, such as the perpetual motion
Any cutting or piercing weapons forged from of the clockwork warriors, have prompted the
azure iron, including ammunition, gain +2 Armor development of arcane-inspired, machine-driven
Piercing and deal magical damage, but they cost ten weaponry, making the imperial legions a dominant
times the listed price. force on the new world’s battlefields. Based on
ancient designs, innovative clockwork locomotives
On the night of the full azure moon, this material enable people to travel great distances within the
glows softly to produce Dim Illumination in a 2″ Inner Crescent, and lamps powered by gas, and in
(four-yard) radius. some cases electricity, illuminate the railroads. The
Temple of Light thought this possible only with
RUINS & ARTIFACTS
flame; it fears that technology brings into question
The industrial ruins of the Auroras hint at an
other teachings of the faith, which causes friction
ancient civilization far more advanced than any
within the Empire.
today, one that fell long before humans arrived
Such is the cost
on these shores. Using red brick, granite, and
of progress.
wrought iron, the Architects constructed
factories, train stations, clock towers, sewer
systems, and mines, most of which nature
has now reclaimed. Derelict stepped
pyramids surround overgrown plazas, and
corroded statues of bronze rest as fallen
titans. Most lie in undisturbed darkness,
but some are illuminated by flickering
electric arc lamps, or gas lights still fueled
by the natural breath of the earth.
37
VERMILIUM THE SUN & MOONS
Vermilium is a precious metal found in the
Auroras. In its purest form, it is a bright-red, In imperial mythology, the sun represents the
malleable metal occurring natively as nuggets, father and creator, and the earth the mother and
in veins, or as dust flowing in the rivers from nurturer. Together, they can sustain life, and they
the Crescent Mountains. It can be seen in native are not alone. The large pallid moon orbiting the
VERMILIUM
folklore across the Auroras. Some elf tribes use it earth appears white and ghostly. The imperials say
for jewelry, such as the Vol’doon, whose warriors it is the sun’s daughter, while some native cultures
thread beads of vermilium into their dreadlocks to see it as the physical manifestation of the Pale.
show the number of kills they have gained in battle. Each full transition of the pallid moon marks one
month, lasting around 30 days.
“The dwarf elders of the Gray Bear Clan once told
me a story of a storm of red clouds crying for the Completing the astronomical family is the
dead after a terrible battle between their kin: an far more beautiful azure moon, regarded by the
event they called the Storm of Tears. Those tears imperials as the prodigal son returning to his
soaked into the earth, hardening into what is now mother. He is smaller and farther away than his
known as vermilium, or the colloquialism blood sister, and shimmers a violet blue. The night of the
iron on occasion. I’ve heard similar tales among the new azure moon is seen as one of sorcery, when he
Forest Nation halflings, who believe the metallic (like those who turn to the occult) is forsaken by the
veins in the earth carry the lifeblood of the natural sun’s light. For every two orbits of the pallid moon,
world, pulsating with magic and memory. This the azure moon circles the earth once. When it is
beautiful metal, whose allure I could not ignore, is full in the sky, azure iron across the world has been
seen by many imperials as a gift from the Great known to glow softly, an occurrence celebrated by
Star. Despite differences in belief, all cultures can many cultures in different forms.
agree on its power to inspire, corrupt, and control
those who seek it.” TRAVELING
Sol Bellamy, Imperial Explorer Walking beyond the borders of town isn’t advised,
especially alone, and most especially after dark.
Vermilium can be mined or panned, but it takes
The distances between pockets of civilization are
time, effort, and the right tools for the job. This
great and the dangers are many, even within the
rarely yields much on a small scale, and even when
comparative haven of the Inner Crescent. Most
folks do manage to find their lucky strike, they
elves and dwarves refuse to ride animals, seeing
can become the targets of desperate claim jumpers
them as too ornery, too dangerous, or simply
or agents of the Empire looking for their cut. As
beneath them — unsurprising given the kinds of
long as they find a reliable source of vermilium, a
animals native to their homelands. They’re quite
prospector can spend a week extracting it before
content on their own two feet. The most common
making a Strength roll, which is made at –2 without
way for imperials to get around the new world is
the proper tools. If successful, the prospector
on horseback, while halflings prefer wolfback.
acquires 2d6 × 10 vermilium, or 3d6 × 10 vermilium
with a raise, in raw form. Stagecoaches provide a safer, more comfortable
way to traverse longer distances, but unless
MINERALS travelers have their own, along with a team of
horses, they must pay for the luxury. In bigger
ITEM VALUE
cities, stages come and go every day, but smaller
Azure Iron (1 lb) V500 boomtowns may only see one pass through a week.
Coal (1 lb) V1 Stagecoaches can make around 50 miles in a day.
Copper (1 lb) V1 Clockwork steam trains are revolutionizing the
Vermilium (1 lb) V50 way people travel across the Empire, with efforts
being made to extend the rails beyond the Baron’s
Road into the Outer Crescent. Built from the
remnants of ancient, mechanized marvels dug up
38
from the ground, these iron carriages represent TRANSPORTATION
both the past and the future. However, these are
ITEM COST
met with fierce resistance from certain indigenous
groups intent on preserving their lands. On Clockwork Train Ticket (per 25
V4
average, trains cover 100 miles per day, accounting miles)
THE AURORAS
for stops to refuel and rewind the great gears that Riverboat Ticket (per 25 miles) V3
assist in their locomotion. Slow and heavy, trains Ship Ticket (per 25 miles) V2
are locked onto their tracks, making them perfect
targets for criminals, though train robberies are Stagecoach Ticket (per 25 miles) V5
by no means easy. Such crimes are common in the
hidden stretches of track through the forests, long
grasses, and mountain passes, but trains usually ROUGH RIDERS
carry small detachments of imperial soldiers or Most riders can clear 30 miles a day given good
mercenaries for protection. conditions and an easy track. This takes its toll,
Travel across the Auroran riverways is achieved though, especially over rough terrain, so for
with the use of clockwork steamboats, rowboats, every week in the saddle, a rider must succeed
and canoes, while the open sea lanes are busy on a Vigor roll at –2. On a failure, they take
with imperial trade and navy ships, dwarven a level of Fatigue, which is removed after 24
longboats, and elven catamarans. The long, hours of rest.
intercontinental voyages have been made easier
with the construction of the Qolkana Canal, which
has joined the Iris with the Cerulean Ocean. On
average, expect to cover 100 nautical miles per day
of sailing.
39
VERMILIUM
40
SETTING RULES
Chapter Three
SETTING RULES
his chapter introduces a few new Setting Crafting magical items (see Crafting Artifacts,
41
Overwork: Instead of eight hours, determined Upgrades: In addition to new items, crafters
crafters can spend 16 hours working on their item may apply properties to existing gear. When doing
to gain a free reroll on their Repair roll for that day. so, the crafter ignores the initial 50% investment
Unless they score a raise, the crafter suffers Fatigue of funds, as well as any successes required due
from the effort. to the item’s base cost, but must still pay for any
Commissions: Heroes can purchase or properties they wish to apply.
VERMILIUM
PROPERTIES
PROPERTY NOTES PENALTY COST
Any bladed weapon or batch of ammunition gains AP 2,
deals magical damage, and glows blue-violet casting Dim
Market
Azure Iron Illumination in a 2″ (four-yard) radius on the night of the –2
Value × 10
full azure moon. Requires the Improved Artificer Edge and
a suitable amount of azure iron as a component.
Decreases any item’s weight by 25%, rounded up. This
Balanced –2 +V200
reduces any Minimum Strength requirement by one step.
Increases the damage of any weapon or batch of ammunition
Damaging by +1. Can be applied one additional time, increasing the –2 +V200
damage by another +1.
Hardened Increases any item’s Hardness by 2. –1 +V100
Ignore 1 point of Range penalties when using this weapon
Long-
or batch of ammunition. Can be applied one additional –1 +V100
Ranged
time, ignoring a further point.
The intricate decoration on this item allows its bearer to
ignore 1 point of penalties to Persuasion rolls when on
Ornate show. Multiple Ornate items can be displayed at once, –2 +V200
but the bearer can only ignore a maximum of 2 points of
penalties to Persuasion rolls from them.
Increases a ranged weapon’s shots by 50%, rounded up.
Overloaded –1 +V100
This increases its weight by 25%, also rounded up.
Select a skill associated with the item being crafted. Once
Reliable per scene or encounter, the bearer gets a free reroll on that –2 +V200
skill when using the item, including with Critical Failures.
42
HUNTING & GATHERING Crafting: Harvested components can be used
while Crafting, each being enough to create a single
Finding special herbs and strange animal parts in personal item for a character. One component of
the wilderness can yield many benefits if they’re elk fur is enough for a buckskin jacket, for instance,
used correctly; some are good for smoking or or a set of siren shark teeth can be used to create an
SETTING RULES
eating, while others can be used for medicine or elven sword.
Crafting. These practices are more commonplace Trade: Common components can be bought and
in the Outer Crescent, where hunters, trappers, sold at local traders or general stores, while those
and apothecaries can make a good living from taken from supernatural creatures or constructs
them, while witches may use them as fronts to — usually traded only on the black market — can
explore hidden truths. Use these rules when a fetch much higher prices. Common components
character wants to harvest particular components and their market values are listed here, though
from creatures or forage for rare plants and fungi many creatures in the Auroras yield more unique
with certain desired properties. materials.
HUNTING ACID
Harvest: Any creature with a corrosive or acidic bodily
Whether a creature is tracked and killed or found
fluid.
along the trail, its carcass can provide all manner
of resources. In order to harvest a creature’s useful Acidic saliva or stomach bile can be harvested
components, a hunter must make a roll; Survival and weaponized. See Acid, page 77. V25.
for most creatures, or Repair for constructs. Success
yields one component, or two with a raise, plus FOOD
another one for Large creatures, two for Huge, or Harvest: Any creature with edible parts or byproducts.
three for Gargantuan. Harvested components can Meat, fish, eggs, honey, and other animal products
represent different parts of the animal, or multiples can provide sustenance on the trail. A success yields
of the same component if the Game Master allows. one component: enough to feed a person for a day.
Harvesting without suitable tools imposes a –2 A raise harvests enough to feed five people for a
penalty to the roll, as does harvesting components day, as per Survival in Savage Worlds. If the Game
from a creature still alive and kicking. If it is alive, Master feels it is appropriate, double this amount
it suffers one Wound per component harvested or if the harvested creature is Large, triple it if Huge,
if the butcher Critically Fails their roll. and quadruple it if Gargantuan. Worth V2 per
It takes an hour or less to harvest most person per day.
components, though larger creatures may require
HIDE
more time. The carrying weight for harvested
Harvest: Any beast with skin on its back.
components, or dressed weight, is left to the Game
Master’s discretion. Such components generally Natural armor, stony flesh, and reptilian scales
last indefinitely unless otherwise specified. protect their wearers from the elements. One
component of hide material can be used when
Example: Dwarven hunter Nakota comes across Crafting clothing for a character no larger than
a fallen mammoth (Large), and decides to harvest the harvested creature, though multiple smaller
it for useful materials. She spends just over an creatures can be harvested to produce the required
hour butchering the carcass before rolling Survival, amount of material. Any leather armor crafted
getting a raise, which yields three components: hide from animal hide has an Armor value equal to
for armor (+2) worth V100, tusks worth V50, and the creature’s. Hides without an Armor value are
enough meat for 10 people that day, worth V20. The worth V10. With an Armor value, hides are worth
three components are worth V170 in total. V25 for +1, V100 for +2, and V750 for +4.
43
NATURAL WEAPONS GATHERING
Harvest: Any creature with natural weapons.
Components like herbs, fruits, roots, and
Teeth can be used for decoration, or even mushrooms, collectively known as ingredients,
currency in some cultures. Elven weapons are can be harvested from the wilderness to create
crafted from siren shark teeth, while dwarven remedies, poisons, and other, more wondrous
daggers are often made from saberlion fangs. Each
VERMILIUM
44
Raw: A warrior with the Berserk Edge can eat
A NOTE ON HALLUCINOGENS bloody caps before making a Spirit roll to activate
Hallucinogenic plants and fungi alter the user’s their Berserk ability without having to be Shaken
state of mind once consumed; most share or Wounded.
SETTING RULES
similar properties if misused. If a character fails Preserved: If preserved through drying, anyone
the activation roll specified in the ingredient’s eating the bloody caps can make a Spirit roll at –2
entry when consuming a hallucinogen, they to induce the Berserk ability, whether they have
become Distracted for one hour. A Critical the Edge or not.
Failure also inflicts one level of Fatigue
afterwards. BLUE MEDICINE CACTUS
Harvest (–4): The Pale; V100; hallucinogenic.
These small, button-like cacti with an ashy-blue
BLACK MANDRAKE pallor are the only plants growing in the Pale. They
Harvest (–4): Swamps; V100. feed off what little residual magic is left behind.
Inky, semisentient roots that grow in colonies Raw: A character must make a Vigor roll upon
deep in the swamplands, black mandrakes are the consuming a blue medicine cactus, recharging 5
only known cure for the blight. A Critical Failure Power Points with a success, or 10 with a raise.
on a roll to harvest them means their colony lets out
a blood-chilling scream as a form of self-defense. Preserved: Outside the Pale, these cacti retain
All characters within immediate earshot of the their efficacy only if they have been preserved.
colony must make Vigor rolls. If failed, they suffer Otherwise, they instantly rot.
from the Hard of Hearing (Minor) Hindrance for
the remainder of the day, or the Major version
BONE TUMBLEWEED
Harvest (–2): Battlefields, cemeteries; V50.
with a Critical Failure.
This coral-like weed grows from the corpses and
Raw: A victim of the blight can chew the raw
blood-soaked earth of places that have seen great
root before making a Vigor roll. If successful, they
loss of life. Its pink leaves curl up like gore-covered
instantly remove one level of Fatigue gained due to
ribs, while its tall cornstalks grow toward the sky,
the Blighted Hindrance for four hours.
bearing ears of teeth. It completely dries out after
Preserved: After boiling a black mandrake root a few days, at which point its
in water, a Blighted victim can consume the broth ivory-colored husks are carried
before making a Vigor roll. A success removes off into the wind.
their Blighted Hindrance, and
Raw: A character who
they remove all Fatigue with a
inhales the smoke of bone
raise. A Critical Failure means
tumbleweed bark must make a
the victim immediately perishes
Spirit roll at –2. They
and returns as a dryad (see Blighted,
gain the Pacifist
page 59) under the Game Master’s
(Minor) Hindrance on
control 2d6 hours later.
a failure, or the Pacifist
BLOODY CAP (Major) Hindrance on a
Harvest (–1): Arctic, forests, Critical Failure, each lasting four hours.
mountains, tundra; Preserved: If the weed is preserved as
V25; hallucinogenic. a tea infusion, it can be poured over a corpse to
Dwarven activate divination, which lasts only long enough
berserkers are known for a character to ask a single question.
to ingest these red,
sticky-sweet mushrooms before battle
to induce mild hallucinations and a numbness to
the horrors of war.
45
FAY SPICE NIGHT CARROT
Harvest (–1): Deserts, forests, jungles, prairies; V25. Harvest (–2): Caves, ruins; V50.
The term fay spice encompasses all manner of These strange, indigo-colored carrots are said to
ingredients taken from certain magic-fed trees help people see in the dark, but most beings avoid
found across the Auroras. them due to their pungent odor.
VERMILIUM
Raw: Anyone who consumes these special spices Raw: A creature that consumes a raw night
raw must make a Vigor roll. On a success, they may carrot must make a Vigor roll. If failed, they
ignore one level of Fatigue for four hours. become blind for four hours.
Preserved: If dried, these spices can be baked Preserved: Anyone who eats a night carrot
into different foods. A character who consumes preserved through roasting must make a Vigor
them may make a Vigor roll to remove Fatigue: roll. On a success, they ignore penalties for Dim
one level with a success; two with a raise. Illumination, or for Dark Illumination with a raise,
for four hours. If they already have Low Light
GHOST TRUFFLE Vision, they ignore penalties for Pitch Darkness
Harvest (–4): Caves; V100; hallucinogenic. for the duration. On a Critical Failure, they suffer
The halfling fighters of the Underearth often the night carrot’s raw effects.
use these glowing, ethereal mushrooms to make
warpaint. Ghost truffles grow in the deepest, NIGHTSHADE
darkest caves and only become corporeal to feed Harvest (–2): Forests, prairies; V150.
on moisture. These purple flowers are used in small doses to
Raw: Once harvested, one sample can provide help people sleep, but they are often used by more
light in a 4″ (eight-yard) radius for four hours. nefarious hands.
This light reveals any invisible creature within the Raw: Considered Knockout poison.
radius following the rules for detect arcana. Preserved: Antidote to Knockout poison.
Preserved: If dried, one sample can be
consumed, forcing a Vigor roll. On a success, the QUEENSFOIL
truffle-hog gains invisibility for five rounds. Harvest (–1): Forests, mountains, prairies, tundra; V25.
A chalky-looking moss, queensfoil changes color
MANITOU PEPPER depending on the emotion of the environment
Harvest (–4): Deserts; V200. around it. It grows red in anger when loggers cut
The rare fruit of this tiny desert shrub is down surrounding forests, or turns blue to mourn
incredibly toxic. the losses from a prairie twister.
Raw: Considered Lethal poison when eaten. Raw: Anyone who succeeds on a Vigor roll
Preserved: The Thu’loon elves are known to upon rubbing this common moss over their body
make special chili dishes with these. They are may ignore one level of Wound penalties, if any,
considered an antidote to Lethal poison. for four hours.
Preserved: If boiled and mashed before
MOON ROSE consumption, the character who ingests it may
Harvest (–1): Deserts, forests, jungles, prairies; V75. make a natural healing roll. A Critical Failure
These tall, undead roses of varying pale colors can causes the consumer to subtly change color based
grow and flower even with dead, rotting roots and on their emotions, subtracting 2 from Performance
wilted leaves. The smell can be intoxicating to both or Persuasion rolls made to lie until they next sleep.
carrion and amorous types alike.
RUST IVY
Raw: Considered Mild poison if eaten. Harvest (–1): Forests, jungles, prairies, ruins; V50.
Preserved: Antidote to Mild poison. These metallic creeper vines attach themselves
Alternatively, the rose petal’s oil can be made into a to mechanical structures and tear them apart.
perfume. Once worn, the wearer ignores 1 point of
penalties to Persuasion rolls for four hours.
46
Raw: Anyone ingesting raw rust ivy must make
an immediate Vigor roll. On a failure, they reduce
one randomly selected attribute by one die type, or
two die types with a Critical Failure; this lasts for
four hours.
SETTING RULES
Preserved: If slowly cooked, rust ivy leaves
can be safely consumed to negate the Anemic
Hindrance for four hours.
SKULL SHROOM
Harvest (–2): Caves, forests; V25.
Skull shrooms are weaponized puffballs used
by many western halfling nations. Each harvested
STRANGERS IN A STRANGE LAND
ingredient counts as a single skull shroom, which For the most part, folks across the Auroras are
does not need to be preserved in order to retain wary of adventurers and drifters they don’t know.
its potency. A Critical Failure on the Survival roll Because of this, characters use the lower of their
made to harvest them means that one bursts in the Persuasion or Language skill when communicating
gatherer’s hands. See Halfling Ranged Weapons, with people from cultures not their own.
page 74, for details.
Additionally, whenever a stranger or a group of
VERMILIUMBERRY antiheroes arrives in a new settlement, they subtract
Harvest (–1): Forests, jungles, prairies, ruins; V25. 2 from these rolls and rolls on the Reaction Table
in Savage Worlds when interacting with the locals.
The red fruits of this bitter plant can be used as This distrust lasts until they can prove they’re
an antitoxin. friendly enough, usually after demonstrating a
Raw: Anyone eating vermiliumberries must peaceful demeanor or performing a good deed.
make a Vigor roll. On a success, they add +1 to To do this, they may spend a number of days
Vigor rolls made to resist poisons for the next four equal to their Rank performing various services
hours. With a raise, they add +2 instead. A Critical for the community before making a suitable roll.
Failure means the character takes a level of Fatigue Such tasks might include the construction or
due to nausea. consecration of a new temple (Faith or Repair),
Preserved: Imperials are known to enjoy baked the preparation of defenses (Battle or Fighting),
vermiliumberry pies with hog cream and tea to dealing with a wanted outlaw or wandering
ward off disease and infection. In addition to the monster (Shooting or Survival), or even convincing
effects listed above, preserved vermiliumberries a rail baron not to knock down a local farmstead
grant the same bonuses to Vigor rolls made to (Common Knowledge or Persuasion).
resist diseases. If the roll is successful, the participants may
thereafter ignore the penalties of this Setting Rule
WITCH PUMPKIN
when in that community. With a raise, their efforts
Harvest (–2): Forests, prairies; V100.
grant them Conviction, which in addition to its
The flesh of these oddly shaped, violet pumpkins normal benefits may be spent to gain a local favor
is highly toxic. at any time. What the locals can realistically offer is
Raw: Witch pumpkins are considered Paralyzing up the Game Master, but might include provisions
poison when consumed. for a journey, a temporary safe house, free access
to a workshop for a week, or even a local guide
Preserved: Around the time of the harvest or posse to accompany the group on a nearby
moon, halflings of the Dancing Grass roast witch quest. If the roll is unsuccessful, the character’s
pumpkins in fire pits for great feasts, which efforts provide no bonus. With a Critical Failure,
removes any toxins. Witch pumpkins preserved in something goes terribly wrong, and the character is
this way serve as an antidote to Paralyzing poison. likely scorned, driven out of town, or even arrested
for inadvertently committing a cultural faux pas.
47
VERMILIUM
48
Chapter Four
ANTIHEROES
ANTIHEROES
he Auroras are full of an odd assortment include victims of supernatural diseases like blood
BLACK HAT
ARCHETYPES A criminal underworld blossoms in the shadows of
the Empire with so few to police the inner cities
BAR BRAWLER and outer territories. Members of the Black Hat
Bare-knuckle pugilists, gladiators, and students Society come from all walks of life and all corners
of martial arts train to become living weapons. of the new world, many offering their services as
Whether they fight for honor, survival, or the safecrackers, smugglers, hired muscle, or even
underground title belt, a brawler’s body is carved assassins. Membership is taken seriously, and it
from wood and their fists hit like sledgehammers. should not be considered lightly.
49
COMPANION upon to work as hired bows and investigators
Companions belong to a respected guild of on cases suspected of the occult. Most serve the
courtesans known for their beauty, elegance, Temple diligently, though some are granted a
charm, and intellect. These men and women degree of autonomy and are allowed to drift across
maintain an immaculate appearance at all times the territories alone in the name of divine justice.
and must complete years of academic, social, and
VERMILIUM
HUNTER PERFORMER
Those who are one with the wilderness are experts Eloquence, persuasiveness, and a little showmanship
at reading their environment, setting traps, are among these individuals’ talents, used to great
tracking their quarry, and getting that silent kill effect in social situations. Singing swineherds with
with a well-placed arrow. Some brave individuals stories to tell, traveling snake-oil sellers fencing
set out to hunt supernatural monsters haunting the stolen goods, and carnival performers entertaining
wilds or stalking frontier towns, whereas others an audience need to be able to convince discerning
prefer the quieter life of harvesting crowds that their words or wares are worth paying
nature’s bounty. Most live away for — especially when they aren’t!
from civilized society, though they
rarely feel alone with their faithful PRIEST
animal companion to keep them The Outer Crescent, according to
company. Temple doctrine, is full of worshippers
of false idols and old gods, and people
INQUISITOR without faith living in sin needing to
Imperial bounty be shown the light. The Temple
hunter; holy knight; sends many priests out to remote
one with no name. colonies far away from
Inquisitors belong the imperial cities to
to the Order, and grow their following or
they are bound act as cremators. However,
by their god to the faith of these divine sun
protect the Empire worshippers is undoubtedly
and its colonies from tested when they see the
supernatural threats. magic of the new world for
They are also called themselves.
50
PROSPECTOR and supernatural ability from The Bleed’s magical
Prospectors don’t just mine for precious metals like fallout. Most remain with their people as healers,
vermilium or azure iron: they also scour the earth spiritual leaders, or wise elders, but some leave
for ancient ruins and remnants of the past, often their communities in search of greater purpose.
consumed by greed as well as a thirst for adventure.
Famed explorer Sol Bellamy set the precedent for VIGILANTE
ANTIHEROES
success by charting much of the Auroras, though Dissatisfied with the ability of the peacekeepers
many unknown wonders still await those willing or inquisitors to uphold the law, vigilantes take
to seek them out. matters into their own hands, dispensing their
own version of frontier justice across the Outer
REAWAKENED Crescent. These antiheroes are often just as wanted
Mindless clockwork automatons have been by the law as are the people they hunt, but they
encountered in many of the old world’s ruins, but believe what they’re doing is right.
in extremely rare cases, some have displayed high
levels of sentient and intelligent thought, gifted to WARRIOR
them by their long-dead creators. These machines Warriors are soldiers, often from indigenous
of the lost industrial age have reawakened into an cultures, who are trained in the art of melee
unfamiliar new world, where their very existence combat. Great respect is given to halfling fighters,
is accepted with fear and superstition. dwarf berserkers, and elf nobles as they stand
face to face with death every time they enter the
ROUGH RIDER battlefield. Warriors young and old have been
Swineherds, stagecoach drivers, halfling wolf known to venture out into the world to prove
riders, and former cavalry looking for work after themselves against worthy foes, or to find work as
their service must know how to handle their swords for hire.
animal, mounted travel, and mounted combat.
Most people outside of the big cities learn WITCH
how to ride, but these folks have made it their Witches are an odd sort. Some people deemed
livelihood. unworthy of the Temple or unable
to access the magic of the sorcerers
SOLDIER turn to witchcraft. These
Though there are many warrior cunning folk learn how to draw
societies within indigenous armies, the inherent magic from plants,
the only professional military minerals, and animals found in
belongs to the Empire. Maybe the nature through forbidden lore
antihero still serves, or even leads. and experimentation, which can
Maybe they deserted some time ago, or yield unexpected, and sometimes
they’re the sole survivor of a lost legion. irreversible, results. For their curiosity,
Regardless, a soldier usually begins with they are branded as outlaws and
their issued equipment — your Game dangerous heretics by the inquisitors who
Master will have more information hunt them.
on this (see Imperial Soldier, page “Anybody deviating too far from
184). imperial conformity or temple doctrine
gets labeled outcast, or worse, outlaw by
SORCERER those in charge. Tell me, how do you
Halflings, dwarves, elves, and make illegal something that grows
sasquatch hold a special bond from the very earth we call home?”
with the supernatural world. Their
sorcerers are gifted with the ability to Ezmerelda Thorn, Human Witch
tap into the collective consciousness
that permeates all that is around
them, gaining insight, inspiration,
51
BLOODLINES segmented, porcelain skin covering their metal
skeletons. Immortal by design, long have these
Many different peoples and cultures can be found machines slept or remained hidden, watching the
throughout the new world. This section provides younger bloodlines grow. Those who have only
a list of the most common bloodlines available to now reawakened spend their time searching for
player characters. Additional options are provided their own place and purpose in this world.
VERMILIUM
as cultural variants to give your characters unique • Armor +2: Clockworks are made of metal.
backgrounds according to their heritages and • Can’t Swim: Due to their lack of buoyancy,
physical adaptations. Within reason, these can be clockworks begin with the Can’t Swim
applied to characters of any bloodline to possibly Hindrance. They subtract 2 from Athletics
represent an elf brought up among the confederate (swimming) rolls, and each tabletop inch they
dwarves, or an imperial human raised by sasquatch move in water costs them 3″ of Pace.
in the Southland Jungles. • Clockwork: Automatons move thanks to a
series of magically enhanced mechanical parts,
CLOCKWORK which over time corrode and depreciate. If a
foe gets a raise while performing an Agility-
The arcane science behind the construction of these
or Strength-based Test against a clockwork,
mechanical beings is beyond any understanding of
the clockwork is Stunned instead of Shaken. It
the modern age. Clockworks are mostly crude in
does not fall prone but rather stands as a lifeless
construction, built to perform simple functions
statue. These mechanisms can deteriorate
such as manual labor or defensive combat, but
further, so clockworks must spend one hour
rare builds among their kind have been gifted with
each day winding up and cleaning their gears
true sentience. These builds are more humanlike
or take Fatigue, which can cause Incapacitation.
in their appearance, with greater
• Construct: +2 to recover from being Shaken;
dexterity; slighter frames; and
ignores 1 point of Wound penalties; doesn’t
breathe; immune to disease and poison.
Wounds must be mended using the Repair skill,
with each attempt taking one hour per Wound
level, ignoring the “Golden Hour”.
• Not of this World: The magic of the new world
is beyond the machines of the old. The only
Arcane Background available to clockworks is
Weird Science, and they cannot benefit from
organic food and drink (including supernatural
ingredients and tinctures). Additionally,
clockworks have little to no rights in society
due to others’ fear of their very existence: they
begin with the Outsider (Major) Hindrance.
52
DWARF
The Winterlands can be
harsh and punishing;
those who live there
must be tough in order
ANTIHEROES
to survive. The dwarves
are a short, hardy people,
standing between four
and five feet tall, with skin
ranging from pale blue to
dark violet, hay-colored hair
covering their bodies, deep-set
gray eyes, elongated ears sagging
down, and angular
features. Dwarves take
their time with everything
in life, including aging, with many living beyond • Slow: Dwarves have short, stocky legs, so they
150 years. After a dwarf’s death, many dwarven start with a Pace of 5 and a running die of d4.
cultures observe burial rituals in subterranean halls • Winterlander: Dwarves come from the
surrounded by their ancestors. Their buried dead coldest regions in the world, gaining +4 to
are said to give life to diminutive trees that emerge resist cold environmental effects. They also
above these crypts within days of entombment. reduce cold-based damage dealt to them by 4.
Dwarven society is clannish. A dwarf who loses
their family or has no heirs abandons their clan’s
name, keeping only their given name, whereas a DWARVEN CULTURAL VARIANTS
dwarf who dishonors their clan, perhaps through Confederate dwarves, coming from a strong
disloyalty or cowardice, is forced to relinquish military culture, may start with a d4 each in
both, usually choosing self-exile as punishment. Fighting and Intimidation or with the Berserk
Many of these wanderers seek a life of adventure Edge. Spotted Lion clansfolk may instead
in hopes of regaining their name and honor. begin with a d4 in Survival and Shooting,
while those from the Black Goat Clan might
Each clan is led by a lord, who inherits their
begin with the Fast Healer Edge. These can be
position through family lineage or war. Dwarf
balanced with Grudge (vampires), Loyal, or
communities are protected by fierce warrior
even Vows to protect their clan.
societies, the most notable being the Berserkers:
fearless fighters adorned in animal pelts and Dwarves of the frigid north might start
famed for their mushroom-fueled hallucinatory with a d4 in Boating and Survival, or with the
rage. Communities worship spirit guardians: Steady Hands Edge to reflect their whaling
animals embodying both a clan’s homeland and lifestyle. This could be offset by Stubborn,
its approach to life. Their images are often found Quirk, or a lack of the Common Knowledge
carved in great detail onto stump-like spirit skill to represent their isolation.
poles that either surround their territories or are Members of the Forsaken Clan begin with
arranged in shrine circles where sorcerers meditate Azure Agony, perhaps supplemented with a d4
under the watchful gaze of their fiery, hollowed in Intimidation or Survival.
eyes. Dwarves are regarded as the finest carpenters
in the world, creating intricate buildings, statues, Those left of the vampire clans likely begin
weapons, and armor from ornately carved wood. with the Blood Lust, Outsider, or Wanted
Hindrance, but they can make up for their
• Dwarven Durability: Thanks to their broad, disadvantages with a Blood Hunter Edge or
compact stature, dwarves start with a d6 in with increased Stealth from years of hiding.
Vigor, increasing their maximum to d12 + 1.
53
with the faces of their ancestors and set them into
burial circles. They mummify their dead and
entomb them within the soil and rock
around them, so that even in death, an elf
may go over to the afterlife — an endless
wilderness rich with the
VERMILIUM
54
HALFLING • Small: Halflings are small creatures, usually
standing no more than 4 feet tall. They reduce
Native to the western woodlands, eastern plains, their Size and Toughness by 1.
and underground caverns of North Aurora,
halflings are resourceful people who believe in a
connection with their home and use the land to HALFLING CULTURAL VARIANTS
ANTIHEROES
their advantage. Standing no more than four feet Halflings of the Forest Nations might begin
tall, they appear as children to the eyes of most play with the Arboreal Special Ability or
imperials, but they are not to be underestimated. with the Woodsman Edge. They might even
Like humans, halflings can reach 100 years of start with a d4 each in Survival and Fighting,
age. They have pointed ears, large hazel eyes, and balanced with Hindrances like Bloodthirsty,
earthy skin tones the colors of the forest. Their Grudge (imperial humans), or Taboo. Those
lithe, athletic bodies are often decorated with of the southern swamps might start with the
tattoos made using natural dyes or bioluminescent Blighted Hindrance, and they may even have
paint from the mushroom forests, and their long, elven blood.
brown hair is filled with flowers, leaves, and small
Those roaming the Great Prairies may start
bones. Instead of horses, they are known to ride
with a d4 each in Survival and Riding, or with
dire wolves into battle, and they keep smaller
the Rough Rider Edge needed for a nomadic
beasts such as foxes, crows, and wolverines as
lifestyle between the vast horizons, offset by
hunting companions.
losing their Low Light Vision.
Halfling society is tribal, each of its many nations
Folk from the Underearth might start
guided by an elected spiritual sorcerer and chief.
with Bad Eyes as a Minor Hindrance when
Many nations believe in a connection between
under direct sunlight. If they do, they ignore
life, death, the earth, and all that grows from it;
all Illumination penalties, due to lives spent
they create sacred groves and glades of trail trees,
underground.
flowers, and mushrooms, which they regard as
messengers between this world and the hereafter.
When the imperials arrived, members of the
largest tribe, the Forest Nations, chose to remain
in their homeland, staying true to the old ways
and fighting the incoming settlers who threatened
their woods and burial grounds. Others were
forced off of their lands, or were integrated into
imperial culture at the cost of their own. Many
halflings venture out from their lands
into the wider world; young warriors
and sorcerers are sometimes given
quests or visions, while those from the
reservation might take on jobs in other
lands. Since the coming of the Empire,
they have spread across the world.
• Halfling Grace: Slender and quick,
halflings start with a d6 in Agility,
increasing their maximum to d12 + 1.
• Low Light Vision: Halflings have
spent generations hunting in the
darkness of the forests or caves; they
ignore penalties for Dim and Dark
Illumination.
55
HUMAN just under two centuries ago. Often abandoned
and feared by their original bloodline, they are
Humans are a diverse race representing the still seen by most other imperials as primitive and
spectrum of people who made it to these lands hideous. They are born with bulging muscles and
from their lost home. Leveraging their ambition tough, blistering skin the color of dried blood, and
and resilience, they have colonized much of the soon after birth, wicked tusks begin curving out of
VERMILIUM
56
SASQUATCH
The gigantic, intelligent, hairy apes of the
Auroras are a mysterious people living
in remote foothills and mountains
beyond the boundaries of “civilized”
ANTIHEROES
society, cut off from the rest of the world.
Little is known of their cultures, save for
their patriarchal hierarchy, comparatively
primitive tools, and seemingly inherent
fondness for honey. One thing sasquatch have
managed to introduce into popular culture is
their unique martial arts, the styles of which vary
depending on tribe and locale. These have been
adopted by imperial pugilists, who have begun
learning their techniques and spreading them
across the Empire.
Sasquatch figure in various native folklore and
superstition as secretive creatures who take great
care to avoid contact with others, expertly treading
their well-known paths unseen. Quickly roused to
anger when threatened, they are sometimes drawn
into the conflicts around them and used for
their ferocity. Often regarded as “barbaric”
and “primal”, sasquatch are, to the contrary,
cunning, intelligent beings capable of forming bloodlines’ armor or clothing. Food costs
complex societies, engaging in war and trade, and double the listed price owing to their appetites.
speaking the tongues of other nations. • Language: Sasquatch start with Language
Towering over most other folk, sasquatch reach (Sasquatch), but as a result of their isolation,
twice the height of humans and weigh up to 3,000 they don’t start with a d4 in a secondary
pounds. They have long, muscular limbs and thick, language.
shaggy hair braided into different styles. The • Outsider: Due to their intimidating appearance,
largest, most dominant males sport long beards sasquatch have Outsider as a Minor Hindrance
and lighter saddles of fur over their backs to denote when interacting with other bloodlines.
their position in their tribe, which usually consist
of their many wives and children. Sasquatch can
live for up to 200 years.
SASQUATCH CULTURAL VARIANTS
Sasquatch from the forests and jungles may
Sasquatch player characters should be rare, start with the Arboreal Special Ability,
especially outside of their natural habitats. They allowing them to climb trees and vines at
represent the smaller, more intelligent, and less full Pace. Those from the Winterlands live
wild of their kind who are willing to embrace the pastoral lives, and might start with a d4 in
cultures of outsiders and to leave the familiarity of Riding and Environmental Resistance to cold.
their own. Underearth Sasquatch start with Bad Eyes as
• Apish Strength: Sasquatch are incredibly a Minor Hindrance when in direct sunlight,
strong, starting with a d8 in Strength, increasing but have Low Light Vision to compensate.
their maximum to d12 + 2. More feral individuals might sacrifice either
• Big: Sasquatch begin at Size 2, standing Common Knowledge or Persuasion as a core
eight to nine feet tall. They subtract 2 from skill in exchange for beginning with Bite
Trait rolls when using equipment made for (Str+d4), or they might forgo both skills for
other bloodlines, and they cannot wear other Claws (Str+d4).
57
SKILLS of the Temple of Light when they call for divine
power. Words are not spoken, but instead
Driving, Electronics, Hacking, Piloting, Psionics, signed in geometric shapes representing the
and Spellcasting are not available in Vermilium, but face of the sun. When written, the symbols are
the following new skills are. raised so that the priests who have taken the
Sacrament of the Everlight may read them.
VERMILIUM
HINDRANCES
language is unavailable to anyone but them
without the aid of speak language, though their
writing of dots and dashes can be understood by
those who study it. ARCANE WEAKNESS (MINOR OR MAJOR)
• Common Imperial: All but the most remote Some beings find themselves easily affected by the
indigenous people or uneducated imperials magical elements permeating the Auroras; this is
have a good-enough grasp of the common especially true for the humans who have yet to fully
tongue. It is the official language of the Empire, adapt to their new home. This antihero subtracts
and is spoken near enough across the world. 2 from their Trait rolls when resisting powers,
• Dwarvish: Dwarvish is characterized by magical creature abilities, and supernatural
short, guttural sounds that are extended in diseases, or 4 with the Major version.
song through the use of throat singing. It has
been noted that in some remote clans, men AZURE AGONY (MINOR)
speak while exhaling, whereas women speak Not available for clockworks or sasquatch.
ingressively. They write not with pen and ink, One of two things happened to this hero. He was
but with hair and rope. Knots are tied to form either bitten by a skin walker and miraculously
words in great quipu-like wall hangings that survived, though he is no longer wholly himself,
often adorn dwarvish halls. or he can trace his lineage back to the first skin
• Elvish: The language of the elves is songful to walkers: the dwarven berserkers of the Sanguine
the ears of other bloodlines, and their written War. Either way, he has contracted the azure
language resembles musical notation. agony, a supernatural skin disease causing flesh to
• Halvish: Spoken by all halfling nations above painfully shed to reveal a monstrous beast beneath.
and below ground, Halvish is characterized He is able to transform into a bestial warrior at
by tongue clicking resembling the sounds will, granted supernatural abilities far beyond what
of raindrops and knocking wood. Halvish he would otherwise be capable of, though the more
writing appears as leafless trees with branches the animal within is let loose, the more he risks
representing different words and sentences. losing his former self forever.
• High Imperial: A mostly dead, sacred
Once an antihero acquires the Azure Agony
language, High Imperial is reserved for priests
Hindrance, either at character creation or by
58
becoming infected from a skin walker’s attack, they BLOOD LUST (MINOR)
automatically take the Arcane Background (Gifted) Not available for clockworks.
Edge for free, and gain a d4 in Focus if they don’t
Blood Lust is a bloodborne disease that forces a
already have it. See Skin Walker on page 88 for
creature to drink blood to survive; they are forever
more details.
plagued with an insatiable thirst. Their symptoms
ANTIHEROES
BLIGHTED (MINOR) include hairlessness, a gaunt appearance, elongated
Not available for clockworks. fangs, and nocturnal habits. Though they may gain
supernatural abilities, this malady can destroy
Victims who contract the fast-acting airborne their rationality, and in extreme cases it slowly
disease known as the poxblight are consumed by transforms the victim into something more bestial.
a parasitic fungus that takes over their mind and This antihero hasn’t reached that stage yet, but they
body. Their skin hardens and knots like wood, struggle to resist the ghastly urges that haunt them.
black mold covers their extremities, they emanate
sickly-sweet odors, and their flesh secretes spores. Once an antihero acquires the Blood Lust
Eventually, all that is left behind is a shambling Hindrance, either at character creation or by
mound: an undead, fungal being made in parody becoming infected from a vampire’s attack, they
of its host. Blighted characters follow the rules automatically take the Arcane Background (Gifted)
for Chronic Diseases in Savage Worlds with the Edge for free, and gain a d4 in Focus if they don’t
following changes. already have it. See Blood Hunter on page 83 for
more details.
• While the hero is Fatigued from this disease,
mold spreads across her extremities and she GRUDGE (MINOR OR MAJOR)
emits a caustic odor. She acquires the Outsider This antihero holds a grudge against a particular
(Minor) Hindrance, suffers +2 damage from group of people, or he merely believes himself to be
fire and flaming attacks, and is flammable. superior to them. Select a bloodline: its people are
However, her hardening flesh grants her +1 unable to benefit from his Leadership Edges, and
Toughness, and the fungus in her body makes he always counts as suffering from the Strangers
her immune to other diseases. in a Strange Land Setting Rule when interacting
• While the victim is Exhausted from the disease, with them.
her symptoms intensify and her Outsider
For the Major version, the Setting Rule’s
Hindrance becomes Major. She suffers +4
penalty increases to –4 when interacting
damage from fire and flaming attacks, and
with this particular group. This Hindrance
she is very flammable. However, she gains
may be taken multiple times, choosing a
a further +1 Toughness and becomes
different bloodline each time.
immune to poisons.
• A Critical Failure on her Chronic
Disease roll results in her losing her
fight with the blight, and perishes at the
end of the session. During the session,
anyone who is Shaken or Wounded
by her unarmed attacks must
make a Vigor roll
or suffer Fatigue.
This can cause
Incapacitation.
• Upon her death, she is
consumed by the fungus and
becomes a dryad under the Game
Master’s control the
following morning, unless
her body is cremated.
59
HAUNTED (MAJOR) Master, such as Enemy, Outsider, Secret, Shamed,
Some folks are gifted with powerful, portentous or Wanted. The Major version of Lost Memory
dreams and are regarded as wise and visionary, means the hero only recently “woke up” to an
or crazed and dangerous, depending on what part unfamiliar world; in addition to the above, she
of the world they live in and the nature of their starts without Common Knowledge as a core skill.
visions. Their dreams offer glimpses of the distant
VERMILIUM
60
EDGES Rank and 15 Power Points that recharge
normally. It is activated with a suitable skill
or Spirit roll, and any Limitations or Power
BACKGROUND EDGES Modifiers applied are permanent.
If a Critical Failure is rolled when activating the
ARCANE BACKGROUND artifact, the bearer suffers backlash of some kind, be
ANTIHEROES
Requirements: Novice it taking Fatigue, taking 2d6 damage, or becoming
Gifted: Some supernaturally-afflicted folks use the Stunned after losing any remaining Power Points,
Arcane Background (Gifted) Edge, as well as the depending on the item. The benefits of this Edge
Focus skill, to represent their abilities. See Blood are lost if the artifact itself is ever lost, stolen, or
Hunters, page 83, or Skin walkers, page 88. destroyed. Finally, the Artifact Edge can only be
taken at character creation; finding more artifacts
Miracles: The priests of the Temple of Light requires adventuring!
worship the Great Star, and while many exist
simply as clerical figures, a few are able to call BLOOD OF THE EARTH
upon its power. Priests use Faith to invoke their Requirements: Novice, Spirit d6+
miracles. See Priests, page 86.
The indigenous peoples of the Auroras have
Sorcery: Sorcerers are, more often than not, grown from the magic in the earth for generations,
native healers or spiritual leaders born with developing many ways to attune to it. Even humans
an ability to commune with and control the have begun to feel its power. Those with passive
supernatural world around them. They use Sorcery magic coursing through their veins are resistant to
to harness their power. See Sorcerers, page 89. the harm it can cause: they get a free reroll when
Weird Science: Engineers design and build resisting enemy powers and spell-like effects.
strange contraptions using arcane science based
on old industrial technology left behind by CAST IRON GUT
the Architects. They use Weird Science when Requirements: Novice, Vigor d8+
operating their creations. See Engineers, page 85. Folks with a particularly high constitution develop
Witchcraft: Witches are practitioners of inexplicable resistances to alcohol, nausea, poison,
outlawed magic who harvest and extract the and disease, natural or otherwise. They add +2 to
world’s supernatural power through occult Vigor rolls made to resist them.
experimentation. They use Witchcraft as their If they are ever infected by a supernatural disease,
arcane skill. See Witches, page 90. such as azure agony or blood lust, the healing power
with the Neutralize Poison or Disease Power
ARTIFACT Modifier can be made to remove it within an hour
Requirements: Wild Card, Novice of infection at –2 instead of –4.
This antihero begins their adventuring career in Additionally, due to their alcohol content,
possession of an artifact. Perhaps they found it tinctures are less dangerous for this drinker to
buried beneath an ancient ruin, inherited it from imbibe. If a Critical Failure is rolled when activating
a wealthy relative, or stole it from a collector. The one, the guzzler only suffers Fatigue.
artifact can be any mundane item, weapon, article
of clothing, or piece of armor. Select one of these
benefits to give it: RICH & FILTHY RICH
• Add +2 to any one associated skill roll while Rich Characters begin with V1,500 and earn
using the artifact. an annual salary of V12,000 paid in monthly
• Add an additional damage die to any weapon. instalments. Filthy Rich characters begin with
• Add +2 Armor to any armor. V2,500 and earn an annual salary of V36,000,
• The artifact grants an Edge of any Rank, provided instead. Characters must collect these
the antihero meets all other requirements. funds from banks, depositories, or similar
• The artifact is imbued with a power of Novice establishments.
61
COMBAT EDGES Society are even required to tattoo themselves in
order to join.
BOWSLINGER For an antihero to gain this Edge, their markings
Requirements: Veteran, Marksman must be significant and cover a large portion of
Bowfighters, sharpshooters, and trick shot their body; an ember moth on the small of their
back just won’t cut it. Anyone with this Edge adds
VERMILIUM
The character may roll an extra Athletics • Fast Attack: Perform one free Fighting attack
(throwing) or Shooting die with up to two against the same foe at the end of their turn,
ranged attacks in the same turn. ignoring any Multi-Action penalties.
• Prestige: Add +1d6 to any one Trait roll made
MARKED to directly attack, affect, or damage the foe.
Requirements: Novice, Spirit d6+, Vigor d6+ • Second Wind: The fighter removes one level
of Fatigue, if any, as they regain their breath.
Tattooing and body scarification are common
• Stunning Strike: The foe is Stunned.
forms of self-expression in many Auroran cultures.
• Weakness: Discover one of the target’s
Dwarf berserkers cover themselves in sacred
Weaknesses, if any, or ignore 2 points of Armor
tattoos of ferocious totem animals, priests of the
on their next Fighting attack against the foe.
imperial temples carve holy scripture into their
flesh, and clockworks decorate their metallic bodies
in filigree. Prospective members of the Black Hat
62
POWER EDGES FAVORED POWER
Requirements: Seasoned, Arcane Background (Any),
FAMILIAR arcane skill d8+
Requirements: Novice, Arcane Background (Sorcery, The antihero has dedicated her time to mastering a
Weird Science, or Witchcraft) particular witchcraft recipe, High Imperial prayer,
ANTIHEROES
Familiars are small creatures or creations (Size or arcane device. Choose one of the character’s
–2 to –4) that casters take for companionship or powers. She may ignore up to 2 points of any
guidance, or to make them the subjects of occult penalties when activating it.
experiments. Familiars are considered Wild Cards,
but they do not get their own Bennies, though the IMPROVED ARTIFICER
caster may spend theirs on their familiar’s behalf. Requirements: Veteran, Arcane Background (Any),
Artificer
The bond between a familiar and its master gives
it the Loyal Hindrance towards them and makes The Artificer Edge in Savage Worlds allows
it immune to beast friend. It is highly intelligent characters to create temporary arcane devices.
for its species, but it is a wild animal that behaves Improved Artificer allows them to craft
otherwise expectedly. It can refuse to follow orders consumable minor artifacts such as blasting candles
if it feels endangered or if the orders run contrary and tinctures, as well as permanent major artifacts
to its nature. A caster and their familiar understand like magic weapons and armor, without sacrificing
each other’s speech, but anyone dropping eaves their Power Points. With your Game Master’s
merely hears them speaking their own languages. permission, see Crafting Artifacts on page 145.
PROFESSIONAL EDGES
Familiars have 5 Power Points which the caster
can draw upon as long as they are in contact with
one another. They recharge at the normal rate.
ARTISAN
Familiars don’t Advance like normal Wild Cards;
Requirements: Seasoned, Repair d8+
instead, they gain one of the following bonuses for
each of their master’s Ranks (including Novice) When Crafting, Artisans ignore 1 point of penalties
and for every fourth Advance after Legendary: when applying Properties to their items, including
Boons & Banes if they also have the Improved
• The familiar increases one of its Traits by one
Artificer Edge. Additionally, when selling any
die type (once per Trait), or it gains a suitable
goods, Artisans receive 50% of an item’s market
Edge, provided it meets the requirements.
value with a successful Persuasion roll, or 100%
• The master can use their familiar’s senses
with a raise.
as if they were their own. This requires full
attention, rendering the caster both Distracted BOUNTY HUNTER
and Vulnerable, and has a range of 10 miles. Requirements: Novice, Fighting d6+, Shooting d6+,
Death: If a familiar is killed, its master is instantly Survival d6+
Stunned, and a replacement appears after 1d6 days.
Bounty hunters make their money from bringing in
Familiar Backgrounds: Familiars belonging to wanted criminals and monsters dead or alive. They
engineers gain the Construct ability from Savage ignore 2 points of penalties to Survival rolls when
Worlds, as well as the Clockwork ability (see page tracking down their bounties. Additionally, they
52); familiars of sorcerers gain the Ethereal Special can make nonlethal melee attacks without penalty,
Ability; and witches’ familiars begin with one and they may make nonlethal ranged attacks at –2.
additional advance.
EXPLORER
Requirements: Novice, Common Knowledge d6+,
Persuasion d6+, Survival d6+
Explorers wander the new world discovering
different lands and cultures, able to navigate tense
encounters with unfamiliar folk. They ignore the
63
penalties from the Strangers in a Strange Land PROSPECTOR
Setting Rule when in foreign territories, though Requirements: Novice, Notice d6+, Stealth d6+,
not when socializing with criminal elements. Also, Thievery d6+
when using the Travel rules in Savage Worlds,
Explorers, miners, tomb raiders, and treasure
Explorers can make a Survival roll to draw an
hunters search for valuable minerals and lost relics
additional card from the Action Deck (or two with
in pursuit of fortune and glory. As they become
VERMILIUM
64
the penalties from the Strangers in a Strange
Land Setting Rule by half. When interacting
WEIRD EDGES
with members of their own chapter, they ignore BEAST RIDER
the penalties completely, and double any discount Requirements: Novice, Riding d6+
when haggling in the black market. Players should
select which chapter their character belongs to (see Some riders form a bond with their mount like
ANTIHEROES
Black Hat Society, page 15), or work with the no other, and the two eventually become true
Game Master to create their own. friends who look out for one another. Normal
sized characters may ride a horse, or a war horse
Chaptermasters issue fairly lucrative jobs from with the Game Master’s permission, while smaller
time to time, ranging from intimidation and characters may instead choose a dire wolf. Larger
robbery to smuggling and assassination. The characters like sasquatch can ride mammoths, but
antihero can choose to accept them or not, but they should be of Heroic Rank or higher. Each
regardless, they must pay 25% of their total funds of these noble steeds should have a name and
to their chaptermaster at the end of each week of personality, and should share a connection with its
game-world time as tribute. If ever a member fails rider. The beast’s Smarts begins one die type higher
to pay up, or betrays the trust of another, they lose than normal, and is Resilient.
the benefits of this Edge for a week. Betraying a
chaptermaster might also earn the antihero a price These special mounts don’t advance normally,
on their head. but gain one of the following bonuses for each of
its rider’s Ranks (including Novice), and for every
INFAMY fourth advance after Legendary:
Requirements: Novice, Intimidation d6+ • The beast increases one of its Traits a die
This antihero is known for his questionable type (no more than once per Trait), or gains
morality, a single deed that earned him an infamous a suitable Edge or Special Ability, provided it
name, or the company he keeps. With people who meets the requirements.
know of him, he is able to use Intimidation instead • The beast becomes Very Resilient, provided its
of Persuasion when haggling or bartering for more rider is of Heroic Rank or higher.
pay, and he gets a free reroll on any Intimidation • The beast becomes a Wild Card, provided its
roll he makes. rider is of Legendary Rank.
Death: If the mount dies, a replacement may be
INFAMOUS found after 1d6 days.
Requirements: Veteran, Infamy
GUARDIAN SPIRIT
A steely glance, a threatening word, or just the Requirements: Novice, Spirit d8+, Taboo
mere presence of this known rogue is enough to
rattle nearby folks, and it can stop adversaries in Many cultures believe in animal guardian spirits
their tracks. who, though they cannot be seen or heard, guide
and protect individuals through their life’s journey.
Once per round, an Infamous antihero may A hero with the Guardian Spirit Edge tends to
spend a Benny to force an enemy within 5″ (10 display an affinity with their spirit’s species and is
yards), and who is aware of their reputation, likely to develop characteristics associated with it.
to reroll any successful Trait roll targeting the
antihero or one of their allies. Targets must take The player selects a beast and an appropriate
the lower result, and they cannot spend Bennies skill commonly connected to it, such as Athletics
to reroll it. for a bear, or Taunt for a raven. When the player
spends a Benny to reroll that skill, they roll their
These notorious characters often attract the Spirit die in place of their Wild Die. Additionally,
wrong attention, becoming the preferred targets that skill’s maximum die type increases by one step.
of enemies with Hindrances like Arrogant, Death The hero and creatures belonging to the guardian
Wish, Heroic, or Overconfident. Infamous spirit’s species gain the Pacifist (Minor) Hindrance
outlaws are worth double the normal bounty. with regard to each other; if it is ever ignored, the
benefits of this Edge are removed for one week.
65
VERMILIUM
66
Chapter Five
EQUIPMENT
EQUIPMENT
arket streets of major cities teem with NATIVE CURRENCY
M buyers and sellers from all across the
Auroras, where imperial engineers,
dwarven carpenters, elven hunters, and halfling
Most indigenous cultures begrudgingly accept
vermilium for goods and services, but some are
superstitious enough to refuse to deal in it entirely.
artisans all ply their trade. Nearly any heart’s desire Among the dwarf clans, purple and white shells
can be found for the right price, and the secretive from the frigid northern coasts are used in place of
black markets offer almost everything else. Out coins. Harvesting them from places like the Hunger
in the frontier boomtowns, where life is rarely and Meltwater Bays, the dwarves roll them into flat
as lavish, the general stores cater to most modest disks before polishing them smooth, piercing them,
needs, while indigenous merchants peddle their and stringing them together on leather cords.
unique wares in trading posts along the trails.
Elven societies generally follow a complex
This chapter contains everything an adventurer barter system, though precious metals and stones
needs on the road ahead. Each hero starts with are commonplace in the form of jewelry. The
V500, modified by Edges and Hindrances. seafaring Vol’doon favor pearl and the jungle-
Anything beyond what they wear on a day-to-day dwelling Tzol’keen use jade and vermilium, while
basis, they’re going to have to pay for. Additionally, the Thu’loon prefer bone and iron.
each hero starts with a randomly generated Curio
The halflings of the forest use seeds and nuts for
found on page 80, worth around V10.
trade. They harvest them each year from the trees in
which they live before drying them and inscribing
CURRENCY them with personal symbols. This emphasizes
the importance of looking after one’s home and
VERMILIUM surroundings, and though these seeds differ
Upon its discovery, the colonial priests saw depending on the region, they can be exchanged
vermilium as a divine gift from their god, the red freely among the tribes. It has been observed that
metal mirroring the colors of the setting sun that the halflings of the Underearth, a place bearing no
had brought them to the new world. They decreed trees, instead use teeth pried from the mouths of
that the colonies should begin mining the precious slain creatures and enemies, which might explain
ore, and minting it into small coins of different the lack of dental health among the impoverished.
geometric shapes and sizes. Under the control
of the Temple, vermilium has been used as the The various sasquatch tribes generally accept the
standard imperial currency ever since. most popular currency of the regions they inhabit.
67
TRADE EQUIPMENT NOTES
Haggling is accepted in markets across the cultural
CLOCKWORK CROSSBOWS
spectrum. Goods are not only exchanged for money,
The first crossbows imperials brought to the
but also for services or similarly-valued goods. In
new world, both long and short stock, are seen as
most markets, a hero can make a Persuasion roll
inferior compared to the modern weaponry they
VERMILIUM
68
GENERAL GOODS ITEM COST WT
Hourglass V2 1
COMMON EQUIPMENT Ink (vial) V2 0.5
ITEM COST WT Instrument, Musical V25 Varies
Backpack V50 2
EQUIPMENT
Jewelry V250 —
Notes: Halves effective weight of contents. Notes: Counts as Ornate. See page 42.
Bedroll V25 4 Lantern V25 4
Blanket/Poncho V10 4 Notes: Provides light in a 4″ (eight-yard)
Book V5 1 radius for three hours per pint of oil. If
Notes: Permits Research roll to find dropped, there is a 50% chance it will break,
information about a specific topic. and it can set combustibles alight. Boarseye
lanterns have shuttered casings, casting
2 (full) /
Bottle (glass, 1 pint) V1 light in a Cone Template.
1 (empty)
Map V25 —
Candle V1 0.5
Matches (box of 100) V1 —
Notes: Provides light in a 2″ (four-yard)
radius for one hour. Blows out when in Oil, Lantern (1 pint) V2 1
strong winds or when the character holding Padlock and Key V10 1
it runs.
Paper (10 sheets) V2 —
Cane V10 1
Perfume (vial) V10 0.5
Notes: Light improvised weapon.
Pickaxe V20 12
Canteen/Waterskin 2 (full) /
V5 Notes: Medium improvised weapon.
(1 pint) 1 (empty)
Chalk (box of 10) V2 1 Pipe, Smoking V5 0.5
Cigars, Vol’doon (box Playing Cards V5 —
V10 1
of 10) Pocket Watch V25 0.5
Compass V5 0.5 Quill V4 —
Crossbow Scope V100 2 Rope, Hemp (10″ / 20
V10 15
Notes: Cancels 2 additional points of yards)
penalties when Aiming. Notes: Safely holds 300 lbs. Roll 1d6 per
Cutthroat Razor V5 0.5 additional 50 lbs each minute or whenever
Notes: Light improvised weapon. the rope suffers stress. It snaps on a 1.
Dice Set V5 0.5 Safe (small) V100 10
Fishing Rod V10 1 Notes: Clockwork combination lock. Can
be picked with a Thievery roll at –4, or –2
Flint and Steel V2 0.5 if using thieves’ tools. Has one cubic foot of
Hammer V10 2 room inside.
Notes: Light improvised weapon. Safe (large) V1,000 100
Handcuffs V15 1 Notes: Same as Safe (small), but with eight
Hatchet V15 2 cubic feet of room inside.
Notes: Light improvised weapon Sealing Wax V1 1
Healing Kit V100 3 Shovel V5 5
Notes: Three uses. Subtract 1 from Healing Notes: Medium improvised weapon.
rolls without this or similar supplies. Sledgehammer V15 10
Notes: Large improvised weapon.
69
ITEM COST WT CLOTHING
Soap V2 1 ARTICLE COST WT
Spectacles V100 — Bandana/Mask V2 1
Notes: Personal spectacles negate the penalties Boots V20 4
of the Bad Eyes (Minor) Hindrance, and they Buckskin Suit V40 9
VERMILIUM
70
ANIMALS
ITEM COST
Bird/Raptor V25
Dog, Guard V50
Dire Wolf, Riding (halfling) V125
EQUIPMENT
Hog V200
Notes: They’re stubborn, ornery, and
downright mean at times, but they’re good
for pulling heavy loads. They inflict a –1
penalty on any Riding roll made to control
them, but vehicles pulled by horses require
half as many hogs, rounded up, to do so.
Horse, Riding V250
Horse, War V1,000
Mammoth, Riding (sasquatch) V2,500
Notes: Available for characters of Size 2 or
more. Found in the Winterlands.
71
ARMOR & SHIELDS
ARMOR
ITEM ARMOR MIN STR WT COST
DWARVEN ARMOR
VERMILIUM
SHIELDS
ITEM PARRY COVER MIN. STR WEIGHT COST
Buckler, Halfling +1 — d4 4 V50
Shield, Dwarven +2 –2 d6 6 V100
Shield, Elven +2 –2 d6 8 V200
Notes: Edged with obsidian or siren shark teeth, these shields follow the rules for Elven Weapons,
page 68, when used to bash.
Tower Shield, Imperial +3 –4 d8 12 V250
Notes: Large shields used by the elite imperial legions. They can be set into the ground using an action
to provide Medium Cover. This allows the bearer to use both hands when handling their weapon or
gear, such as reloading a crossbow. –1 Pace when carried or wielded.
72
MELEE WEAPONS
TYPE DAMAGE MIN STR WT COST NOTES
DWARVEN MELEE WEAPONS
Doesn’t count as a weapon for
Fighting Claws Str+d4 d4 1 V10
EQUIPMENT
Unarmed Defender.
Staff Str+d4 d4 4 V10 Reach 1, Parry +1 (two handed).
Wooden Stake Str+d4 d4 1 V20 —
Wooden War
Str+d6 d6 4 V100 —
Club
Wooden War
Str+d10 d10 8 V300 Parry –1, two hands.
Club, Great
ELVEN MELEE WEAPONS
Tacpatl Str+d4 d4 1 V40 —
Tepoztopilli Str+d6 d6 4 V200 Reach 1, Parry +1 (two-handed).
Macuahuitl Str+d6 d6 4 V200 —
Macuahuitl,
Str+d10 d10 10 V600 Two hands.
Great
HALFLING MELEE WEAPONS
Knife Str+d4 d4 1 V20 —
Spear Str+d6 d6 3 V100 Reach 1, Parry +1 (two-handed).
Tomahawk Str+d6 d6 3 V100 —
IMPERIAL MELEE WEAPONS
Doesn’t count as a weapon for
Brass Knuckles Str+d4 d4 1 V10
Unarmed Defender.
Parry –1; Reach 2; with a raise on the
Boarwhip Str+d4 d4 2 V15 Fighting roll the victim is Entangled
instead of suffering bonus damage.
Flaming censers are used by the
Censer Str+d6 d6 3 V200 Temple’s fanatical warrior cults.
Ignores shield bonus.
Knife Str+d4 d4 1 V25 —
Knife, Hunting Str+d4 d4 2 V50 AP 1.
Parry –1, Reach 2. Can be used to Test
opponents using Fighting. They are
Lasso — d4 3 V20
Entangled with a success, Bound with
a raise.
Saber Str+d6 d6 4 V100 —
Saber,
Str+d8 d8 6 V300 —
Inquisitor
SASQUATCH MELEE WEAPONS
Club, Great Str+d8 d10 20 V200 Minimum Size 2.
Reach 2, Parry +1 (two-handed),
Spear, Great Str+d8 d10 12 V400
Minimum Size 2.
73
RANGED WEAPONS
TYPE RANGE DAMAGE AP ROF SHOTS MIN STR WT COST
DWARVEN RANGED WEAPONS
Boomerang 3/6/12 Str+d4 — 1 1 d4 1 V30
VERMILIUM
74
CROSSBOWS
TYPE RANGE DAMAGE AP ROF SHOTS MIN STR WT COST
HAND CROSSBOWS
CAC Dawnbreaker 5/10/20 2d6+1 1 1 6 d6 4 V150
Colonial Hand
EQUIPMENT
5/10/20 2d4 1 1 1 d4 2 V50
Crossbow
Sixbow 5/10/20 2d6 1 1 6 d4 3 V100
Wrist Crossbow 5/10/20 2d4 — 1 1 d4 1 V75
Notes: Worn strapped to wrist. Cannot be Disarmed. You can hold objects and wield other weapons
with a hand fitted with a wrist crossbow, but you can only shoot with it if that hand is free.
HEAVY CROSSBOWS
CAC Repeater
10/20/40 2d8 2 1 10 d6 10 V200
Crossbow
Colonial Arbalest 15/30/60 2d8+1 2 1 1 d8 16 V250
Notes: Comes with windlass, which is required to reload. Reload 2.
MOUNTED CROSSBOWS
These weapons are military grade, and are usually available only to the imperial legions and black
market arms dealers.
Ballista, Infantry 24/48/96 3d6 4 1 1 d8 400 V5,000
Notes: Heavy Weapon. Reload 8. Mounted on a two-wheeled carriage. Each ballista bolt costs V25
and weighs 3 lbs.
4
Ballista, Siege 30/60/120 3d8 4 1 1 d8 V10,000
tons
Notes: Heavy Weapon. Reload 5 minutes for a crew of 4. Each bolt costs V50 and weighs 10 lbs.
CAC Scorpion 10/20/40 2d8 2 3 30 d8 40 V500
Notes: Reload 2. Min Str d10 required to wield freely. Min Str d8 required if the weapon is mounted
on a two-wheeled carriage, which also negates any Recoil penalty. Critical Failure results in the gears
breaking down, requiring an hour and a Repair roll to fix. Instead of individual bolts, magazines of
30 bolts are loaded, which cost V20 including the bolts and weigh 2 lbs unloaded, 8 lbs loaded.
AMMUNITION
The cost of ammunition includes 20 rounds and a quiver, box, or bag to carry them in. Spent
ammunition has a 50% chance of being recovered.
TYPE COST WEIGHT NOTES
Arrows V5 2 —
Arrows, Fire V10 2 May ignite flammable items.
Arrows, Great V100 20 Sasquatch, used with great bows.
Arrows, Obsidian V10 2 Elven.
Bolts, Short V2 1 Hand crossbows and sixbows.
Bolts, Long V2 2 Crossbows, arbalests, and scorpions.
Darts V2 1 Elven, often used with poisons for blowpipes.
75
VEHICLES
TOP
VEHICLE SIZE HANDLING TOUGHNESS CREW COST
SPEED
LAND VEHICLES
VERMILIUM
Clockwork
16
Bicycle, High –1 0 4 1 V100
MPH
Wheel
Notes: 50% chance a shot hits the rider instead. Doubles rider’s Pace and running die result.
50
Clockwork Train 10 (Huge) –1 16 (2) 2+20 V25,000
MPH
Notes: Hauls train cars.
Clockwork Train
8 (Huge) 0 — 12 (2) 30 V12,500
Car
Notes: Holds up to 50 passengers, but can be used as a cargo hold, dining car, lounge or sleeper car.
14
Stagecoach 4 (Large) –1 10 (2) 1+7 V2,000
MPH
Notes: Requires at least four horses to draw. Any fewer reduces its Top Speed to 10 MPH.
Stagecoach, 12
4 (Large) –2 12 (4) 1+7 V2,500
Armored MPH
Notes: Used primarily by the Order, this heavier stagecoach plated in black iron requires at least six
horses to draw. Any fewer reduces its Top Speed to 10 MPH.
14
Wagon, Covered 4 (Large) 0 8 (2) 1+5 V1,000
MPH
Notes: A four-wheeled vehicle covered with a canvas top, drawn by two horses.
WATER VEHICLES
Canoe, Elven/ 6
1 +1 7 (1) 1+3 V50
Halfling MPH
Catamaran, 10
8 (Huge) 0 10 (2) 4+12 V4,000
Elven MPH
6
Kayak, Dwarven 0 +2 7 (1) 1 V25
MPH
6
Keelboat 6 (Large) –1 10 (2) 4+8 V8,000
MPH
Notes: These narrow riverboats are often fitted with a mounted ballista at their bow.
Longboat, 6
5 (Large) –1 9 (2) 4+8 V800
Dwarven MPH
5
Riverboat 10 (Huge) –2 18 (2) 6+80 V12,000
MPH
5
Rowboat 2 –1 8 (1) 1+5 V75
MPH
12 9
Ship of the Line –2 20 (2) 20+80 V40,000
(Gargantuan) MPH
Notes: This ship is typically used by the military or for cargo. In the case of the former, the ship is
likely to be oufitted with multiple ballistae.
76
BLACK MARKET CONTRABAND
ITEM COST WT
Black markets can be found in every major city of the
Empire and in most Outer Crescent boomtowns, Acid (vial) V25 0.5
though these shady bazaars can be dangerous for Notes: Acid vials can be thrown like grenades
the uninitiated. Here, one can find items the Empire with a Range of 4/8/16, causing 2d4 damage
EQUIPMENT
has deemed dangerous or unlawful for common to a single target on a hit, and 2d4–2 damage
folk to own, such as contraband, military weapons, at the beginning of the target’s next turn.
and minor artifacts. Major artifacts are not listed, Acid requires acidic components, such as
as they are rare indeed and are more often found or acid worm saliva, to be Crafted.
stolen than bought and paid for. Caltrops V10 1
Selling on the black market requires a Persuasion Notes: One batch covers a Small Blast
roll as usual, but it is a risky endeavor. If a character Template, two a Medium, and three a Large.
with the Bonded by Blood & Ink Edge rolls a Counts as Difficult Ground; anyone moving
Critical Failure while selling goods, they catch the through the area must make an Athletics
eye of the chaptermaster and are forced to pay a roll or be Shaken. A Critical Failure causes
tribute of 50% of the sale. If they refuse, they are cut a Wound.
off from their connections for a week. Ink, Invisible (vial) V5 0.5
Characters who aren’t Black Hat Society members Poison, Antidote (vial) Special 0.5
follow the Strangers in a Strange Land Setting
Notes: Made for a specific poison, worth
Rule when wandering the black market. If they
double the cost of the poison itself. Must be
fail their Persuasion check trying to offload their
ingested, allowing a free Vigor roll. Success
gear, their player must draw a card and consult the
stems the effects, a raise recovers fully.
Black Market Complications table below.
Poison, Knockout
V150 0.5
BLACK MARKET COMPLICATIONS (vial)
SUIT RESULT Poison, Lethal (vial) V200 0.5
The naïve seller ends up on the wrong Poison, Mild (vial) V50 0.5
side of the market, and suffers Bumps Poison, Paralyzing
V100 0.5
& Bruises as they fight their way out. (vial)
They can try to sell their goods again Purified Water (vial) V25 0.5
the next day.
Notes: Purified water is untainted, drinkable
The antihero comes across as water. It can be used to combat vampiric
untrustworthy, and they — and their creatures, following the same rules for acid.
items — are expelled from the black Purified water cannot be Crafted, but it can
market for a week. be created using elemental manipulation.
The hero makes the sale, but is Tools, Thieves’ V200 5
targeted by a pickpocket or dishonest
Notes: Attempts to pick locks, crack safes, or
fence, who relieves them of 50% of
disarm traps without these tools imposes a
the sale’s profits.
–2 penalty on Thievery rolls.
The goods are stolen before a sale can
Vermilium Salts V10 0.5
be made. They can be found the next
day with a successful Networking Notes: Consuming this powder forces a
roll, but may require some creativity Vigor roll. If successful, the user adds +1 to
to retrieve. any Trait roll for five rounds, selected upon
activation. If failed, they’re Stunned instead.
A shady buyer offers 150% of the
Due to its addictive qualities, a Critical
Joker item’s market value. No questions
Failure on the Vigor roll grants Habit
asked.
(Minor), or Major if they already have it.
77
BLASTING CANDLES
Blasting candles, originally created by imperial automatically explodes, potentially adding to
military engineers, are minor artifacts designed the damage total listed in the Blasting Candle
to explode shortly after their wick is lit. These Detonations below. If a character suffers a Critical
incredibly dangerous red wax candles are illegal for Failure when throwing one of these unstable
VERMILIUM
civilians to own, though soon after the first batches devices, it explodes in the thrower’s hand.
were commissioned, outlaw gangs and shady Each blasting candle costs V50.
mining companies managed to get ahold of them.
Candle Arrows: Blasting candles are sometimes
Blasting candles contain rudimentary forms of sold formed around arrow shafts to deliver more
the blast power, are thrown like grenades using explosive shots. They cost V150 for three, weighing
Athletics, and can be bundled together for more 4 lbs for the bundle. Shot from a bow, the Range of
powerful detonations. When a blasting candle these arrows is halved, rounded up, but they cause
is exposed to an open flame or an explosion, it 2d6 damage in a Small Blast Template.
TINCTURES
The blending of distilled alcohol and supernatural Flammable: Some brews are highly
remedies is outlawed in the Auroras, but due to the combustible, indicated by the word flammable in
difficulties in regulating their manufacture and sale, their description. Bottles of these tinctures may be
tinctures are commonly found in black markets stuffed with a soaked rag, set alight, and thrown as
and in other, equally disreputable establishments. an incendiary with a Range of 4/8/16. Exploding
Tinctures are minor artifacts: single use Arcane into flame, the cocktail causes 2d6 damage under a
Devices that a character must imbibe in order to Small Blast Template — a shame to waste, really. A
activate. This requires the drinker to spend an raise doesn’t deal extra damage, but automatically
action and make a roll using the creator’s arcane sets anyone under the template on fire.
skill die as if it were their own, along with the
drinker’s Wild Die. Each tincture listed on the
menu comes with an arcane skill of d6, though
cheap stuff with a skill of d4 is sold at half price, and
master brews with a skill of d8 are worth double. A
single bottle of tincture weighs one pound when
full.
Alcoholic: Such libations are very alcoholic and
wildly unpredictable if abused. A Critical Failure
on the activation roll causes the user to become
drunk, suffering a –1 penalty to Agility, Smarts,
and all linked skills for one hour, after which they
suffer a level of Fatigue for the next four hours.
Some tinctures may have additional effects.
78
BLACK MARKET BAR MENU
EQUIPMENT
Flammable. A white, creamy alcohol made from fermented
A particularly volatile brew sold in mason jars. hog’s milk, once lovingly made by the halfling plains
Appears as clear as water. tribes, now manufactured for hardy swineherds on
their long drives.
Boomshine contains the darksight power, lasting
one hour. A Critical Failure causes the drinker to go Mother’s Milk tastes awful, but contains the boost
blind for the power’s Duration instead. Boomshine Trait power affecting Agility or any Agility-based
is particularly flammable, causing 3d6 damage in a skill, lasting five rounds. A Critical Failure causes
Medium Blast Template. the drinker to suffer the effects of lower Trait for the
Duration instead.
BRINEBACK. . . . . . . . . . . . . . . . . . . . V100
A salty grog common among pirates and fisherfolk. PEPPER ELIXIR. . . . . . . . . . . . . . . . . V200
Made from fermented chocolate and carefully
Brineback contains the environmental protection prepared manitou chilis, Pepper Elixir is ritually
power allowing underwater breathing, lasting one consumed by elven sorcerers during ceremonies.
hour.
This tincture contains the arcane protection
FIREWATER. . . . . . . . . . . . . . . . . . . . V150 power, lasting one hour.
Flammable.
RED RUM. . . . . . . . . . . . . . . . . . . . . . V50
A strong amber whiskey blended with restorative A dark and dirty alcohol made from distilled
elixirs of dwarven origin. molasses, and filled with floating flakes of
Firewater contains the healing power. vermilium leaf. Said to have been originally brewed
by prospectors driven mad by their lust for the
FIREWATER SPECIAL RESERVE. . . . . . . V250 glittery red metal.
Flammable.
Red Rum contains the relief power. A Critical
Firewater aged in the honeycombs of blood Failure causes the hero to gain the Minor Greedy
honey bees is especially rare and potent. It has a Hindrance, or Major if they already have it, lasting
deep red hue and a rich, sweet taste. one week.
Special Reserve grants the drinker one use of
a fiery Breath Weapon that deals 3d6 damage in
WINGED SNAKE OIL. . . . . . . . . . . . . . V400
Flammable.
a Cone Template. This is activated in the same
action as drinking the tincture. If a Critical Failure A luminous green tequila purportedly made with
is rolled to activate it, the drinker is set alight and winged serpent venom.
suffers the damage themself. This snake oil allows the drinker to ignore 2
points of Multi-Action penalties each turn for 30
GREEN FAIRY . . . . . . . . . . . . . . . . . . V150 seconds. A Critical Failure on the activation roll
Folks across the world, from priests to prisoners,
causes the user to become Stunned as the venom of
are known to enjoy the vapors of this teal-colored
the poorly made liquor courses through their body.
absinthe.
Green Fairy grants the boost Trait power affecting WITCH’S BREW . . . . . . . . . . . . . . . . . . V50
Spirit or any Spirit-based skill, lasting five rounds. Occult practitioners brew carefully fermented teas
A Critical Failure causes the drinker to suffer the using unknown botanical ingredients.
effects of lower Trait for the Duration instead. This brew contains the protection power, lasting
five rounds.
79
CURIOS d100 CURIO
Sealing-wax stamp with the insignia of a
Every antihero starts with one randomly generated 25
forgotten Black Hat Society chapter.
Curio worth around V10. It could provide them 26 Wooden tankard that smells of sour milk.
with something to talk about during an Interlude
27 Tiny monkey carved from jade.
or perhaps one day form part of an adventure.
VERMILIUM
Wooden box of scrimshaw needles and Bear claw necklace; one claw is inscribed
2 32
dwarven hair. with the letters TF.
Shrunken elf’s head, the eyes of which open Ruddy clay pot with reliefs displaying a
3 33
every full moon. cannibalistic feast.
4 Small effigy of a hog carved from a tusk. 34 Single rose that never wilts.
5 Doll made of clay and human hair. 35 Black knife with an ivory handle.
Azure iron coin with a mechanical skull on Small armillary sphere of patinated brass
6 with a central oil lantern. It is orbited by a
one side. 36
spherical granite stone, a ball of vermilium,
Tattered love letter addressed to DE, still and a rounded fragment of azure iron.
7
scented with perfume.
37 Vermilium plated bell without a clapper.
Ceremonial wooden club of dwarven design
8 Empty cremation urn with the letters SC
carved with ornate cherry blossoms. 38
written under its base.
9 Elven bowl made from gargoyle guano.
39 Hog-leather waterskin with spiral scratch.
10 Lock of sasquatch fur tied with ribbon.
Elven tattoo needle taken from a blue
11 Small jar of glowing mushrooms. 40
medicine cactus.
Clockwork beetle pendant with moving Ceremonial drinking horn taken from an old
12 wings. Inside is a picture of a young man, 41
lone horn.
signed “Max”.
Tarot deck with the character’s name written
13 Small collection of cogs and gears. 42 on one of the cards. The initials BF are
written on the deck box.
14 Framed taxidermy ember moth.
Rusted timepiece with a bee motif; it works
15 Mummified elf’s ear trophy. 43
only on the first day of each month.
Strangler oak leaf painted with an image of a Rank insignia from an imperial soldier of the
16 44
halfling family. lost 13th Legion.
17 Small black pearl with an oily texture. Belt of wampum beads detailing a treaty
Cracked monocle which when looked 45 between two rival dwarf clans. Most of the
18 through occasionally grants fleeting visions beads are cracked.
of a ghostly landscape. 46 Coral carving of a strange sea creature.
19 Glass eye filled with seawater. 47 Dream keeper that doesn’t work.
20 Small stone serpent effigy with ruby eyes. Small bead of glass from the Copper Desert,
48
21 Handful of halfling seeds carved with flames. created by an acid worm.
Tiny automaton that when wound up plays
Book bound in strange, tanned leather 49
strange, unsettling music.
22 containing blank pages. The first page bears
the initials CC. Pair of steel spurs worn by a famous imperial
50
cavalryman.
23 Rusted iron strongbox without a key.
Trick deck of playing cards; five of the cards
Faded photo of a young couple; both have 51
24 are stained with blood.
their eyes closed.
80
d100 CURIO d100 CURIO
Bar of soap made with whale ambergris and Colorless candle from the Temple of the
52
bearing the mark of an unknown dwarf lord. 79 Dawn. The flickering flame takes the form of
Sea conch inscribed with elven markings; a screaming face.
53 it seems to contain the cries for help from Pirate flag adorned with a bird’s skull and
80
drowning sailors. crossed feathers.
EQUIPMENT
Raven-skull pendant hung from a lock of Small wooden box of sea salt. The lid, inlaid
54 81
long, black hair. with ivory, depicts a walrus.
55 Small vial of vampire’s blood. Three-inch obsidian figurine of an elven
82
warrior.
Ancient copper windup key with no signs of
56 A chicken egg-sized amber bead. Its color
deterioration.
83 changes to blue under natural sunlight, and
Portable reliquary containing a single
57 contains a baby winged serpent skeleton.
vermilium coin with two “heads”.
Vial of an unknown tincture of d10 strength,
Small, gnarled drinking horn taken from a 84
58 labeled with “XXX”.
jackalope’s skull.
An ancient, tarnished telescope. When
Painted feather from a baby thunderbird,
59 85 looked through, it reveals otherworldly lines
fashioned into a quill that always has ink.
that connect the stars of the night sky.
Halfling drum with scars on the skin that
60 Unused clockwork train ticket to the nearest
appear to have healed over. 86
big city.
Poisonous flower pressed inside a shabby,
61 Sixbow bolt with High Imperial symbols
well-thumbed book of pulp fiction. 87
carved into it.
Vermilium-plated snuffbox dating from time
62 Foldable dwarven paper lantern made in the
immemorial. 88
shape of a pine cone.
63 Roll of sheet music titled “The Ballad of EZ”.
89 Fishhook made from oyster shell.
64 Snakeskin boots of an unfamiliar pattern. Petrified mushroom shaped like a bile frog’s
90
Blanket made from lengths of quipu-like head, etched with halfling pictograms.
65
knotted strings of alpaca fur. Jackalope paw on a leather cord; the luck has
91
Curious idol of carved ivory depicting an run out.
66
obese sasquatch. Brass globe the size of an eyeball that
67 Child’s mask made from turtle shell. 92 portrays a world unknown to you. It becomes
noticeably warm during a solar eclipse.
Preserved human scalp with odd glyphs
68 93 Pair of ornate, hog-leather riding gloves.
carved into the flesh.
69 Small taxidermy creature of unknown origin. 94 Hair comb carved from a saberlion tooth.
Glass orb that glows softly from inside when Elven calendar stone, six inches across, with
70
placed on natural ground. 95 a bloody fingerprint over one of the months.
Incomplete map of an uncharted region with The initials SN are etched over another.
71
numerous red crosses marked on it. 96 Flint knife with a wendigo antler handle.
Wanted poster with a familiar face on it, 97 An arcane device with no Power Points.
72
offering a V1,000 reward.
Humanlike face mask of cracked bone
Pair of scrimshaw knucklebone dice — one 98
porcelain.
73 black, one white — with the initials LB
replacing the sixes. 99 Can of peaches of untold age.
Small spirit pole carved out of a colonial
74
crossbow stock, engraved with initials OW.
75 Playbill from the Bad Medicine Show.
Small leather pouch filled with different
76
dried leaves.
77 Pair of red swineherd boots fit for a child.
78 Rolled-up oil painting of a young man.
81
VERMILIUM
82
WEIRD & WILD
Chapter Six
WEIRD & WILD
his chapter concerns players who have • Backlash: A Critical Failure on a Focus
83
transforms into a monstrous horror doomed to a WARRIOR SOCIETY: BLOOD HUNTER
wretched existence of insatiable thirst and hunger. Requirements: Seasoned, Blood Lust, Berserk
To avoid being driven from towns, which are a Blood lust has been gifted to different warrior
great source of food, vampires go to great lengths societies over the centuries, allowing the very
to hide their disease. Shielding themselves from thing they crave most of all to add to their ferocity
the sun is easy enough with a wide-brimmed hat in battle, driving them to seek more gore in the
VERMILIUM
84
The blood hunter can only benefit from one enroll in the Imperial Academy or apply to work
ability at a time, which lasts until the next dawn for the Clockwork Arms Company, where their
before dissolving from rapid putrefaction. At ingenuity is funded, applauded, and — if they’re
Heroic Rank, he may benefit from two at once, and lucky — sold to the general public. Most budding
at Legendary, three. creators never get there, however, and are forced
ENGINEER
Many such creators turn to weirder, unrefined
sciences that produce clunky, unreliable results
that work well most of the time but are quick to
• Edge: Arcane Background (Weird Science)
jam or malfunction if mishandled — usually at the
• Arcane Skill: Weird Science (Smarts)
worst possible moment.
• Starting Powers: 2
• Power Points: 15 TRAPPINGS
• Available Powers: Arcane protection, banish, Engineers’ powers can take the form of mechanical
barrier, blast, blind, bolt, boost/lower Trait, burrow, creations, restored industrial artifacts, and bubbling
burst, confusion, corrode*, damage field, darksight, elixirs. Their devices can appear ramshackle or
deflection, detect/conceal arcana*, disguise, dispel, polished, depending on the resources available. Fear
drain Power Points, elemental manipulation, might be unsettling recordings from the Architects
empathy, entangle, environmental protection, blasted out of an ancient gramophone. Smite might
farsight, fear, fly, growth (not shrink), havoc, be activated through some indefatigably steely
illusion, invisibility, light/darkness, message*, device bolted onto a clockwork crossbow. Relief
mind link, mind wipe, object reading*, protection, could be administered as a luminous pep tonic
puppet*, relief, sloth/speed, slumber, smite, sound/ from a hypodermic needle.
silence, speak language, stun, summon ally,
telekinesis, teleport, wall walker, warrior’s gift.
• Weird Science: Engineers may take Edges that ENGINEER EDGES
require Arcane Background (Weird Science).
REAUTOMATOR
• Breakdowns: A Critical Failure on a Weird
Requirements: Veteran, Arcane Background (Weird
Science roll causes the Game Master to roll on
Science), Weird Science d10+
the Breakdowns table on page 131.
The secrets of the Architects, particularly their
PLAYING AN methods for creating true mechanical
ENGINEER sentience, are still out of reach for
today’s engineers. However, some
The Architects left behind countless engineers study the ways of the
ruins and relics to ponder over, yet clockwork machinists in order
most people today don’t see their to understand their ancient
value, dismissing them as either methods of arcane automation.
useless junk or eerie reminders of Reautomators may
time’s passage. Antiquarians may spend 1 Power Point as a
deal in these items, but engineers free action to automatically
obsess over finding new ways to repair a Jammed clockwork
make them work again — often crossbow or arcane device
without knowing their original they are touching.
purpose — or construct new
devices based on the theories Additionally,
surrounding them. These Reautomator
clanking, smoking creations are counts as the
usually powered by steam, electricity, New Powers Edge, limited to
or arcane clockwork gears. the following powers:
Particularly gifted or well-
connected engineers can
85
• Healing, limited to clockworks and vehicles. • Lightbringer: Any power activated with a light
Vehicles larger than Size 3 require Power Points trapping, including light, or the Glow Power
equal to their Size to be “healed”. The engineer Modifier is considered to produce sunlight.
can also spend an additional 2 Power Points to • Somatic Prayer: Priests activate their powers
“heal” Critical Hits on vehicles. through hand gestures tracing geometric
• Zombie, limited to clockworks. The Armor patterns in the air. They must have at least
VERMILIUM
Power Modifier must be used to maintain one hand free to do so, and cannot be Bound.
a clockwork’s armor; otherwise its metallic Priests must pray to the sun or an open flame
plating rusts or falls apart once reanimated. each dawn (see Vows below).
• Vows: Priests must uphold the tenets of
WAR MACHINE
their faith, represented by the Vow (Major)
Requirements: Seasoned, Arcane Background (Weird
Hindrance. Committing a minor violation
Science)
imposes a –2 penalty on all Faith rolls until the
Some of the world’s best engineers are employed next dawn, provided the priest is able to pray
by the Clockwork Arms Company to create ever- at that time. A major violation relinquishes the
more devastating weapons of war. With this Edge, priest of the remainder of their Power Points
the engineer adds +2 damage when activating blast, until they can atone. Atonement might manifest
bolt, or burst. as converting an entire village to the faith, or
defeating a powerful evil. Mechanically, it could
PRIEST be represented by having the priest spend one
hour each dawn praying before making a High
• Edge: Arcane Background (Miracles) Imperial roll at the end of each prayer session.
• Arcane Skill: Faith (Spirit) After a number of successes and raises equal to
• Starting Powers: 3 (light, plus two of the their Rank are accumulated, their Power Points
player’s choice) begin to recharge normally.
• Power Points: 10
VIOLATIONS
• Available Powers: Arcane protection, banish,
barrier, blast, blind, bloom*, boost/lower Trait, SEVERITY EXAMPLES
burst, confusion, damage field, darksight, deflection, Blasphemy, committing a minor
detect/conceal arcana*, disguise, dispel, divination, crime unless acting in self-
drain Power Points, elemental manipulation, defense or against an enemy of
empathy, entangle, environmental protection, the Temple, failing to pray at
Minor
farsight, fear, fly, havoc, healing, illusion, dawn, performing funerary rites
invisibility, light/darkness, message*, mind other than cremation, willfully
reading, mind wipe, object reading*, protection, aiding in witchcraft or sorcery
puppet*, relief, resurrection, sloth/speed, slumber, (including Supporting).
smite, sound/silence, speak language, stun, summon Heresy, committing a major
ally, telekinesis, teleport, wall walker, warrior’s gift. crime unless acting in self-
• Miracles: Priests may take Edges that require Major
defense or against an enemy of
Arcane Background (Miracles). the Temple.
• Backlash: With a Critical Failure on a Faith
roll, the priest suffers Fatigue and loses 2d6
Power Points. PLAYING A PRIEST
• Holy Symbol: Priests wear geometric sun The Temple of Light permeates almost every facet
pendants cast in sacred vermilium, usually no of life in the Empire, and most of its people are
bigger than a coin, each unique and personal law-abiding, religious folk — or so they’d have you
to the servant of the Temple. As long as the believe. They are guided by priests and priestesses
holy symbol is held in their hand, the priest who act as religious leaders, holy healers, treasurers,
gets a free reroll on failed Faith rolls. If the holy and lawgivers. Some doubt their divine power, but
symbol is ever lost, another can be sanctified in none doubt their authority. The Temple teaches
a one-hour ritual over an open fire. its priests High Imperial, the language all holy
86
scripture is written in, and all prayers are gestured HERETIC
with. While most priests are simply humble Requirements: Novice, Arcane Background (Miracles)
servants of the Temple, a small number actually
Some followers of the Temple forsake their vows
possess a more tangible divine connection, and
to live lives of sin, a freedom that runs the risk of
they are rewarded for their morning prayers and
87
SKIN WALKER (once every month) at the stroke of midnight,
at which point they must make a Focus check
• Hindrance: Azure Agony at –2. If failed, they transform under the Game
• Edge: Arcane Background (Gifted) Master’s control. If there are not enough Power
• Arcane Skill: Focus (Spirit) Points remaining to activate shape change, treat
• Starting Power: Shape change (Limitation: the as Shorting.
VERMILIUM
hero can only change into a skin walker, detailed • Skin Walker Powers: Other than shape change
below). Costs 7 Power Points to activate. and beast friend, a skin walker’s powers can only
• Power Points: 15 be activated while in skin walker form. If they
• Available Powers: Beast friend (Limitation: ever become Incapacitated while transformed,
animals associated with skin walker form), all active powers terminate immediately.
detect arcana, farsight (Limitation: self), fear,
healing (Limitation: self, cannot heal wounds
caused by azure iron or magical weapons), SKIN WALKER PROFILE
protection (Limitation: self), smite (Limitation: • Attributes: Agility, Strength, and Vigor
self), speed (Limitation: self), warrior’s gift each increase by one die type, or two with
(Limitation: self). a raise.
• Dark Gift: Skin walkers may take Edges that • Skills: Athletics, Fighting, and Stealth
require Arcane Background (Gifted). each increase by one die type, or two with
• Backlash: A Critical Failure on a Focus roll a raise.
causes the Game Master to roll on the Bestial • Pace: Increases by 2.
Corruption table on page 130. • Bite/Claws: Str+d6.
• Hunted Like a Beast: If civilized society ever • Low Light Vision: Skin walkers ignore
learns the hero is a skin walker, it is likely penalties for Dim and Dark Illumination.
to exile the hero, or even hunt them. The • Size: Size increases by 1 when transformed.
character has the Secret (Major) Hindrance. If
discovered, this should be replaced
with Wanted or Shamed PLAYING A SKIN WALKER
(Major) Hindrance. A skin walker’s life is filled with turmoil and
• Lunacy: The secrecy. They are haunted by wild, animal urges
skin walker constantly begging to be set free, which can only
automatically be fought for so long. As they embrace this bestial
transforms side, and the power that comes with it, they slowly
under the light lose themselves. To reveal one’s true nature as a
of the full skin walker is to accept a life on the run. In most
azure moon populated parts of the world, skin walkers are
killed on sight or hunted down with azure iron
weapons. It isn’t easy to keep this secret, as telltale
signs begin to manifest the more the disease takes
hold. The antihero’s eyes change color to a marbled
mix of blue and violet, their hair grows thicker,
their fingernails longer, and their yearning to live
wild and free becomes overwhelming.
Players who choose Azure Agony at character
creation should select which type of carnivorous,
mammalian form their antihero will take, be it
wolf, saberlion, bear, or something less common.
If Azure Agony is acquired from a skin walker’s
attack, the form the hero takes will be the same as
that of their attacker.
88
TRAPPINGS
Harnessing primal power, skin walkers use
SORCERER
their altered bodies to great effect. Beast friend, • Edge: Arcane Background (Sorcery)
or even fear, might manifest as a growl, roar, or • Arcane Skill: Sorcery (Spirit)
hairs standing on end, while warrior’s gift might • Starting Powers: 3
89
Though they are revered among their own connection in the wilds, where they can commune
people, sorcerers are viewed with suspicion by the with the land to gain insight into its spiritual
Empire. To the imperials, they represent the old nature. When in the wilderness, the sorcerer
ways, an unfathomable mysticism, and a threat to ignores Difficult Ground, and he recharges 10
the organized religion of the Temple. Just as the Power Points instead of 5 when spending a Benny.
priests accept that life and magic is made of stardust,
VERMILIUM
WITCH
sorcerers believe that these elements come from
the earth itself: all people are born of its soil, eat of
its fruit, drink of its water, and eventually return to
• Edge: Arcane Background (Witchcraft)
the sod to feed the next generation. Most sorcerers
• Arcane Skill: Witchcraft (Smarts)
reject the encroaching imperial culture in favor of
• Starting Powers: 2
their own beliefs, yet some accept that the world is
• Power Points: 15
moving on.
• Available Powers: Arcane protection, barrier,
TRAPPINGS beast friend, blast, blind, bolt, boost/lower Trait,
Sorcerers manipulate the earth’s raw magic such burrow, burst, confusion, corrode*, damage field,
that it manifests as physical power reflecting their darksight, deflection, detect/conceal arcana*,
immediate environment, their own personalities, disguise, dispel, divination, drain Power Points,
and the paths they walk in life. This might be elemental manipulation, empathy, entangle,
represented by mushrooms being persuaded to environmental protection, farsight, fear, fly, havoc,
glow in order to create light, or swarms of insects healing, illusion, intangibility, light/darkness,
attacking as a blast according to the sorcerer’s will. message*, mind wipe, object reading*, protection,
Havoc might even take the form of omnipresent puppet*, relief, shape change, shrink (not growth),
spirits coming to the sorcerer’s aid. sloth/speed, slumber, smite, sound/silence, speak
language, stun, summon ally, telekinesis, teleport,
SORCERER EDGES wall walker, warrior’s gift, zombie.
• Weird Magic: Witches channel their powers
through small fetishes, charms, and herbal
PROPHET
concoctions. They must be able to access these
Requirements: Heroic, Arcane Background (Sorcery),
devices to activate their powers.
Sorcery d10+
• Backlash: A Critical Failure on a Witchcraft
Due to their heightened affinity with the Auroras, roll causes the Game Master to roll on the
sorcerers are able to draw forth the continents’ Witchcraft Corruption table on page 131.
magic like blood from a vein. Those who attain • Components: Witches gather components
the highest state of spiritual connection are known from the wilderness to experiment on and
as prophets, and though this hero hasn’t quite extract power from. They carry
reached that level, her journey has begun, them in component bags along
and she finds that spiritual power is always with glass vials, mortars and
at hand. pestles, and survival tools.
Once per round, the sorceress Components grant witches
can spend 1 Power Point to add access to all common and
+1 to any Trait roll, or 3 Power unique Power Modifiers. If
Points to add +2. This cannot a witch’s components are
improve Critical Failures. lost or ruined through
Corruption, they cannot
WILD SPIRIT access Power Modifiers
Requirements: Seasoned, Arcane until they’re replenished.
Background (Sorcery), Sorcery d6+ To replenish their
Although sorcerers can feel the collection, once per day
magic of the world around them at while in the wilderness
all times, they often find a stronger or in the presence of a
90
monster’s corpse, the witch may spend one TRAPPINGS
hour per Rank harvesting various materials Puppet might manifest as a clay poppet doll
and preserving them as useful components, painted with vampire blood, whereas a pot of
followed by an Occult roll. Apply any Survival- hallucinogenic mushroom tea might act as a good
based benefits from Edges like Hunter-Gatherer base for fear or even healing. Witches suffer for
91
POWERS • Overgrown (+2): The area becomes a lush
landscape of writhing roots and tangled, twisted
This section introduces several powers unique to briars. Anyone in the area at the end of the
Vermilium, as well as alterations to some existing caster’s turn takes 2d4 damage, or 2d6 damage
powers from Savage Worlds. if bloom is cast with a raise.
• Verdant (+8): This modifier can be used to heal
VERMILIUM
92
CORRODE MESSAGE
Rank: Novice Rank: Novice
Power Points: 1 Power Points: 1
Range: Smarts Range: Smarts × 10 miles
Duration: Instant Duration: Instant
93
VERMILIUM
94
FORBIDDEN LORE
Chapter Seven
FORBIDDEN LORE
he rest of this book is for the Game Master At the end of each section, you will also find
95
and industrial strongholds that swallowed the THE BLEED
surrounding natural resources like gargantuan The fallout saturated the earth in raw magic and
beasts, unable to move, only to grow and consume. ethereal memory, permeating every living thing
The beasts’ flesh of brick and iron rose as over thousands of years as the laws of reality
monolithic skyscrapers from the earth, the forests were rewritten. Familiar beings changed with the
burned in their fiery breaths, and the skies choked contamination. Stranger things still were born
VERMILIUM
with their smokey waste. Locomotives, ironclads, into existence from the collective sentience that
and skyships moved millions of people between the world had gained as the spirits of the dead
these insatiable citadels like flies around cadavers. lingered on among the living. Trees fed upon the
Automatons of polished iron fought the wars bloodstained soil and grew to titanic proportions,
of their creators and walked the streets in their becoming parasitic and voracious as they slowly
servitude, while bottled lightning flickered above reclaimed a land that had once been theirs. The
in arcing lamps to light their way. To this day, beasts of the dwindling wilds warped and twisted
some of these machines still guard their legacy. In just the same, evolving quickly to survive and
their arrogance, the Architects constructed great dominate as the power of the world’s former
gateways that bridged this world with the magic of masters waned.
the Spirit World beyond, in hopes of conquering
People lost their memories of the time before.
death and healing the sickness they had caused.
They became superstitious of anything that stirred
Thy constructed each of these gateways to open vague recollections of what once was. Settlements
and close in accordance with different astronomical were abandoned; manufactured materials were
events, allowing only limited passage between the shunned; and almost all knowledge of culture,
two worlds, but during a rare alignment of the history, and technology was forgotten. The once-
cosmic entities, the gates opened all at once. The great societies descended into desperate chaos and
Spirit World was siphoned of all its magic and separated into what would become the world’s new
flooded the dying world with a raw power it was bloodlines, each developing its own stories and
never meant to have. Once a beautiful, ethereal myths describing what would come to be known
plane, the world beyond became a spectral satellite, collectively as The Bleed.
a wraithlike eye watching over the earth as both
The people of the north developed dense
realms were changed forever.
bones and thick hair to protect
96
themselves from the new ice age that blanketed and vague; according to their own historians, they
their homeland. They abandoned metal and stone escaped their dying world on the other side of
for wood and bone, becoming great carpenters and the Celestial Ocean and found sanctuary in a new
scrimshanders, and they fought wars over territory one. But to those already living here, they were an
FORBIDDEN LORE
as food and shelter grew scarce. invasive species with no claim to it beyond asylum.
The new laws of supernatural selection were No one alive today can remember the humans’
enforced most violently in the northern and ancestral home, and so it has faded into legend.
western forests, forcing some communities “Humans appeared in this land as spirits of the
underground. These people grew lithe and small, dead, having returned to the earth from the Pale
and pallid of skin from life in the gloom, until a confused, afraid, and vengeful after years of
thousand years ago when the most adventurous of imprisonment since the time of The Bleed.”
their kind emerged in a great migration known as Takasin, Sasquatch Sorcerer on the origins of
The Bloom. Those brave souls found the limitless humans
abundance of a strange new world under a blinding
light, providing warmth and bountiful hunting The archaic High Imperial texts found among the
grounds filled with unfamiliar danger. They took to Architects’ ruins, as well as the appearance of the
the trees, built arboreal settlements in the canopies, clockwork automatons supposedly built in their
and learned to live harmoniously above the forest image, hint at a human presence in the Auroras’
as they had done below the earth. past, suggesting that the Dawn of Man was perhaps
but a second coming of the original Auroran people,
To the south, deserts were ravaged by bone-dry the remains of a bloodline separated millennia ago
winds; jungles were reborn with reptilian, avian, along their journey through the stars. Humans are
and floral killers; and the tropical islands proved not natives of the new world; nor, it seems, are
treacherous to navigate without the ironclad they strangers. These conclusions have yet to be
steamships. Societies divided into small hunter- accepted with any degree of credibility, and are not
gatherer tribes that spread from coast to coast in widely known, though imperial prospectors are
constant search of greener pastures. Their people getting closer to discovering the truth.
became tall, strong, and athletic to survive their
nomadic lifestyles, their skin deepening to the
color of ruddy ash to protect them from the sun THE COMING STORM
burning through the ethereal dust clouds. The sun, sea, and sand of the Corallines offer a
Other creatures, such as the sasquatch, were born paradise unlike any other in the world, abundant
of The Bleed; humble beasts given great strength in colorful fish, tropical fruit, and valuable goods,
and intellect. Meanwhile, the machines of the old with picturesque sunrises over the horizon’s waves.
world slept, waiting for a new age to reawaken in. However, anyone would be foolish to believe in
The world’s new custodians found that its Bleed- true paradise. From across the tides, the screams
fed, supernatural forces could be harnessed by a aren’t just tricks of the wind, the dancing clouds in
gifted few: sorcerers who were seen as wise and the distance herald electrified storms and surging
powerful among their societies. Life eventually tidal waves, and the rising tensions throughout the
found a new balance as it began to flourish once archipelago threaten the region with war.
more — until the scales were tipped again with the The southern islands are home primarily to the
Dawn of Man. Vol’doon elves, while those of the north support a
small number of imperial port towns maintaining
DAWN OF MAN profitable trade lanes with the continent. Piracy is
A little more than three centuries ago, humans rampant in the Corallines, and fishing boats and
came to the new world as the remnants of a cargo ships take their chances on the open waters.
desperate and weary people, representing all that The coasts present dangers, too, as the Thu’loon
was left of humanity untouched by The Bleed’s patrol the beaches in search of captives and food.
influence. This new dawn saw the arrival of aliens The imperial navy of Corrosa maintains a presence
to this land unlike any people who inhabited the in the region but is stretched too thin to effectively
Auroras at the time. Their true origins are clouded control it. The majority of watercraft plying the sea
97
are instead crewed by elven warriors and fisherfolk; trade ships sail in and out of port. Most adventurers
these vessels range from small canoes to colossal are welcome in Port Vermilium, though antiheroes
catamarans large enough to rival any imperial ship with visible ties to the Empire are watched closely.
of the line. A storm of blood approaches the waters Bartholomew Webb: An almost supernaturally
of the Vol’doon Sea as the thousand islands grow handsome man with skin of the darkest gray, hair
ever more valuable to the nations calling them long and raven black, and eyes of the fieriest orange.
VERMILIUM
home, and ambition and greed rise to the surface. Once an infamous outlaw, Bart was freed to act as
an imperial bounty hunter privateer, but instead
CHILDREN OF LIBERTY
found his calling as a liberator. He commandeered
The people of Port Vermilium have been called
a number of prison ships and freed the inmates
pirates, outlaws, and worse, but they consider
kept below deck — mostly elven criminals and poor
themselves free of tyranny. They act as vigilant
imperials — who then pledged their loyalty to him.
guardians of the people’s rights and liberties,
Today, he leads a fleet of deserters and pirates large
standing as barriers against the corrupt powers
enough to rival the imperial navy, able to plunder
that be. The Children of Liberty are members
both the coasts of the Vol’doon Sea and the ships
of the Black Hat Society, and they have freed
that sail it. Having founded the free colony of Port
themselves of the institutional religion of the
Vermilium, he now acts as both chaptermaster of
Great Star, the rule of the Empress, and the laws
the Black Hat Society and commodore mayor of
of her land. The colony’s founder, Bartholomew
the town. He is cruel by nature, but fair, and he
Webb, envisaged a place where bloodline and
is feared as much as he is admired. His ship, the
belief mattered not, where anyone would be free to
Insurrection, draped in black tapestries made by
make a living without facing scorn or prejudice. Of
skilled artisans, is the fastest on the open ocean.
course, Port Vermilium is no utopia: crime is rife
in the boomtown lagoon, and punishment is ISLAND OF THE APES
often administered An island exists on the eastern edge of the
without trial. Vol’doon Sea, shielded by fog and ferocious
Ropes can be found on waves, and guarded by impenetrable cliff
the rocks off the coast, walls built so long ago that no
suspended just above low one knows who made them. A
tide, where thieves and hundred feet above the crashing
spies are bound and hanged waters around Monkey Island
to give them time to reflect lies a plateau untouched by humans
on their actions before the or elves, occupied instead by a
water takes them and the kingdom ruled by sasquatch.
siren sharks and carrion Led by the great Turoq Qong, the
crabs feast on their bones. largest mountain king to ever live,
The ships and hulks that an isolated band of sasquatch
make up the town’s jumbled called the Cloudeye Tribe have
architecture have mostly made the ruined sky port high
been stolen or plundered up in the mountains their
from the imperial navy, home; they are lords of
with a good number of elven all they survey. Their
catamarans and dwarven warriors wield weapons
longboats seen among the scavenged from scrap
chaos as well. Connected by metal and decorate
jetties and lit with oil and their bodies with rust-
ambergris lamps, the colored paint, metallic
layout of this living, tokens, and trinkets
breathing town is in taken from the ruins around
constant change as them. They are served
98
by troops of junk monkeys who clean and tend in REGIONAL EFFECTS
exchange for food scraps and protection from the • Blood in the Water: Even the tiniest drop of
terrorbirds stalking the lowlands. blood in the water can be sensed by predators up
to half a mile away, and the waves are teeming
FORBIDDEN LORE
THE VOL’DOON with them. A character with any Wounds who
The Vol’doon are the most populous elven tribe in finds themself in the water immediately draws
the world, though their people are scattered across a card. If they draw a Club, a number of siren
the thousand islands in small villages and nomadic sharks equal to the number on the card (with
catamaran flotillas. Their largest city, Coral Palace, face cards representing 10) are attracted to
acts as the heart of their tropical kingdom. It clings them within a minute. They follow any boat the
to the cliff faces over the Vol’doon Sea like a cluster Wounded sailor is in for 1d4 days.
of alabaster barnacles and is constructed from
bleached corals, polished stone, and sea glass. The
reinforced tunnels behind the white façade are far ADVENTURE HOOKS
older; they served as the maintenance corridors for Flotsam & Fire: The party encounters an
a great shipyard that once stood here. The half- uncharted desert island that hosts a colony of
submerged stacks that circle the city’s walls were people from every bloodline. Marooned there,
once lighthouses and statues, but they are now they have no memory of who they were before
so overgrown with wild coral that very few alive they became stranded, or even how they got
today have ever seen their interiors, all of which there. A large ship occupies a lagoon cave
are connected to each other via tunnels beneath the hidden behind a waterfall that plunges from
seabed that lead back to the city’s inner depths. the island’s central volcano. Filled with barrels
Coral Palace thrives on trade, with local elves, of red rum, the ship also contains a ledger
imperials, and passing mariners flooding the listing dangerous cargo that cannot be found.
city’s bustling port and chaotic markets. The most Need a Bigger Boat: Fishing has grown
skilled sea hunters in the world, the Vol’doon have scarce in the southern Vol’doon Sea, and the
been gifted with webbed toes and powerful lungs. antiheroes find themselves unable to replenish
Indeed, many feel almost as much at home under their stocks. The elf fisherfolk are desperate,
the waves as they do over them. The islanders and ask for help. As the group sails across the
maintain tenuous peace and trade agreements with Vol’doon Sea at night, they hear faint cries of
the imperial settlers in these waters, yet pirates and fear coming across the waves on the wind. The
age-old enemies in the Thu’loon tribes continue to sounds lead them to a small atoll, home to a
threaten their livelihoods, raiding and harassing large siren shark breeding ground, where an
coastal towns for food and supplies. Because of abandoned elven flotilla market can be found.
this, Vol’doon fisherfolk are trained from birth in On board, the heroes find a deaf, frightened
both hunting and fighting; all members of the tribe child hiding among the fishing nets just before
are ready to be called to war in times of need. the sharks attack.
Ink Cloud: Ink Cloud is a popular young noble Undead or Alive: The people of Port
of the Vol’doon, so named after the waters clouded Vermilium are being blamed by the Empire
with ink during their tidal birth: an omen from the for the exploits of a gang of elusive, violent
deep signifying a life shrouded in mystery. A giant pirates who have thus far escaped justice.
even among elves, Ink Cloud began as a gladiator The marauders’ vessel is actually a funerary
in the Drifting Arenas, eventually winning enough catamaran of mummified Vol’doon warriors
battles and love from the crowds to gain not only led by a reanimated sorcerer. The magic
their freedom, but also their nobility. Though still maintaining their forms has worn too thin,
a formidable warrior and master sailor, they now and they have awakened to exact revenge on
navigate the treacherous tides of politics. those trespassing in their waters. They sail
beneath the waves before breaching to attack
unsuspecting mariners, only to dive into the
unknown depths once again.
99
VERMILIUM
100
the gloom and glow clash: not only halflings and steam from the lava rivers pouring into its
sasquatch, but also mechanical constructs from the underground lakes, forming a humid, almost
world before and the encroaching imperial tomb tropical biome. See Heat in Savage Worlds.
raiders from the world today. • Strange Food: Hunter-gatherers who aren’t
FORBIDDEN LORE
In its distant past, the Nameless City was a trade accustomed to the flora and fauna of the
hub between two major nations on either side of Underearth may find that its various slimes,
the Crescent Mountains, and boasted one of the mushrooms, and glowing animals affect the
largest train stations in the world. The crumbled body differently if they are not prepared
roundhouse in the center of the city’s hanging correctly for eating. Each time a character not
pyramid is still used today as a fighting pit by its native to this region consumes something
current occupants, both for entertainment and grown here, they must make a Vigor check.
for martial arts training. This wonder of the old The consequences of failure are listed in the
world is perforated with a maze of tombs and table below; the effects last until the character
tunnels within its crumbling walls, surrounded next sleeps.
by other, smaller structures resembling fracturing
UNDEREARTH FOOD
stalagmites of brick and mortar, held together by
the trailing tendrils of mushrooms and vines. 2d6 RESULT
Nobody: Over a century before he became Disease: The character contracts some
the leader of the Hollow Nations, the mysterious rare affliction following the rules for
prophet took the path of self-exile from his Lethal Disease in Savage Worlds, except
forested homeland in order to better connect 2 that a Vigor roll is required only each
with his ancestors from before the Bloom. In his day. A successful Healing roll at –2, or
grief, there are still some today who refuse to utter the healing power with the Neutralize
the prophet’s true name, referring to him only as Poison or Disease modifier, cures them.
Nobody. Since arriving in the sunless domain, he Glow: The hero’s vision undergoes a
has tried to adopt a life of peace and tranquility. dramatic change — all color appears
From high atop his ruined steam train sanctuary, more intense, and things that glow
half buried among the sacred mushroom groves softly shine brighter. The hero ignores
outside the Nameless City, Nobody sits motionless 3 2 points of Illumination penalties, and
and immortal, preserved by the energies of the they themself start to glow in the dark.
world around him. Those who are permitted an They subtract 2 from Stealth checks, and
audience find themselves before a shadowy figure those attacking the character ignore 2
not wholly of this world, as if he were an apparition points of Illumination penalties as well.
or spiritual projection. Parasites: An unfamiliar fungus or the
eggs of some disgusting insect begin
REGIONAL EFFECTS to grow in the antihero’s stomach. He
• Darkness: The Underearth is a murky, gloomy continues to eat and drink, but finds no
place devoid of sunlight. Any adventure here is 4-5
sustenance as whatever’s inside him eats
subject to Pitch Darkness, although the glowing everything he swallows (see Hunger in
mushroom forests and bioluminescent life Savage Worlds). If he thinks to vomit up
forms scattered throughout provide Dim or whatever is in his stomach, he’s cured.
Dark Illumination.
6-8 Poison: The antihero takes Fatigue.
• Time: As there are few ways to determine
whether it is day or night, records of time in Hallucinations: The forager ingests
the Underearth are almost impossible to keep. some very peculiar food indeed. She
9-11
The tides of the Sunless Sea rise and fall with becomes Distracted, but she gains a free
the moon, but if they can’t use that to count the reroll on Spirit rolls for the duration.
hours, travelers without a pocket watch should Nutritious: Whatever the antihero ate
expect to lose track of time very quickly. 12 is perfectly nutritious. They recover one
• Heat: The Underearth’s ceilings often fill with level of Fatigue, if any.
101
the rainbow. The blight still lingers here, most
ADVENTURE HOOKS notably around the Lost Colony of Stillwater on
Call of the Void: Miners beneath the the shores of Stagnant Lake and within the Orchard
town of Lonely Hollow have continued to Mother’s Forbidden Glade. In these contaminated
dig too greedily and too deep, leading to zones, all living creatures that draw breath risk
recent disappearances within the caves. The succumbing to the virulent disease. Dryads gather
VERMILIUM
creatures responsible for the missing miners in shambling groves inhabiting pox-ridden swaths
are gargoyles led by a powerful, fire-breathing of forest and bayou, luring unsuspecting creatures
matron made from molten rock, who’s agelong with their enticing aromas.
slumber has been disturbed by the imperials. The imperial town of Blightwater stands as a
The town is hiring mercenaries to deal with haven from the malady thanks to the Black Root
the colony, which rests deep among the healers, who are permitted to work their magic in
magma chambers of an underground volcano. town. Coming from the village of Black Root, their
They Came from the Sunless Sea: A practice is encouraged by the half-halfling, half-elf
sasquatch fishing village on the plutonian mayor, Hugo Crane, who believes that cultures,
shore is being robbed of its daily catch while both imperial and older, can coexist harmoniously.
its people sleep. The robberies have been Unlike other colonial towns, Blightwater has
occurring ever since a great electrified storm no ghettos or slums forced into poverty and
gathered on the ceiling above a few nights crime. Instead, all its people live side by side,
ago. The locals believe it to be the imperials, more preoccupied with the dangers outside their
but the raids are actually being carried out by borders. The halfling and elven influences in town
clockwork colossi, awakened by the electrical are notable: many traders, artisans, and sorcerers
surge, that are emerging from the sea in provide the citizens with local cuisine, medicine,
silence. What do they need the food for, and and traditional crafts. Characters of multiple
what happens when it runs out? bloodlines can ignore their Outsider Hindrance
here.
The town is also home to one of the most
GREEN FRONTIER successful chapters of the Black Hat Society. The
Crimson Dove Gang, made up of ladies either
The Wildwood is a primordial place of untamed retired or dismissed from the companion business
nature, alive with a supernatural sentience that has and the grown fatherless sons of their profession,
flowed throughout it since The Bleed. The ground occupy the riverboats floating up and down the
is a tangle of flora desperately fighting for sunlight Sathoggua and Viridian rivers. They can reliably be
and fauna fighting for survival, but the real conflict found aboard their flagship, the Dollhouse, usually
exists between the halflings and humans. These moored in the Elftown district. Most of the female
two peoples are almost constantly engaged in members are blood hunters having been turned by
vicious guerrilla wars, the sounds of their battles their chaptermaster, but instead of preying on the
cutting through the forest ambience. The drowned lonely and vulnerable who come into their dens,
world of the southern swamps is no safer, as the they seek the other creatures of the swamps, roving
air thickens with the spreading spores of the blight, outlaw gangs, and river pirates who also patrol
and the unseen horrors of the fungal morass begin these waters.
to reveal themselves.
Dolores Reed: The captain of the steamboat
THE BLIGHTED BAYOU Degobah’s Ark was once a soldier sent to burn the
The farther south one travels, the warmer and sickening forests, but was abandoned in the Lost
thicker the air becomes, and the more sodden the Colony after contracting the blight herself. She
ground. Birdsong is drowned out by the constant became a river pirate, and now charts her rotting,
buzz of mosquitos as the lush, verdant forests give diseased vessel crewed by a gang of blighted
way to flooded waterways, and blossoming flowers cutthroats and dryads drawn to her through the
are replaced with fungus and mold in all colors of Viridian Basin. Though there’s still a sliver of hope
for Reed to recover, she needs to find a cure soon.
102
Hugo Crane: The mayor of Blightwater gained Orchard Mother: A once-powerful sorceress
notoriety for becoming the first man of multiple loved and adored by her people, Orchard Mother
bloodlines to hold office in any imperial territory, contracted the blight after the coven that created
and he gained even more for passing laws it captured her. They imprisoned her within their
FORBIDDEN LORE
encouraging occult and sorcerous practices. Crane enchanted walking hut built upon a corrupted,
is busy building a good public image, though not uprooted trail tree that had settled over a gateway
everyone is convinced he has their best interests to the Pale. She died before she could be rescued,
at heart. One of his rivals in town is Magaline but the forest, sensing her connection to the world,
Gray, whom he feels undermines his authority resurrected her from the soil and gave her the
and inspires division among his people. He’s not strength to become one with the tree and the earth
too fond of the business being conducted on her beneath it. Orchard Mother retains her memories
riverboats, either. and desires, and her roots grow far and deep,
Magaline Gray: A strong-willed, elderly woman consuming the lifeblood of the Wildwood’s buried
whom the halflings of Blightwater consider their dead to absorb unrivaled knowledge and power. In
spiritual leader and the elves their queen, Magaline her final resting place, she remains in supernatural
Gray can trace her lineage back to the Qol’kaan balance between life and death, a true prophetess.
elves of Zin, though she was raised in the canyons Some sorcerers claim to still communicate with
of the Great Deserts. She was one of the fortunate her through the forest’s trail tree saplings, which
few who escaped a Thu’loon raid that saw most of grow from her untainted seeds. Her Forbidden
her people captured, though she lost her legs to a Glade has become a site of pilgrimage for tribal
butcher priest and became permanently scarred leaders seeking guidance, as well as for fellow
with blood lust. Eventually, she made her way to the exiles and blight victims who come to worship her.
bayous, becoming the proprietor of the Dollhouse Smoke Frog: The People of the Black Root
and chaptermaster of the Crimson occupy many of the trees overhanging the muddy
Dove Gang. banks of the Sathoggua River. Governed
by Smoke Frog, a trusted ally of the
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imperials there, the tribe’s territory is surrounded amber that are sought after by collectors around
by large stretches of bog lit with flickering candles the world. While most halfling homes cling to
marking both its boundaries and the burial grounds the sides of gigantic trees or occupy the hollows
of the tribe’s elders. Mummified by years spent within them, the People of the Fire Leaf suspend
under the peat, these buried tribespeople have been theirs from the boughs of giant weeping willows
known to rise as reanimated dead when trespassers like hanging bird nests, glowing from within with
VERMILIUM
attempt to cross the bogs at night. The ancestors of hundreds of fireflies and ember moths kept for their
the Black Root learned this magic from the elves of light. The halflings of the Scorched Pine are known
the south, a small number of whom colonized the to torch the mountainous woodland around them
swamps hundreds of years ago, giving the region to clear the debris off the forest floor, allowing
its unique culture. young trees to flourish and grow. Members of
their warrior society, known as the Ashborn, paint
HEART OF THE FOREST themselves in the pine ash the fires leave behind
The halflings have ruled this realm from their and use pine cones as explosive weapons to great
treetops for a thousand years, though they have effect.
never truly been able to tame it. Now, with the
Not all of the forest remains untouched. Large
humans’ coming, the forest is wilder than ever, and
areas of woodland have been felled along the roads
the familiar laws of nature are being uprooted. The
between Serenity and Lonely Hollow in an area
grand alliance of halfling tribes, the Forest Nations,
now known as the Dead Wood. This land once
was born of the halflings’ desire to restore balance.
belonged to the People of the Everfall Vale, who,
The ancestral home of the largest tribe in the having been cut off from the rest of the Forest
Forest Nations is Sequoia Sky, a towering capital city Nations by the Wildrun River, were quickly
that stands as a wonder of the world, both old and dominated by Firefly Industries loggers. In their
new. Here, colossal trees, roots, and vines strangle first large-scale experiment, Baron Rufus T. Firefly
the bones of an ancient metropolis, holding up the sought to raise buried halfling corpses to add to
remains of bridges and skyscrapers that would have the barony’s labor pool; sickeningly, after years
otherwise fallen — and concealing their true forms. of researching forbidden and all-but-forgotten
The climbing city overlooks the rest of the forest knowledge, this proved successful. After the baron’s
like an arboreal palace half a mile high. People flock death, the reanimated warriors remained, and they
to its hanging gardens, yet to date, few imperial now occupy their old village in the forested hills, a
eyes have seen it. The collapsed walls and floors of decaying deadfall tree sapped of life and spirit, still
the hidden buildings are interwoven with creeping living in a state of undeath even as it lies on the
roots and branches, forming mazelike tunnels and forest floor.
hollows where the city’s criminals, prisoners, and
Summer Fly: The counsel of the Scorched Pine
viler inhabitants dwell. Indeed, some of the deepest
Tribe’s experienced and long-lived spiritual leader
parts of the city have yet to be explored. Beneath,
is greatly respected among the Forest Nations.
the root-tombs feed both the city and its populace:
Once a venerated warrior sorceress herself, her
the interred dead enrich the soil, while the crystal-
views of the imperials are more considered than
clear waters of a great underground river flow from
those of other Forest Nations leaders, so she
the Underearth’s subterranean lakes, filtered by
tempers their rage as best she can. She flies through
miles of rock and root. The city is ruled by a council
the forest’s canopy in the form of a white crow,
of wise and powerful leaders, each appointed by
gathering news from the trail trees that answer to
their own tribe to represent it. All beings who wish
her. Indeed, many of the forest’s trees are sentient
to parley with the Forest Nations must deal with
in their own right, able to talk with those willing to
them and their wildly differing personalities.
listen to their slow, meandering tales.
The Poison Oak halflings of the west coast drink
Zero Wolverine: The young, ambitious war
toxic sap from their vine-wrapped tree villages in
chief of the Great Sequoia people has proven
coming-of-age rituals, becoming immune to its
himself time and again in battles against the
impurities in the process. Their jewelry is made
forest’s invaders, becoming a tremendous thorn in
from various seeds and insects encased in beads of
the side of the imperial military. He, like the rest
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of his people, follows the hallowed prophecies of east. Most of the soldiers verge on insubordination
the Orchard Mother. After he took on the arduous and desertion and do as they please, spending the
quest to her Forbidden Glade seeking guidance, majority of their time between the town’s brothels
she rewarded him with a prophecy of victory over and Belle’s jail cells.
FORBIDDEN LORE
the invaders, as well as with a branch taken from Firefly Industries maintains its headquarters
her own body. The branch has been made into here, despite the baron’s death. The company was
two magical tomahawks, which are now revered as largely a front allowing Baron Firefly — who was
sacred relics among the Forest Nations. a student of both the ancient technology of the
Architects and the occult magic of the sorcerers —
A TOWN CALLED SERENITY
to pursue their own twisted ambitions. Through
Beyond the forest along the western seaboard,
onerous research, experimentation, and the
Serenity stands as a wild town in a wilder land. The
discovery of ancient scriptures and rituals, Firefly
dark, looming woods that surround the town are
sought to create a labor force that would continue
patrolled by Forest Nation scouts, imperial bandits,
working beyond death, forever abolishing the
and beasts looking to make their next meal out of
currency of blood, sweat, and tears the Empire dealt
lost wanderers. Because of this, Serenity relies
in. Firefly’s manor is built above a halfling burial
heavily on its large docks for transportation and
ground overlooking Serenity, which provided
trade, which attract people of all backgrounds and
them with specimens for their work. However,
moralities like flies to a beached carcass.
their perverse ambitions twisted into something
Over the last couple of years, the town has far more disturbing: to achieve immortality, to play
become known as a notorious den of filth and God, and to create an army of loyal followers bent
thievery, not least because crime lords have moved to their will. Such necromantic sorcery required a
in to fill the void left by the Doom That Came to powerful formula activated by an equally powerful
Serenity. The children orphaned on that violent catalyst, such as a bolt of lightning. This obsession
night did not disappear but were set free by a led to catastrophe after Firefly’s twisted trials
former resident of the orphanage, Chili Manzar, contaminated the town’s soil. When struck by the
who recruited them into his growing smuggling Doom’s storm, the polluted earth reanimated the
operation. He would rather see them living in long-dead halflings, releasing their terror upon the
organized crime than becoming Dawnborn; plenty town. In the bloody aftermath, the inquisitors who
of orphans are made every month out west, all of came to pick up the pieces declared Firefly dead:
whom are welcomed into Chili’s family. A key ally a lie to cover up the baron’s incarceration in the
of theirs is Raz Anul, a clockwork purveyor of rare Vaults of Zin.
herbs, prescribed chemicals, illicit artifacts, and oil-
Chili Manzar: Chili’s birth was considered a
based embrocation. Raz runs a seedy apothecary
crime before families of two or more bloodlines
just off the town’s main street and supplies the
were allowed in the Empire. He wasn’t given the
young urchins with whatever they need to defend
same rights as humans or halflings. He wasn’t
themselves. Also working with them are the
given a chance. Cast aside by his human father
dozens of homeless drifters who clog the town’s
and halfling mother, he finally started living after
gutters, acting as Chili’s spies and messengers. The
escaping the orphanage. He spent months working
chapter’s den can be found in the sewers running
for the Black Hat Society in Almouth back east,
beneath the town, which have become infested
putting his small stature and nimble fingers to use
with alligators, river rats, and older horrors. It is
as a cutpurse and safecracker. He was only ever
widely known that the town’s new peacekeeper,
jailed once for his string of crimes, his incarceration
Belle Fontaine, is an ex-outlaw and former member
lasting precisely one hour before he broke out. He
of the Society herself.
eventually returned to Serenity’s workhouse to free
Fort Sundown, overlooking the Wildrun River, the children inside from what he saw as their own
once housed a large garrison of imperial soldiers, jail cells, and he now runs the Brotherhood of Rats
but many were lost in the Doom That Came after having fed the former chaptermaster to the
to Serenity, and it now only houses a reduced gators.
company largely forgotten by its superiors back
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106
of war, the great dwarf clans of today are made up
ADVENTURE HOOKS of what were once countless divided families, now
Forest Fire: The antiheroes encounter a brought together under banners of peace. Though
distraught halfling sorceress in the forest, who they stand united, history is hard to forget, and the
FORBIDDEN LORE
claims she was taking her blighted son to be fires of age-old grudges wait to be rekindled. The
with the Orchard Mother. Along the way, he dwarves have spread far over the north, but they
was captured by a band of torchbearer cultists do not claim it for themselves — this is a wild land
led by a fanatical inquisitor: they intend to burn indeed. Savage skin walkers prowl the western
him and the Forbidden Glade to the ground in forests at night under the light of the full moons,
the name of the Great Star. Will the antiheroes tribes of sasquatch patrol the forested hills above
rescue him and stop the pyromaniacs before the settled mists or herd their mammoths across
it’s too late? the northern tundra, and blood hunters still lurk
among the remote pines. The arrival of humanity
Lumber Camp: Close to the road, the has done little to tame this frontier, though their
heroes encounter a logging site that shows presence is becoming increasingly hard to ignore.
no signs of life. Blood spatter on the ground
suggests a violent fight occurred, and tools lie “Since the war, much of our old northwest territory
strewn about the tree stumps. Large, bulging was given to the Hunger Bay Trading Company. It
trees surround the clearing, some of which are was created to hunt and contain the supernatural
carved into totemic animals of the forest, with game that live in our sacred lands, and provided
blood oozing from the wood. If anyone picks work for some of our Huntresses, but now many
up an axe or saw, this animates the magical of my people grow angry with their disrespectful
constructs, which tear themselves from the ways and ambitions. I worry for our peace, as it
wood to slay their would-be attackers. They never lasts for long.”
have the Pacifist (Minor) Hindrance with Nala Snow, Lady of the Hunt
regard to anyone with the Taboo Hindrance,
and they use the profiles of typical forest THE CONFEDERATED CLANS
creatures with increased Strength, Size, and The Gray Bear Clan holds the Red Salmon River,
Armor, as well as the Construct Special Ability. which bifurcates the northwest, cutting through
They each suffer +2 damage from fire, and are HBTC land. The Confederation’s capital, Fort
considered flammable. Solitude, climbs high upon its island like a wooden
mountain of intricately carved temples and towers,
Trail of Breadcrumbs: A witch needs help
its overlord’s magnificent great hall at its peak. The
finding a series of rare components needed for
old wooden crypts beneath it run deep, leading
a ritual to save his town from disaster. The
behind the waterfall at the edge of Bear Lake to
trouble is, the ingredients are only found in
a network of secret caves used in desperate times
nearby Everfall territory, which is filled with
for shelter and escape. Fort Solitude’s impenetrable
undead halflings hostile to any intruders. To
gates are carved out of solid blue maple from the
complicate matters, the Order has been made
surrounding hills; they were gifted to Drexl Fenn
aware of his illicit craft, and it is hunting him
and Nala Snow on their bonding day. Most of the
down. Can the antiheroes help him complete
Confederation’s lumber comes from this region, as
the ritual before the inquisitors find him, or
do the world’s most renowned carpenters.
will they aid the holy knights in capturing a
potentially dangerous criminal? The all-female warrior society of the Spotted
Lion Pride, the Lionesses, are the most renowned
archers and monster hunters in the north. To
HARD WINTERS join their order, a hunter must prove her skill by
slaying a white beast in snowfall, entitling her to
The Winterlands are a collection of fractured wear its bloodstained pelt. The Lionesses are the
territories torn apart by war, famine, and disease, fanatical bodyguard of Nala Snow: they would
the scars of which are still visible, as the snow lay down their lives for the most famous woman
barely conceals the bloodstained earth. As products in the dwarven world. The Hunger Bay Trading
107
Company employs dozens of retired Lionesses that has strengthened the Confederation. Nala is a
for their skill and their knowledge of the land, revered figure among the northern clans, and is the
which helps them foster the growth of the barony’s mother of Drexl’s two children, Axl and Freya.
success. Nug Yeb: The Lord of the Black Goat was
High among the peaks of the Crescent raised by mountain sasquatch and possesses the
Mountains, the wooden Temple of the Black Goat supernatural ability to regenerate after receiving
VERMILIUM
stands as the cultural center of the most barbaric wounds or afflictions, after having drunk from a
of the confederate clans. Its clansfolk are brutal severed black goat’s horn as an infant. He has lived
warriors of the old ways, who coat themselves in for over a hundred years and looks not a day over
goat’s blood and wear little more than furs. These 40, though his appearance is no less striking due to
dwarves shun the Empire’s influence evident across his black-dyed hair and blue skin stained with goat’s
the rest of the Confederation. Their dialect, apparel, blood. He grows discontent with the Winterlands’
and weaponry are of archaic provenance, and even peace and longs for the glory of battle once again,
their own kind see their people as barbarians. The having vowed to die by the sword.
horns of the black mountain goats gift these people
with long life and a supernatural ability to heal CREATURES OF THE NIGHT
from wounds and disease. Their berserkers even Years after the end of the Sanguine War, the
ride these beasts into battle. memories of that terrible conflict linger on. The
Haunted Pines are still overrun with feral vampiric
The Blue Wolf Clan is the last to remain inside
coyotes, sasquatch, and dwarves who have survived
the Inner Crescent; serving as a bulwark, it
and taken over the once-great Red Coyote Clan’s
diligently guards the high passes from the eastern
longhouses, turning them into blood-soaked
vampires. The Confederation’s safety is bought
dens of gluttony. The dwarven sorcerers of the
with blue blood, as even now, long after the war
Blue Wolf blessed the source of the Rapid River
has ended, shadows linger in the Haunted Pines.
dividing the Witchwood from the Haunted Pines
This has led to resentment of the safer clans of
in a series of long, arduous rituals to make sure the
the west, as well as greater acceptance of the Blue
vampires would never cross the river again. Still,
Wolf’s imperial neighbors, who trade in advanced
the spine-chilling calls of the wendigo can be heard
weaponry the dwarves use against their vampiric
in the dead of night from across the water, and
enemies.
their strength is growing.
Drexl Fenn & Nala Snow: At a young age,
To the west, a war between the blood hunters
shortly after the war and the death of his father,
and skin walkers seems once again inevitable.
Drexl Fenn assumed the burden of leadership as
Wednesday Glass’s hunters never cease their search
the head of the Gray Bear Clan and ultimately as
for more hunting grounds. This is leading them
overlord of the Confederation. His inexperience
southwest into Forsaken territory, resulting in
led others to challenge his position, believing it
brutal clashes between the two factions, one fueled
to be unearned, though they were silenced once
by profit, the other by survival. The Hunger Bay
he revealed to them his nude form. Covered head
Trading Company was founded to capitalize on the
to toe in dancing tattoos of enchanted ink that
abundance of dangerous, wild game that roamed
appeared after his father’s death, he has a tapestry
the Winterlands, the materials from which are in
of flesh depicting the guardian spirits of all the
high demand in the Empire. Now, it is a front to
Confederation’s clans, symbols of his right to rule.
satisfy the baroness’s need to feed, and to slake the
He lost much during the war and is still haunted
thirst of her growing army of blood hunters.
by those memories: his mother was consumed in
flame; his father, Umber Fenn, died in battle; his Despite their territorial nature, the skin walkers
wife and unborn son were murdered in cold blood; of the Forsaken are relatively peaceful and care
and his estranged brother, Trekt, never returned not for the concerns of the rest of the world.
from the war. Their home is a reservation for the exiled and
disenfranchised, protected from the hateful east
Drexl has since bonded with Nala Snow, the Lady
by the Blondback Hills. They welcome anyone
of the Hunt and leader of the Spotted Lions, an act
bearing the mark of azure agony, though most of
108
the clan’s members are unleashed and fully formed, if he drank the blood of the great sorcerers of the
viewing newly turned skin walkers as immature all the clans, he would be given the strength and
children to be watched. During the alignment power to save her. His plan failed, his warriors
of the moons, members of the pack embark on a were defeated, and he died at the hands of Nobody’s
FORBIDDEN LORE
spiritual hunt from their settlement of Blue Moon, Heroes, though many of the creatures he sired
celebrating the thrill of the chase and satisfaction still roam the Haunted Pines as the Cult of the
of the kill before a great feast. They are not alone. Wendigo, led by a powerful and fiercely intelligent
The Werewood, and indeed the annual hunt, is monstrosity.
shared with the wilder, bear-form skin walker Wednesday Q. Glass: Once a ranger for the
clan of the mountain slopes: the Ferals, led by a imperial army, Glass, upon retirement, accepted
giant, merciless warrior known only as Grizzly. the lucrative position of baroness of the Hunger
This small warrior nation accepted the cruelty of Bay Trading Company. Glass caught blood lust
the wilderness, and the more animalistic nature of willingly from her lover, who had been infected
their agony, becoming little more than a pack of during a hunt as they pursued their vampiric quarry
sentient beasts. together. Unlike Glass, her lover fully embraced his
The Blondback Hills are home to a large tribe of gluttony, and after losing control of his urges, fled
sasquatch bearing the same name. The sasquatch’s into the night to become a monstrous wendigo. He
Sanctuary is a derelict military fort from the old returned to Glass with ravenous intent, and the
world built high in the pine-covered mountains. huntress barely escaped with her life, but managed
These enormous, intelligent beings usually form to kill her former paramour before mounting his
tight-knit, secretive communities of a dozen or so deformed skull on her trophy wall. She slowly
individuals led by brutally protective blondback succumbed to blood lust, but managed to keep her
males, whose normally brown fur develops a malady a secret behind cunning deceptions, and
blond saddle shape across their backs as they age. grew ever more powerful. She surrounds herself
The Sanctuary is home to over fifty sasquatch and with loyal guards, hunters, and servants whom she
is led by a coalition of sorcerers Nova and Nkima has infected, residing beneath Hunter’s Palace in
Proudfoot, sisters who are open to trading with the the old dwarven burial crypts. Each year she stages
Confederation, Ferals, Forsaken, and the southern hunting competitions across the Wendigo Peaks
halflings, but are distrustful of humans. around the palace, only to hunt the competitors
Lugaru: The Forsaken leader, Lugaru, was once herself. For the few days after each hunt, her
a cerebral berserker of the Blue Wolves; she fought normally old, sickly appearance gives way to one
during the Sanguine War alongside her Gray Bear of strength thanks to the lifeblood she feeds upon,
ally and friend Umber Fenn. She was known for which she attributes to the thrill of the hunt
running heedlessly into battle with only a woad- keeping her young.
colored wolf pelt and a pair of clawed fists. Hoping
THE GREAT WHITE NORTH
to end the war before any more of her people
The farther north one travels, the thinner the
were slaughtered or captured as cattle, she was the
boreal forests become, the heavier the snow falls,
first to be changed into a skin walker by the clan
and the lonelier and bleaker existence seems. The
elders of the Azure Shrine. She has not aged a day
tree line gives way to endless stretches of tundra
since becoming unleashed, and though she is still
buffeted by relentless blizzards; coasts of hard,
mortal, she will live far longer than her former
unforgiving rock; and impenetrable glacial ice.
kin could ever dream of, in freedom, glory, and
Very few settlements thrive this far north, and
resentment. Her exile provoked in her a hatred of
those that do rely heavily on fishing and whaling
the Confederation so deep that she is unable to ever
off the frozen coasts. Like the Great Deserts of the
forgive their betrayal. Instead, she would lay down
south, the northern Frigid Wastes remain largely
her life for her own clan and cubs, as all she desires
unexplored, even by those who have lived here for
for them is peace and shelter from judgment.
generations.
Voryn Frey: The leader of the vampiric alliance
The White Whale Clan controls the icy waters
began the Sanguine War in an effort to save his
of Meltwater Bay and the many small settlements
lover, Ophelia Varga, from dying. He believed that
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VERMILIUM
to
pull their
sleds or to carry walruses
and whales back to their
igloo campfires. They are
highly intelligent with flawless
memories, yet they are few in number;
most communities carry only a dozen or so.
Their mountain king, Mons Tantora, resides
in Ivory Hills, a large village supported by the
meltwater from the slowly shifting glacier in the
mountain valleys above it.
The vivid colors of the Caldera Springs mark a
vast mammoth graveyard, home to the bones of
countless beasts stripped of flesh in the boiling
built in the inlets around the volcanic lakes and bleached under the winter sun: the
islands. Residents access the islands across the victims of the long-gone Yellow Bat Clan. The
bay by boat in the short summer months or by hidden geothermal valley has become a solemn
sled over the sea ice in winter. Isolated from the place protected by the Graveherd: sasquatch who
troubles of their southern kin, they enjoy relative swore an oath to the western alliance to rid the
peace, though they are no strangers to danger, as land of vampiric corruption in the civil war. The
hungry predators often prey upon their smaller caldera bubbles away under the shadow of Mount
villages. The clan’s largest and most protected Tatanka, the largest active volcano in the known
city, Nanuqta, bridges the known world and the world. Lightning storms rage high above its peak,
endless white of the north, offering a last hearth which constantly coughs out clouds of ash only
to dwarves, humans, and sasquatch traveling for it to fall as gray snow, choking the trees and
through. Unlike the other clans, the people of the wildlife for miles around.
White Whale have no lord or lady; instead, they
follow the guidance of the matriarchs and medicine Mons Tantora: The enormous, monstrously
women of the Council of Gray Amber, who gather obese mountain king of the Thundertusks, Mons
from across the bay once a year. is said to have feasted upon an entire mammoth as
his first meal shortly after his birth in the forbidden
Even more cut off from the rest of the world are Caves of Nug. He sits all day long on a throne of
the sasquatch tribes. The northern sasquatch are cracked ivory as his harem hunts for the tribe.
covered in thick, white fur that protects them from
the extreme cold, and they tame snow bears and Nicodemus Crow: The Temple’s priests
mammoths as a human might tame hounds and are drawn to the lands of the midnight sun like
horses. The largest community, the Thundertusks, moths to flame. Rat Factory’s founder, Crow,
comprises roving pastoralists who guide the great led an expedition into the unknown north that
mammoth parades across the tundra, using them is believed to have met a tragic end. In truth, he
and his crew of imperial sailors and dwarven
110
guides became trapped in pack ice, forcing them
to continue their voyage on foot. What they found Mammoth Drive: The Confederation
in an isolated range of black mountains at the top seeks to drive a parade of mammoths north
of the world were the prehistoric Ice Caves of into the tundra, where the Thundertusk
FORBIDDEN LORE
Qadatha. The tunnels led to a frozen region of the sasquatch are eagerly awaiting. The dwarves
Underearth containing the mummified remains of are hiring experienced riders and drovers to
the Architects encased in the ice. He remains there help them on their sleds in exchange for a share
with them. in the trade. The antiheroes must traverse
Yuma Feng: This famous dwarf whaler and treacherous frozen lakes, sudden blizzards, and
mercenary has eyes on becoming the Lady of the hunting grounds of roaming terrorbirds
the White Whale, replacing the Council of Gray before they reach the end of the trail.
Amber, whose members she sees as jealously
guarding their own power. She’s sailed most of the
world in search of the finest catches, rarest artifacts, HUMANITY’S DOMAIN
and most daring tales of adventure, and has formed Having been tamed years ago for the most part,
her own clan from the crews of her armada. Feng’s very few sightings of monsters or supernatural
patience for the elders grows as thin as summer threats are reported in the Inner Crescent, but
ice, and she plans her next moves from her isolated that isn’t to say that it’s without danger. Travelers
island stronghold north of Meltwater Bay. find that imperial soldiers and peacekeepers have
a stronger presence in these parts, both corrupt
REGIONAL EFFECTS
and not, and the Empire’s oppressive rule is felt
• Cold: The cutting winds and freezing rime
more prevalently. Any magic user other than
of the Winterlands can kill quickly without
those of a priestly persuasion caught activating
proper attire and a fire at night. See Cold in
their powers here quickly find themself staring
Savage Worlds.
down the business end of a crossbow and getting
comfortable in a pair of handcuffs. However,
ADVENTURE HOOKS society’s more cunning ne’er-do-wells have learned
Blue Moon Rising: While passing through a to take advantage of the vast stretches of unsettled
small frontier town, the antiheroes learn of an prairie between the small pockets of authority, and
underground fighting ring below the saloon they continue to evade the law.
from the dwarf barkeep and his clockwork
wife. Fighters can expect to take home good AURELIA’S EMPIRE
money, especially if they can beat the reigning The division between the Empire’s north and south
top dog: a drunken skin walker and martial grows as more is uncovered about the world’s past
artist named Ajax. The bouts are known to and attitudes toward science, religion, and the
bring in gamblers from across the territory, ruling classes shift. In some circles, imperial civil
including well-connected barons, Black Hats, war is no longer thought of as a distant possibility;
and for tonight only, a gang of skinners intent the cities of Almouth and Nophra Dawn represent
on Ajax’s hide. the cultural capitals of two opposing ideals. While
the majority of the Empire’s wealth, along with
Dusk Till Dawn: The Cult of the Wendigo most of its military power, can be found south of
has gained enough strength to cross the Rapid the Isthmus, the north has claim to the weapons
River separating it from the western clans, factories and has built better relationships with its
bringing bloodshed to their lands once more. Confederate allies. War would be catastrophic for
The Blue Wolf Clan has requested aid from its both; nevertheless, although the Empire has yet to
Graveherd allies, but it is forced to hire local fracture, the cracks are beginning to appear.
mercenaries when no word returns. While the
defenders fortify the riverbank, the vampires The people of Almouth, the clockwork city, are
dig tunnels beneath it to bypass the burning not as religious as their southern brethren, and
waters, attacking in wave after wave until the place greater value on education and progressive
sun rises. change, though these often come at a high price.
111
The blood- and sweat-fueled factories of the discovered, the Temple would dethrone Adara for
Clockwork Arms Company are run day and night being unfit to produce an heir, and would claim the
by the calloused hands of criminal laborers, slum- Empire for itself.
born orcs, and the rest of the city’s unwanted. The Col. Caleb Z. Hyde: After retiring as a colonel
machines born of these industrial halls, dreamt up of the imperial artillery, this war hero founded
by the Academy’s engineers, are some of the most the Clockwork Arms Company to devise and
VERMILIUM
valuable and triumphant creations in the Empire. manufacture his own revolutionary weapons.
The irony is not lost on the lower classes, who Hyde and his engineers create devices that defy
whisper of revolt and revolution. The imperial elite physics by tinkering with restored clockwork
have profited at their expense for long enough, and relics and arcane devices, and fusing them with the
in the shadows of high society, which is blinded Empire’s deadliest machines. Together, they have
by its own light, the numbers of the desperate and changed the face of warfare forever, have become
forgotten swell. the biggest arms dealer in the world, and have
To the south, Nophra Dawn sizzles and sweats continued to search for the archanical methods lost
under the gaze of the Great Star, kept cool only to time to sell to the highest bidder.
by the sea breeze rolling in from the Red Delta. High Priest Obraham: Like all who came
The city is a cultural marvel and a monument to before him, Obraham served as a chaplain in the
the Empire’s glorious past, retaining much of the military before attaining the position of High
early imperial architecture brought over from the Priest, also known as the Gilded Patriarch and
east. The dusty, sun-dappled metropolis is built the Son of the Morning. Before he was elected
over the foundations of a much older city, accessed by the priesthood, he successfully undertook the
only through Nophra Dawn’s deepest sewers and excruciating Sacrament of the Everlight, gazing
cellars. Here, many of the old world’s remnants still into the face of the sun until it blinded him, leaving
lie undiscovered. behind divine visions burned into his memory.
Empress Adara Aurelia: The Virgin Empress The eyeless mask of vermilium he now must wear
sits on her crimson throne safe inside her palace, for the rest of his days symbolizes his devotion. He
having ruled over her ever-expanding Empire for is able to command fire as if it were an extension
the past 53 years. She inherited her position at of his own emotions, to glide across temple halls as
age 10, innocent and free of the corruption that if walking on light itself, and to glow from within
surrounded her, and has defended against it ever beneath his silk robes.
since. She loved her mother, the Empress Nophra Now, as the highest-ranking member of the
Lah III, dearly, but after her death, Adara began to Empress’s inner court, he uses his strong influence
realize how little her mother wanted the life she to exert power over the Empire. He has deemed
had, one she hadn’t chosen for herself. organizations such as the Black Hat Society as
“Adara’s beauty is beyond compare. Her dark wholly heretical, and with the help of the Order, he
eyes are piercing and all knowing, her ebony skin is making it his mission to purge his holy lands of
is flawless, and the robes she dresses in, woven organized crime, forcing the chapters to establish
from the finest ember moth silk, paint an image of new headquarters in the Outer Crescent. Not all of
divinity. She rules not with an iron fist, but with a his intentions are as virtuous, however. He looks
cold, opulent grace, and to gaze directly upon her upon the Empress with resentment, suspecting the
instils a sense of fear and dread.” truth behind her love affair, and he wants nothing
Duke Seth Zahn of the Imperial Legions more than to ascend to absolute power himself.
She is protected night and day by the fiercely loyal Red Rocker: A vermilium-plated clockwork
Dawnguard: soldiers she has personally chosen and pugilist who floats like an ember moth but stings
awarded the vermilium moth medal for bravery like a blood honey bee. As chaptermaster of the
and loyalty. The commander of this legion, Lamya Black Hat Society’s Inner Circle, Red’s proving
de la Sol, is her lover, and is the only person in the grounds can be found in Qolkana near the town’s
world who sees the Empress’s true vulnerability. southern canal lock overlooking the Gulf of Zin.
Their passion remains a secret, for if it were Here, in the Blood-Forged Ring, is where fighters
prove their mettle.
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FORBIDDEN LORE
Osoven
Thoth: An eccentric,
fastidious dwarven man with thick magnifying Duke Seth Zahn: A decorated war
spectacles and a moustache waxed to perfection, hero, the duke holds office in Blood Keep of Nophra
Thoth is a renowned occultist and the high curator Dawn, his days of glory now behind him. Having
of the Museum of Natural Oddity. He concerns served as general of the imperial army for the last
himself with every aspect of the museum, from two decades, he has earned his peacetime, but years
selecting new exhibits to be displayed, to the of battle have taken their toll. His nights are filled
drapes used to unveil them. He hires teams of with nightmares, and as his strength begins to fade,
prospectors, tomb robbers, and other soldiers of he ponders his life’s work, wondering whether it
fortune to travel the world in search of the next was just, as do all who live long enough to reflect
grand discovery, usually accompanied by his on violent lives.
most trusted engineers, and he pays particularly Madame Tarantula: Almouth’s most
well. He is the man to see if ever an antihero has prominent Black Hat chapter operates out of an
questions regarding ancient history or the occult, abandoned temple on the city’s outskirts. The
needs an artifact identified, or is looking to join an current chaptermaster, Venoma Blythe, aka
expedition. Madame Tarantula, is a former priestess who fell
Prof. Quentin S. Quale: The highly regarded from grace after failing the holy Sacrament of the
head of the Imperial Academy, Quale sports a Everlight, leaving her blind. Tarantula has grand
snow-white beard long enough to rival those of ambitions: she seeks to overthrow the Black Court,
dwarf sorcerers and has gained much knowledge intending to make herself the sole ruler of the
and wisdom in his long life. He has no love for the criminal underworld.
Temple of Light and its priesthood, claiming their She caters to clients ranging from barons and
order to be outdated and corrupt, which has gained black market collectors to the mayor and high
him a reputation for outspoken views. However, sheriff, who are on her payroll. She also works
he has been a friend of the Empress since she was with Osoven Thoth to collect and catalogue
young and so has avoided the inquisitors’ wrath — certain artifacts of interest to the Empire. They all
for now. come to her auctions looking for rare collectables,
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occult weapons and animal parts, and relics from competes with imperial influence to produce a
the old world — nothing moves in or out of the city unique duality of cultural beliefs.
without her knowledge. Across the rest of the grasslands, towns, hog
Xol’Tan: Clockworks have walked among us ranches, and peacekeepers are spread out so far
for longer than anyone knows. Mostly staying to from each other — connected by long, windy trails
the shadows of civilization, they have watched and vulnerable railroads — that outlaws are able to
VERMILIUM
the world’s younger bloodlines grow. Many have run roughshod across the countryside in mounted
been awake for decades, while others are just road gangs. Nowhere in the Inner Crescent, save
beginning to open their eyes. It is only now, as the for the shadowy cesspools beneath the big cities,
world discovers more of their unsophisticated kin is crime more rampant. Travelers are advised to
buried in the earth, that clockworks are beginning arm themselves not only against crime, but against
to reveal themselves. This revelation has changed deadlier horrors lurking in the long grasses. Hungry
the definition of sentient life, and it has left people broods of jackalopes and packs of skin walkers stalk
across the Auroras both curious and terrified. the prairies at night, the cornfields are haunted by
Deep within the dark, restricted halls of the possessive spirits, and thunderbirds fly down from
Academy sleeps Xol’Tan, the Machinist Child: the mountain storms to pick off stray hogs and
an automaton unlike any other. Its creator built horses. The weather, however, is perhaps the most
it in the image of a perfect human, with flawless treacherous element of life on the plains: tornadoes
porcelain skin over an immaculate iron skeleton, carve their way through the land on a weekly basis,
and with the calculating mind of a leader. Before making travel in anything other than the heavy
The Bleed, Xol’Tan commanded the Architects’ iron steam trains a risky venture.
clockwork legions: humanity’s greatest and most To the southwest, the Copper Desert plateau
terrible invention. If Xol’Tan were to reawaken, it lies shaded under the evening shadows of Mount
could either herald a new era of mechanized society Eyrie, its temperatures low enough to bring snow
by sharing its secrets, or signal the beginning of a down from the slopes to settle on the dunes. The
world war between man and machine. dry, freezing wind and metallic, rusted sand has
Boss Zorba: The towering orc chaptermaster of eroded everything that once stood here, apart from
the Blood Iron Company oversees his Black Hat the small Copper Desert Prospecting Company
barony from the slaughterhouses of Nophra Dawn’s that has sprung up along the desert road. The
lower wards, doing business with anyone looking dwarves that run it were part of the original team
for private security or armed regulators. It is not that uncovered Xol’Tan, though unbeknownst to
unusual to see Blood Iron orcs riding alongside them, their scrapyard camps occupy the uppermost
stagecoaches in the Inner Crescent as hired ruins of a great industrial citadel lying dormant
protection, or outside bar brawls as gatekeepers. beneath the sand, along with the most advanced
automatons ever conceived sleeping within.
BLOOD ON THE PLAINS Elijah Flint Sky: A charismatic, half-halfling,
What is now divided into hog ranches and half-human orator and a native son of the Dancing
farmland was once the ancestral hunting grounds Grass halflings, Flint Sky left as a young boy to be
of the eastern halfling tribes. Instead of finding educated in Fort Solitude, and eventually Almouth.
solace in the western forests during The Bloom, After he returned, he was permitted a seat on the
they made their way over the Crescent Mountains council of the vassal nation, and works to improve
to the grasslands beyond, where they prospered relations between it and the Empire. Thanks to his
for generations. During the imperial colonization erudite charms, Flint Sky is a popular figure among
of the prairies, the People of the Dancing Grass his people, but is scorned by the warlike leaders
formed the Halfling Country as their last bastion, of other halfling nations for what they see as an
and for most, resentment rightly remains at the egregious acceptance of imperial culture.
loss of their land. Halvish is the primary language
Jonn D. Moloko: The most successful baron
spoken by halflings, dwarves, and humans living
of the Great Prairies shows no mercy when it
in New Harvest, taboo laws are observed, and
comes to his business. He believes himself to be
the practice of sorcery is permitted, as tribal rule
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surrounded by jealousy and envy, and refuses to Chimeras’ Calliope, a legendary artifact allowing
venture far from his stead for fear of what will them to transport their cacophonous carnival from
happen to him or his own little empire. It wasn’t one place to another without leaving a trail.
bacon or leather that made Moloko his money, but Seven Leaves: Seven Leaves is the most revered
FORBIDDEN LORE
his specially fermented Mother’s Milk, which he natural healer in the Halfling Country. Flint Sky
sends across North Aurora in private stagecoaches may have the imperial connections, but halflings
bound for strongholds of the Black Hat Society. always value the wisdom of their spiritual elders
Many Blades: This veteran freedom fighter over outside authority.
has adopted an outlaw life along with hundreds of
other skilled, vengeful warriors who pledged their EYE OF THE WORLD
lances to her cause. Now, moving among the long The Iris has remained a blank spot in the nautical
grasses of the Great Prairies, Many Blades leads a charts ever since the imperials arrived in Auroran
mounted army of renegade wolf riders; halfling waters. Its tides are seen as both romantic and
deserters from the imperial army; and stolen terrifying, mysterious and dangerous. The electrical
stagecoaches across the plains in a bloody war to storms that gather over its center summon
reclaim the home that was taken from them. devastating winds, mountainous waves, and
darkened clouds from which psychedelic lightning
The Chimera Brothers: The gaudiness of the
strikes the water’s surface. Most ships that venture
Chimera Brothers’ Bad Medicine Show acts as a
out into the Iris are not heard of again, and though
front for a band of witches — the Coven of Curiosity
a very small number of people have managed to
— that operates one of the more prolific chapters of
successfully cross it, their tales are usually met with
the Black Hat Society. Magic is on constant display,
disbelief or accusations of delusion. They rant of
masked by cheap parlor tricks and performances,
euphoric dreams and waking nightmares out at sea,
and people are never sure if what they see is true
of titanic monsters rising from its darkest depths,
magic or not. The witches fill the grounds with
of ancient cities lying beneath the waves beyond
the smells of fried food, greasepaint, and boiling
the limits of the Great Star’s light, and of the sounds
violet pumpkin seeds to alter the minds of their
of abyssal gears grinding on the ocean floor.
marks, causing customers among the attractions
to become more susceptible to their smoke and Though the meteoric theory of the Iris’s origin
mirrors. Anyone visiting the Bad Medicine Show stands to reason, other, more radical prospectors
must succeed on a Vigor check every hour they stay and engineers who have explored the subterranean
or suffer a –2 penalty when resisting Spirit-based catacombs, tunnels, and inner workings of the
Tests, including Fear checks, which wears off after Auroras have developed more outlandish theories.
they leave. Of course, the performers are immune Whispering in the corners of academic halls, or
to such intoxications discussing the footnotes of discarded books in
secluded libraries, they ponder over the origin of
The coven’s members include skin walkers, blood
the world itself. Many mechanical and industrial
hunters, blighted acrobats, sacred clowns, mimes,
ruins lie scattered and buried beneath the earth,
orcish strongmen, dwarvish bearded women, and
though no one has yet reached the lowest levels.
snake-oil sellers, all touched by the supernatural.
Could the entire globe be a mechanical construct
This caravan of chaos is led by the ringmasters
of a long-gone creator, terraformed eons ago to
Oraster and Kasper Chimera, conjoined half-
sustain life upon its surface?
human, half-orc twins left with the circus at birth.
Kasper, the more human-looking of the two, has a Regardless of its history, one does not simply sail
penchant for performance, while the more orcish into the Iris. It should be a lingering source of dread
Oraster has a strong affiliation with the occult, and and wonder in a campaign, constantly in view of
both use their gifts to delight the crowds that flock the Inner Crescent’s coastal cities, but its center
to their dark carnival. They consider themselves always out of reach. Anyone attempting to sail
collectors of the finest fetishes and trinketry in farther than 100 miles from the coast should suffer
the Auroras, and any hero trying to sell items of penalties to their Boating checks as storms grow
genuine interest to them will most likely get full more and more violent, waters more treacherous,
price or more. Their most prized possession is the and sea creatures more terrifying.
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THE VAULTS OF ZIN
To utter the words “Vaults of Zin” is to instill
fear and paranoia in whomever hears them. If the
Temple of the Dawn represents the zenith of light
and imperial authority, then the vaults represent
their pit of despair, and the ultimate punishment
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had stumbled upon, Firefly used their knowledge of
ancient magic and occult science to reanimate Black form of a white wolf. She remained loyally at Max’s
Blood’s army for their own purposes, bending their side until his death in Serenity’s Doom. He was killed
by an inquisitor while attempting to break his friend,
actions to a new, twisted will. Black Blood, freed Cain, out of jail. His death ended Eevee’s curse, though
FORBIDDEN LORE
after Firefly’s death, now walks the lower vaults, as a widow she was afflicted with azure agony. Over
seeking to reunite his warriors once more in hopes time, her purity was corrupted as she hungered for
of restoring peace to the dead he cares for. power, and began hunting supernatural beings to
assume theirs, eventually contracting blood lust. Now
Grand Inquisitrix: The Grand Inquisitrix she must hunt, for she is always hungry.
and the Order she commands is devoted to the
Ludius Betrugen: A dwarven witch, gambler, and
protection of the Empire, answering only to wanted outlaw, Ludius was on the run long before a
Empress Adara herself. Giving up her name chance meeting with Nobody’s Heroes changed his
decades ago, she has grown gray in her years of life forever. His greed for vermilium is outmatched
service, and has become jaded to the horrors she only by his arcane knowledge, which has corrupted
oversees. She ventures beyond the island only his mind and body over time. He became haunted
when the Empress’s inner court is summoned. by memories of his life before; the destruction of his
family’s shipping barony; and his intensifying visions
When she is seen, she is always accompanied by of otherworldly powers.
a group of fanatical fighters selected from the
Ogden Winmore: Amnesia kept this eccentric
vaults’ prisoners and brainwashed into servitude.
half-halfling engineer and son of a bayou pirate
She tires of the corruption in imperial politics and from learning about truth of his past for years. He
the hypocrisy surrounding the Temple, and from eventually found peace with his long-lost twin sister
behind her vermilium mask, she eyes the other Odessa, and his partner, Luna. It was his prototype
leaders with suspicion and contempt. for the repeating crossbow that the CAC stole for
their own production, but his most recent work is in
Rufus T. Firefly: The most infamous criminal restoring ancient ironclad skyships in hopes of one day
ever incarcerated in the vaults was the former baron commanding his own fleet.
of Firefly Industries, thought by most to have died Sangoma Nguni: Raised by elves, this human
in the fires of the Doom That Came to Serenity. sorcerer became an honorary brother of the
Before their captivity, they were considered Confederation after fighting in the Sanguine War.
a thoroughly charming and enigmatic figure Afterwards, he renounced violence entirely, and
possessed of an unyielding eloquence, although spends his days in the house of healing he built in Fort
Solitude, imparting his wisdom and telling stories of
they were rarely seen in public. When they were,
loss, grief, and regret for those he could not save.
they hid behind a beautiful mask of bone porcelain
ripped from the face of a fallen automaton. Their Sophia Castello: This imperial priestess searched
for higher power in the darkest places of the world.
barony earned them tremendous wealth and After leaving her home on a pilgrimage, she discovered
respect among the Empire’s high society — and the spiritual magic of the sorcerers. Vowing to learn
succeeded in concealing their most sinister secrets. all she could, she longed to return to her family to free
them from the Temple’s tyranny. Mountains would
After the Doom exposed to the Order the baron’s
grow in the time it took for folks to earn her trust;
careless experimentation with the dead, Firefly was she was naturally suspicious of strangers and was
taken to the Vaults of Zin, though imprisonment herself an outcast, but she never felt alone with her
was not enough to stop them. Such was Firefly’s white jackalope familiar, Snowy, by her side. Today,
reputation that other inmates, jailors, and even she continues on her path of enlightenment.
the inquisitors feared them and were subject to the Trekt Fenn: Thought dead, Trekt survived the
baron’s unnatural powers of persuasion. Firefly fight with Voryn Frey at the climax of the Sanguine
soon amassed a cultlike following among the War, but not naturally. Once a mountain of a man,
prisoners, prompting bloody riots that allowed the the broken body of Umber Fenn’s first-born son was
stitched back together by dwarven sorcerers wielding
baron to escape deeper into vaults unknown. The old magic. He had lived a life of hatred and fear, feelings
lower crypts provided a library of forbidden elven that vanished the day he died only to be replaced with
lore. Firefly turned many of them into private a thirst for retribution. Now, he wanders the Haunted
ritual chambers where prisoners, both willing and Pines, exacting his bloody revenge on the vampire
unwilling, living and dead, could be experimented broods that still crawl in the shadows, alone again.
upon.
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Firefly eventually attained a powerful state of
undeath themself before their eventual defeat at ADVENTURE HOOKS
the hands of Nobody’s Heroes. The antiheroes Old Heroes Die Hard: The aging members of
laid siege to an overrun Zin with the help of the Nobody’s Heroes have heard that an ancient
Ghost Tribe and surviving prisoners, stormed skyship has been discovered at its crash site
the laboratories of the Way of all Flesh, defeated in the Haunted Pines, and they want to claim
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Firefly’s armies of machines and molded cadavers, it for renovation. Too slow to go themselves,
and ended the baron lich once and for all in an epic they hire the antiheroes to secure the wreckage
battle the world will likely never know. before they can join them. The party must
contend with a group of corrupt prospectors
REGIONAL EFFECTS who also want the valuable vehicle, the rising
• Cold: The frost-covered Copper Desert follows
Cult of the Wendigo, and the wandering
the rules for Cold in Savage Worlds.
vampire slayer: Trekt Fenn.
• Long Grasses: The long grasses of the Great
Prairies impose a –2 penalty on all rolls requiring Something Wicked This Way Rides:
sight to perceive beyond 10″ (20 yards). A collector of strange ingredients needs
• A Night in the Vaults: All Fear rolls are made protection on a stagecoach bound for a desert
at –2 while in Zin. Additionally, for every night town; her cargo is a rare, semisentient rose that
a character spends here, they must make a Spirit attracts malevolent spirits to it when rooted.
check. If failed, consult the table below. Along the journey, the coach is somehow
forced to make an overnight stop in a small
ZIN HAUNTINGS town where the Bad Medicine Show has
2d6 RESULT opened for the night. There, the rose breaks
Loss of Sanity: The antihero’s Spirit from its glass case to take root, calling forth a
temporarily decreases by one die type, small army of spirits that descends upon the
or permanently with a Critical Failure. carnival.
If their Spirit ever drops below d4, even When Pigs Fly: Baron Moloko’s success
temporarily, they lose their rationality has been under threat since he was drawn into
2 and become a nonplayer character under a blood feud with his strongest competitor,
the Game Master’s control. They might Baroness Hux of the Thunderbird Hog Ranch.
become catatonic or violent, depending She believes Moloko to be responsible for her
on their nature. Unless the result is disappearing porkers. This becomes clear after
permanent, their Spirit recovers one a brawl erupts in one of Moloko’s milk bars
step per day once they leave Zin. between her swineherds and Moloko’s hired
Chosen: For the rest of the day, the bows, which the heroes find themselves in the
antihero subtracts 4 from all Fear rolls middle of. In truth, the creature responsible is
3-5 a hungry thunderbird that has been swooping
instead of 2 as the tortured voices of
Zin’s vengeful spirits fill their mind. down and taking the hogs back to her nest high
in the mountains east of the Copper Desert,
Fatigue: The antihero suffers Fatigue
under the influence of a powerful sorcerer
from restless sleep, lasting the rest of the
6-8 working for Many Blades.
day. With a Critical Failure, they suffer
Exhaustion instead.
Minor Psychosis: The character gains
a mental Minor Hindrance such as
THE PALE GRAY YONDER
9-11 The Pale was once a verdant place of pilgrimage for
Delusional, Haunted, or Phobia. On a
Critical Failure, the result is permanent. the spirits of the dead, a paradise welcoming weary
Major Psychosis: The character gains souls once they departed this world. After The
a mental Major Hindrance, or increases Bleed, it became little more than a corpse realm
12 drained of its magic and vitality, emptied of all but
an existing Minor to a Major. On a
Critical Failure, the result is permanent. the strongest spirits determined to stay.
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FORBIDDEN LORE
The Pale lingers on in an existence parallel seeking to corrupt and consume the spirits of
to the mortal realm’s as a twisted, twilit version the living passing through. Questing sorcerers,
of it. Regions and landmarks vaguely resemble spiritual warriors, and even curious beasts who
their corporeal counterparts, but they are become lost here eventually fade into spirits
monochromatic and faded, disorienting those themselves, doomed to descend into ethereal
journeying through. Structures built before The delirium. However, not all those who wander are
Bleed stand as ruins on the verge of collapse, while lost. Occasionally, living travelers are encountered
those built afterward dance like flickering shadows here who have yet to fade, seen as drops of color
around them. In the Pale, to witness the layered in an otherwise desaturated landscape. For the
citadel of Nophra Dawn is to see a desecrated city few who know how to get here, the Pale acts as
burning in solid-black fire. Bodies of water appear a hidden path along which to move quickly and
dark and placid, reflecting the ever-present stars unseen; as a place to locate legendary artifacts lost
above. Dead, darkened foliage grows from the to history; and as a realm rich in knowledge for
chalky earth, swaying in forceful, directionless those who know how to interpret what is left, and
winds, while deafening sounds are distorted and how to avoid the things that haunt it.
echoed as if bouncing off the walls of a limitless
cave. GATEWAYS
The Pale can be accessed through a variety of
It is a desolate and desperate place with trails
clockwork apertures found across the world: arches
most adventurers would dare not tread except
and gateways left behind by the Architects. Most
in the direst of circumstances. The spirits that
lie dormant in various stages of disrepair, but some
remained after The Bleed continue to wander like
still open and close in accordance with celestial
floating candle flames, having grown malevolent
movements, and all of them can be repaired and
after eons of isolation and starvation, always
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120
Forbidden Glade: Orchard Mother’s roots wrap • 3 Tokens or fewer, or a failed Complication:
themselves around a buried gateway that she opens The gateway breaks down after too much stress,
for questing travelers. Known only to her, her requiring another attempt after the next dawn.
dryads, and western halfling leaders. • 4 Tokens: Travelers teleport to the other side,
FORBIDDEN LORE
Ice Caves of Qadatha: Buried under the ice but each must make a Vigor roll or take Fatigue
along with the frozen remains of a long-dead from the nauseating transition.
Architect. Known to Nicodemus Crow’s team. • 5+ Tokens: Travelers teleport without issue.
If the gateway closes before the travelers can
Ironclad Reef: Consumed by corals, this broken return through it, a Weird Science roll can be
gateway lies under the crashing waves surrounded made at –2 to open it within 24 hours of it closing,
by siren sharks and other creatures of the deep. otherwise a Dramatic Task must be performed as
The Nameless City: The gateway here has been above. Of course, they can always look for another
blocked and is now used as a fighting pit by the portal in the Pale.
halflings and sasquatch of the Hollow Nations. Its Capt. August Quintana: Many imperial
true identity is known only to Nobody. legionaries of the 13th were slaughtered in the
Vaults of Zin: Firefly never found Zin’s hidden sacred Thu’loon feasts after being captured by the
gateway. Inquisitors know of its possible existence, elven headhunters. Others defected and were taken
but they have yet to confirm its location or the in by the Ghost Tribe. Some managed to escape
number of mummified dead and ancient spirits across the Burnished Sands of the Great Deserts,
that guard it. happening upon an unknown gateway half-buried
in the dunes, and their means of escape. The
UNLOCKING GATEWAYS gateway on the other side broke down once they
The gateways represent the final progression of had crossed, forcing them to patrol the ethereal
a doomed civilization and the pinnacle of arcane wastes in search of a way home. Quintana’s Lost
science, but they have since become unreliable and Legionaries use the Imperial Soldier profiles,
dangerous. They can be identified by succeeding on page 184, with the Ethereal and Fear (–1) Special
an Academics roll at –2, or by using detect arcana Abilities. Quintana is a Wild Card Officer.
with the Decipher modifier. Once identified, and if
Sol Bellamy: This heroic, charming professor
it is not unlocked already, a gateway can be activated
from the Imperial Academy has ventured into
using a Challenging Dramatic Task, requiring
unknown lands across the Auroras, mapping much
four Task Tokens. Each round requires a different
of the known world. Some years ago, he and a group
skill: Academics or Archanic to study the nuanced
of students, elven guides, and imperial soldiers
composition of the machine, Repair or Thievery
embarked on an ill-fated expedition into the jungle
to make safe its ancient gears, Weird Science to
to find the fabled N’ool, the lost city of vermilium.
activate it. Other skills can be used at –2, but the
The only survivor, Bellamy instead found the
Game Master has final say on which are allowed. A
Clockwork Pyramid. After days spent wandering
single hero must take the lead each round, though
its transforming interior halls, he was captured by
allies can Support as usual. Each round represents a
their clockwork guardians and imprisoned within
minute of work, though the group can reduce this
the Pale. This was to be his final frontier.
time to rounds by taking a –2 penalty to their rolls.
the number of Task Tokens required may increase He’s been missing for years, which in the Pale
depending on the gateway’s condition. feels like a lifetime, and he has lost his corporeal
form to the fade. The time spent in this spectral
Once the Dramatic Task is completed, the
prison has corrupted and addled his lonesome
gateway opens to allow instant passage between
mind, and he has forgotten much of his former self.
the Auroras and the Pale for one hour before
Now known as the Drifter, he wanders the Pale on
closing again. The degree of success determines
an eternal journey to an unknown destination,
how well the ancient machine holds up during the
occasionally encountering travelers making
antiheroes’ journey through.
their own way through. He offers guidance and
knowledge where he can, but more often than not
speaks in incomprehensible riddles.
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REGIONAL EFFECTS SHIFTING SANDS
• Ethereal Wastes: All beings in the Pale are
considered magical in nature, able to affect The Great Deserts appear inhospitable to most, yet
creatures and entities normally immune to the sands and canyons of South Aurora ripple with
non-magical damage. However, since most of all manner of life. To escape the blistering heat
the Pale’s magic has been drained away, Power of day, most creatures adopt a nocturnal lifestyle
VERMILIUM
Points only recharge at a rate of 1 per hour. when they can hunt in the cool of night. Scorpions,
• The Fade: Travelers are at constant risk of losing snakes, acid worms, saberlions, and vampiric elves
their corporeal forms and becoming trapped in defend their claims to this realm as humans begin
the Pale as spirits. For every four hours spent in to spread along the verdant riverbanks.
the ethereal frontier, each traveler must make
BOOMTOWNS
a Spirit roll to avoid taking a level of Fatigue.
There’s a lot of money to be made in the desert if
Incapacitated characters contract the fade, a
people don’t mind spilling blood on the sand. The
supernatural Chronic Disease that remains with
Red Rush of 299 saw a migration of people flocking
them for the remainder of their journey. With
south of the border to seek their fortune, yet only
a Critical Failure on their Chronic Disease roll,
a small number who survived the crossing found
the antihero becomes a spirit bound to the Pale
theirs. Many succumbed to the heat, violence
at the end of the session, becoming Ethereal.
among themselves, or the dangers of the mountain
Only banish can bring them back, which is an
paths. That was the price to pay to get beyond the
unopposed activation in this instance.
mountains, and people fight tooth and nail to hold
• Lost in Time: Time moves differently in the
on to what precious little they find here.
ethereal frontier; an hour in the mortal world is
equal to 2d6 hours in the Pale. Most of the region’s settlements are little more
than dusty, one-horse towns clinging to life at the
edge of the world. Little Firewater, nestled among
ADVENTURE HOOKS the High Needles cactus forest and accessed by the
Faded Memories: The heroes encounter a Firewater Ferry, and Black Harbor, a prominent
dwarven village under threat from age-long port town at the Firewater River’s mouth, have
rivals. The village’s sorcerer disappeared weeks managed to flourish. Both live and die by the
ago after entering the Pale through an ancient businesses on which they capitalize: mining,
burial ground’s gateway. He died before he distilling, and oil drilling. Outlaws driven by greed
could return with a sacred weapon to help the pick off horse riders and stagecoaches transporting
villagers. They ask the antiheroes to locate the goods between them, whereas the Thu’loon elves,
gateway, find the Pale’s artifact, defeat its spirit driven by hunger, capture people for their ovens.
guardians, and return it to the them so they Transport in and out of these boomtowns is taken
can drive back the threat. seriously, and armed escorts, both private and
military, are commonly hired for protection.
Spirit Host: The heroes should be well-
connected to, or at least trusted by, imperial Leia Siddiqi: Distilling alcohol is good business
elites. They hear reports that the Coronas in the Auroras, as plenty of thirsty patrons step into
Express has been suffering violent attacks on saloons off the dusty trails. Sid, as she is known to
her voyages through the Pale and that the repeat customers, is a popular character in Little
inquisitors guarding her need help. After the Firewater, as she runs the Blue Flame Distillery
Bowfight at Cremation, Ezmerelda Thorn and built beneath the town to escape both the heat and
some of her Sisters fled into the Pale to escape the law. She has spent years perfecting her famous
the slaughter, but became trapped for over a formula, which uses a blend of her grandma’s
century. Consumed by vengeance, they faded weapons-grade firewater and healing elixirs of her
into spirits long ago and have begun amassing own brewing. Her tinctures are sold to the Black
an army of ancient beings to unleash upon the Hat Society, and though she isn’t a full member, she
world. To do that, they plan on hijacking the remains a valued affiliate, as she refuses to reveal
train and riding it through the gateway. her secret recipe.
122
Stone Manta: As a young elven boy, Stone elves, and with the humans who have since taken it
Manta, named so after he sank to the sand during across the world. The sickness eventually made its
his ocean birth, was found by imperial sailors way north into the Winterlands, where it spread
clinging to driftwood off the Isle of Rats. Instead like wildfire thanks to the everlasting cold.
FORBIDDEN LORE
of being left to the sirens, he was brought back to The capital of the Thu’loon, the dead city of Loa
Nophra Dawn to be raised and educated among the Leng, sits high atop the canyons of the southern
imperials. As an adult, he turned his attention to Crescent Mountains overlooking the vast deserts
prospecting before moving south during the Red below. The city is built into the cliffs surrounding
Rush. There, he formed the Manta Blake Mining a rusting colossus rivaling the Idol of Sorrow in
Company with his partner, Balthazar Blake. He size, emerging from the rock in the likeness of a
prospered for a number of years by hiring elven cast-iron god. The interior of the old world statue
sorcerers able to divine the location of vermilium contains the city’s cattle pens, shrines, and the
deposits. Since Blake’s disappearance, Manta has queen’s palace. The latter is decorated with the
run the business himself, and his smile of vermilium flayed flesh of butchered livestock, tanned and
teeth grows wider with every new acquisition. painted like tapestries depicting great hunts, noble
It is a well-known fact that the corrupt mayor names, and royal histories. The lowest tunnels
of Little Firewater, Malachi Malone, is on Manta’s within the city lead beneath the mountains into
payroll, as are a number of other key figures in the the cooler Underearth, which is infested with acid
region. Supported by his friends in high places, his worms and the most feral vampires outcast from
masterplan to dam the Cruo River in the foothills their already-cruel society. The rest of the macabre
of the Crescent Mountains is making progress. city climbs the canyons around it, built of rock,
By filtering the vermilium dust from the water at iron, and bone and lined with skulls like a charnel
the source, he can provide clean drinking water house sweet with the smell of death. Unlike other
for the Empire, and will become incredibly rich elves, the Thu’loon do not mummify their dead, but
in the process. However, his efforts are constantly venerate them through ritualistic consumption.
challenged and sabotaged by the Ghost Tribe The Garden of Rust to the east was once a
renegades, who oppose all imperial expansion. Thu’loon stronghold, but the malevolent spirits
Wolf K. Flywheel: Flywheel is both the baron that haunt the region have all but forced the elves
of the Wildcat Oil Company and the high sheriff of out. The Altar of Bones to the southwest acts as
Black Harbor. a religious monument where the butcher priests
Wu Cassidy: The half-dwarf chaptermaster of are said to gain their power from the winds carried
the Skinners is a skin walker wolverine himself. over the Burnished Sands. Beyond these borders
His outfit operates out of Black Harbor’s dockland lies a collection of magical pools in the middle of
prison, where even the jailors answer to him. So the sands. Known as the Oasis of Blood, they are
far he has avoided the Vaults as his chapter’s talents sacred to all denizens of the desert. The vampiric
for hunting monsters are invaluable to the Order. elves, whose flesh burns when brought in contact
with purified water, fear the pools and the power
CANNIBAL ELVES they would afford their enemies if ever found.
Despite the bloody, callous atrocities the Thu’loon Camazoth: The Blood Queen, the Red Wendigo,
elves commit against imperials and other elves Chosen of the Flesh-Eater Cults: the high-born
alike, they are not malicious or evil, but purely leader of the Thu’loon is worshipped like no other,
instinctual. They were cannibals before their tribe belonging to a lineage of blood hunters who have
was taken over by their current rulers, though the claimed rulership for nearly three centuries. She
royal influence has certainly intensified the elves’ and her family possess the power to turn thralls
lust for flesh and blood. The origin of the blood into new blood hunters in haunting ceremonies
hunter can be traced here to the Great Deserts each year atop Loa Leng’s towering buttes. With
a thousand years ago, as the cold, chill wind of her armies of loyal subjects willing to die for her,
the night and the dry climate created the perfect she turns her eyes to the fertile lands around the
environment for such a disease to thrive. It spread Firewater River and, in particular, the human
with the comings and goings of the hunter-gatherer cattle who live there.
123
GHOSTS IN THE MOUNTAINS they were taken in as Dawnborn and put to work.
The Ghost Tribe controls the Crescent Mountains Obadiah joined the Order while Tiberius enlisted
north of the Great Deserts from the safety of their in the military, becoming a trusted chaplain of the
reclaimed imperial ghost town, Dusk, built on the penal regiments: soldiers taken from the prisons
shores of Piper Lake. The territory they claim lies and promised freedom in exchange for their
in the heart of Thu’loon land: a dangerous place to service. One of his soldiers was a former witch,
VERMILIUM
be for any creature whose blood still runs warm. who agreed to teach Tiberius her craft. When they
However, the residents of Dusk have formed a were discovered, they were imprisoned within the
ghoulish pact with the cannibals, agreeing to give dread asylum of Zin for the rest of their days, but
tribute in the form of captured imperial soldiers and Tiberius knew it was not to be his end.
spies for the elvish feasts in return for clemency. Obadiah learned of his brother’s imprisonment
The Ghosts themselves suffer no trespassers, and vowed to release him, but was only able to
unless of course they can prove their disloyalty to reduce his sentence to divine immolation. The
the Empire, in which case they are welcomed as crowd that gathered for Tiberius’ execution in the
family. center of Nophra Dawn were rendered speechless
To represent the different members of the tribe, as they witnessed the disgraced priest strapped to
use the Bowslinger and Elf Warrior profiles, the pyre, burn for an hour, and rise from the ashes
pages 180 and 182, all armed with elven and afterwards, only to vanish in the wind. Now free,
imperial military weapons. Some members sell the haunted martyr seeks vengeance, and he has
their varied skills as mercenaries or bounty hunters, become one of the Empire’s most wanted outlaws
although they keep their allegiance quiet when in as he leads an entire tribe of disenfranchised rebels.
the company of imperials. It is not unheard of for a
band of renegades to infiltrate an imperial outpost REGIONAL EFFECTS
or organization to bring it down from the inside. • Climate: In the day, see Heat and Thirst in
Savage Worlds. At night, see Cold.
Pale Rider: The Ghosts’ leader was born Tiberius • Desolate: Travelers making their way across
Wight to a wealthy imperial family, but he and his the deserts subtract 2 from Survival checks
older brother, Obadiah, were orphaned at a young when looking for shelter, food, or water.
age. As is the fate of many of the Empire’s outcasts,
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SOUTH OF THE BORDER
ADVENTURE HOOKS South of the imperial border, the new world
The Dead City: The antiheroes are asked
remains almost as unexplored as when humans
to deliver supplies or a message to a military
FORBIDDEN LORE
first arrived. The jungle continues to hide many
outpost in the canyons. When they reach the
of the old world’s sheltered civilizations, and the
outpost, they find the place deserted, until
deserts beyond are scattered with lost citadels
they’re ambushed by a Thu’loon hunting party.
and buried relics. Once they were sustained by an
Should they be captured alive, the antiheroes
abundance of natural resources, but now, so long
are taken to Loa Leng as guests of honor at the
after The Bleed, many simply serve as monuments
cannibals’ feast. They’ll need to escape before
to a bygone era, standing in various states of ruin
they’re served to the queen, perhaps with the
and decay.
help of the captured soldiers also held in the
cages. If the heroes survive the ambush, they COLONIES & EXPEDITIONS
find a surviving soldier who asks them to help A small number of imperial expeditions have been
him free the rest of his company. sent into the jungle over the years in hopes of
Ecstasy of Vermilium: Via the words of discovering regions suitable for colonization. Fort
a dying warrior, the party learn of a location Adara has withstood the trials and tribulations of
somewhere atop the Manitou Plateau: a this deadly environment, and it remains the only
locomotive graveyard under which a cache chance the Empire has of southern expansion.
of elven vermilium is buried. Unfortunately, Surrounded by the quagmire of the inhospitable
to get there they need to pass a raging battle Jade Swamps, forever swarming with mosquito
between the elves and imperials. If they find swarms, gators, and reptilian birds skulking in
the graveyard, they are welcomed by a host of the reeds, the fort doesn’t get many visitors — or
restless spirits guarding the sacred site. regular replenishment, for that matter.
Orcs Nest: The Metal Militia gang has Treasures lie buried beneath the overrun
been terrorizing the High Needles for months vegetation of this verdant land, and the Empire
now. Its orc members, led by the brutal Ogre is rightly convinced of the existence of N’ool
Draan, dress head to toe in armored plates somewhere in the green expanse. It has mounted
taken from looted automatons. They rob significant efforts to find N’ool, including
stagecoaches carrying tinctures in and out of commissioning the great explorer Sol Bellamy
Little Firewater, but after they shoot the rope to work on its behalf; however, since his
cable guiding the Firewater Ferry and send it disappearance, others have become more reluctant
downriver for easy pickings, Leia Siddiqi hires to venture in themselves.
the heroes to track down the missing hooch South of Fort Adara, the last patch of this world
and to bring the outlaws in alive. The gang is Sol Bellamy walked upon is the Clockwork Pyramid,
holed up in an industrial mine, and is not above which lies inverted and buried in the earth, and
using the tinctures to buff its bowslingers enveloped by the surrounding jungle. Set within its
during the fight, or to set the place ablaze with exposed brick face is an iron calendar of wrought
the heroes in it, before facing the law. gears and cast reliefs of cosmic splendor. Through
its turning in perpetuity, the magic forged within
the metal holds open the largest gateway to the Pale
ever built, its importance signified by the Archanic
etchings across its aperture. The ever-changing,
vermilium-plated interior walls of the pyramid are
driven by the same gears and mechanisms that have
turned since The Bleed. They conceal its many
chambers, which hold some of the old world’s best-
preserved artifacts and knowledge. A legion of
revenants, colossi, and clockwork machinists guard
125
the pyramid, as well as the nearby Temple of Iron winged serpents, attracted to the city’s red glow,
on the edge of the Tzol’keen Kingdom, as though circle above on occasion in majestic mating rituals.
they were the last bastions of a rusting legacy. The Tzol’keen are great historians, astronomers,
Capt. Thel Starr: Starr is the commanding mathematicians, and architects, as evidenced by
officer at Fort Adara in the Jade Swamps, and their gilded altars, star calendars, and temple cities.
though not the most experienced captain, she Though most of the Auroras’ other long-standing
VERMILIUM
is loyal, well respected, and was the only one cultures have forgotten their ancient histories, the
to volunteer for the mission to establish trade Tzol’keen keep theirs alive by living in the past.
routes with the region’s elves. While the Vol’doon Etzavira: Though his advanced age gives him
welcome this new trade, the secretive Tzol’keen limited mobility, the king of the Tzol’keen stands
watch over their new neighbors intently and as a statuesque, godlike figure among his people.
suspiciously, and have yet to reveal to them their He bathes in a sacred lake filled with vermilium
true power. dust above his temple throne, gilding his skin to
appear as radiant as the red sun. He uses magic
A FORGOTTEN KINGDOM
to maintain his metallic visage: so much so that
The Tzol’keen Kingdom is the most advanced
he can no longer walk — but he can fly. Most
civilization in the world after the Empire, though
Tzol’keen royals are gifted a winged serpent egg
it is in decline. Dozens of villages scattered
at their birth. They grow together with it to form
throughout the jungle provide food, tribute,
a bond that allows them to ride the serpent as a
sacrifice, and warriors to the elven king, who
fearsome mount. Instead, Etzavira can transform
fights to maintain the fading grandeur of his once-
himself into a beautiful, terrifying winged serpent
great metropolises. The heart of the kingdom is
with vermilium scales, capable of belching flames
one of tarnished splendor, nestled at the base of
brighter than the dawn.
the Serpentine Sierras: the city of N’ool. N’ool’s
sprawling citadel is hidden from the rest of the From his crimson throne atop the great Temple
world, shrouded under a blanket of volcanic of Fire, Etzavira rules his people with a zealous
steam rising from a boiling lake across which the authority and a fanatical sense of preservation,
city stretches. N’ool was once a great foundry, supported by a council of loyal artificer-priests
and the steam still powers its sinking aqueducts, and machinist advisors. He sees the imperials as
floating botanic gardens, zoos, and factories. Its potential allies in rediscovering lost technology to
boulevards are lined with metallic idols, and its help restore glory to his kingdom, though knowing
towering structures are filled with clockwork the humans’ curiosity and lust for vermilium, he
relics, diligently maintained by the artificer-priests wisely keeps them from the city’s walls.
of the machine cults. In fact, the Tzol’keen are the
only people in the new world to have deciphered THE LOST CLAN
the arcane science used to create them, and elves Over a hundred years ago, during the worst famine
and automatons walk side by side as master and ever recorded in dwarven history, Grimloq the
servant still. The machines required to sustain the Wanderer led the most desperate dwarves with
city, however, are slowly breaking down, and their nothing to lose away from Hunger Bay in search of
vermilium plating is corroding; N’ool is in danger a new home. His fleet became lost and was adrift for
of becoming the world’s most extravagant ghost weeks after a great storm threw them off course;
town within the next generation. many dwarven lives were paid to the waves. But
just as all hope was lost, the eldest sorcerers in the
The people here value vermilium almost as fleet performed a ritual to summon one of the great
much as the imperials do — but for its beauty, not guardian spirits of the ocean, the white whale, to
its monetary value. The elves here commemorate help them find land. With the legendary spirit’s
The Bleed in vermilium-plated reliefs that decorate help, the longboats landed on the shores of the
the tallest spires of the city’s central district. The Brass Desert. The survivors made the difficult trek
reliefs catch the cresting sunlight over the Sierras, over the dry, baked sands to the Painted Hills and
shining like red diamonds in the jungle haze. The settled there among the petrified forests. Here in
Tzol’keen are not alone in their admiration, as this blessed land, they have thrived for generations,
126
unaware of the fate of their abandoned home, and free reroll. A Critical Failure on any Survival
unable to get back. roll made in the region means the antihero
The Brass Desert is the driest region in the inadvertently steps on a poisonous creature or
world, transitioning from unbearable heat in the eats toxic food. To determine its type, roll 1d8:
FORBIDDEN LORE
day to nights as cold as the Frigid Wastes. The a result of 1 means the poison is Lethal, 2-3 is
dwarves have domesticated llamas for their meat, Knockout, 4-5 is Paralyzing, and 6-8 is Mild.
wool, and the strength to pull carts up and down
the mountainous slopes to the dwarves’ mile-high
citadel. Curiously, the petrified forests continue to ADVENTURE HOOKS
grow in stone form as if enchanted by some ancient, Heart of Darkness: A blasphemous preacher
elemental necromancy. Grimloq’s Hall rests atop known to the Order as the Heretic — a woman
the mountain ridge overlooking the desert; it is who shunned the light of the Great Star in
made in the image of traditional dwarven cities but favor of a darker path — is amassing a cultlike
built from iron-hard wood. The Lost Clan and the following of elven warriors and imperial
Tzol’keen are bitter enemies who see each other as acolytes somewhere up the Ochre River. She’s
strange, ruthless savages, which leads to frequent forsaken her vows and has already cremated
conflict, trophy hunting, and bloody sacrifices a number of guides and inquisitors who were
among the two factions. sent to find her. Orders arrive at Fort Adara to
bring this fallen priestess to justice, but with
Looq: As current lord of the Lost Clan and great- so few soldiers to spare, mercenaries are being
grandson of Grimloq, Looq has remained in his considered for this well-paying opportunity to
ancestor’s shadow, but he has ambitions to carve ingratiate themselves with the Temple.
his own legend. As he sits in his great hall, his mind
fills with storied images of a home he has never Lost City: While lost in the jungle, the
seen and the vast, verdant lands of his forbears. intrepid explorers come across the wreckage
He wants nothing more than to provide the same of a fallen clockwork colossus washed up on
for his own people, and having already established the shores of Electric Lake, watched over by
territory across the Brass Desert and Painted Hills, a broken machinist that failed to save it. The
he looks beyond to the greener pastures of the machinist asks the party to help free the rest of
elves. its kind from renegade dwarves from the Lost
Clan, who have taken over their mountain
REGIONAL EFFECTS stronghold. What the dwarves don’t know is
• Heat: See Heat in Savage Worlds. that the stronghold was built as a prison for
• Overgrown: Unless they are in a clearing, a monstrous, two-headed winged serpent; if
characters on the jungle floor suffer a –2 penalty they set the legendary beast free, it would spell
to all checks requiring sight to perceive beyond ruin for the entire region.
10″ (20 yards). Queen of the Jungle: The heroes are hired
• Malaria & Nightmares: The jungle night as big game hunters to capture new, exotic
is alive with the buzzing of insects. Unless animals alive for the Bad Medicine Show.
the antiheroes can build a smoky fire or find The party learn from an elf guide that a flock
a suitable net to sleep under, they must each of flightless terrorbirds are known to roost in
make a Vigor roll every morning or take a level the lowlands. In order to hunt in the grounds,
in Fatigue, recovered after a night’s sleep free of the antiheroes will have to get permission
the swarms. On a Critical Failure, an antihero from a local sasquatch mountain queen and
contracts malaria or some similarly horrid her tribe, who hunt the great avian predators
Debilitating Disease. themselves. She requires a deal be made, or at
• Venoms & Toxins: A wide variety of deadly least tribute in the form of food, and her tribe
insects, snakes, spiders, frogs, and plants are enjoy the carrion crabs, acid worms, and blood
found south of the Serpentine Sierras. Any honey bees in the great, mud-filled volcanic
Survival roll to find poisonous ingredients crevasses nearby.
while Hunting & Gathering here receives a
127
DISEASES Cure: The victim can only be cured using the
healing power with the Neutralize Poison or Disease
Many of the infectious diseases plaguing the Power Modifier. For a healer to successfully treat
Auroras cannot be cured simply by using traditional the victim, the azure moon must be full in the sky,
methods or medicinal herbs. The following the healer must perform a ritual lasting an hour,
excerpts are from Robin Merrick’s book Afflictions they must use a blade of azure iron to perform
VERMILIUM
of the New World: Their Histories, Pathologies, and the procedure, and they must make a successful
Cures, of which only a handful were printed before arcane skill roll at –8. Only one roll is permitted
her mysterious death. Heroes may be able to find per caster, but allies can Support. A Critical Failure
copies of the botanist witch’s book in obscure results in the patient permanently transforming
libraries or on the shelves of reclusive collectors, into the animal associated with their skin walker
but deciphering the text requires a successful form, and losing most of the memories of their life
Occult or Research roll at –2. before. There is no cure for the fully unleashed.
AZURE AGONY BLOOD LUST
During the Sanguine War, the desperate elders of Some elven sorcerers allege that vampirism
the scattered dwarf clans performed a baleful ritual originated among their people centuries before
drawing power from the mysterious azure moon. the Dawn of Man, but it is mostly known from
They bestowed upon their berserkers the ability to recent history. During the dwarven civil war, the
transform into wild, savage warriors in the heat berserkers of the eastern clans were “gifted” with
of battle, inspired by the images of their guardian this affliction, giving them an unmatched bloodlust
spirits. This helped them win the war against and frenzied rage in combat. Even now, years after
the blood hunters, but the nature of these proud the conflict, many of their vile offspring lurk in the
fighters — known as skin walkers — was changed shadows of their former territories, and the disease
forever. They began to embrace the beast within, has spread to every cold corner of the world.
and those who fully unleashed their bestial fury
became forever bound within their animal forms. Vampires are incredibly sensitive to sunlight,
For this, they were forsaken and burn under its warmth. Magically-purified
by their kin out of fear and water also burns them as if it were acid.
discrimination, and they were “Unless you eat the flesh of man and drink his
exiled. Those who have evaded blood, you have no life in you.”
the skinners long enough have Wednesday Q Glass, Baroness of
been known to find peace in the most the Hunger Bay Trading Company
remote wildernesses, or among the feral
communes of the far north west. Symptoms: Loss of hair; pale,
sallow skin; acute sensitivity to
Azure iron is known to damage the flesh sunlight; longer fangs behind
of a skin walker beyond their supernatural receding gums. As fully turned
healing. wendigo, patients develop
“We hunt, therefore we are.” unnatural growths taken from the
Lugaru, Alpha Female Skin Walker of creatures they consume.
the Forsaken Clan Cure: The victim can only be
Symptoms: Eyes cured using the healing power with the
changing to a violet blue, Neutralize Poison or Disease Power
thicker body hair, clawlike Modifier. This requires a blood
fingernails, and animalistic transfusion lasting an hour and an
quirks such as howling at the arcane skill roll made
moon, eventual permanent at –8. Only one roll is
transformation. permitted per caster,
but allies can Support. A
Critical Failure results in the
128
FORBIDDEN LORE
patient’s death. The blood donor must
make a Vigor check after the procedure.
With a success, they take a level of Fatigue; with
A character who falls to this Chronic Disease
a raise, they avoid negative effects; failure means
eventually becomes a dryad, a shambling mass of
they suffer a Wound; and a Critical Failure means
sentient mold and fungus vaguely resembling their
they gain the Blood Lust Hindrance. There is no
former self. Once they find a suitably warm, damp
cure for the rabid or wendigo.
spot, the victim takes root and continues to grow.
THE BLIGHT The oldest and foulest resemble corpulent, rotting
The southern bayou was infected first, starting trees with boughs laden with infected, tainted
with a small imperial town now known as the fruits.
Lost Colony. Using its occult knowledge to extract Fire is the best weapon against the blight.
rare toxins from the Underearth’s mushroom “Blessed is the fire of the cleansing pyre. Let it
forests, a wicked coven created this new sickness burn.”
through experimenting on the trees growing
from the halflings’ buried dead. They captured a Temple Scripture
halfling sorcerer who knew the locations of the Symptoms: Hardening skin, spreading black
forest’s sacred burial grounds, in an effort to spread mold, sickly sweet odors, spores and fungal shoots
their plague using the trees’ connected roots. The emerging from flesh, aversion to flame.
blight’s airborne, parasitic spores could infect all Cure: The rare black mandrake root must be
living matter, but the disease was temporarily preserved and consumed. There is no cure for
contained after Nobody’s Heroes defeated the fully-developed dryads or hamadryads.
coven. Tragically, the blight is slowly spreading
once again.
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SUPERNATURAL BACKLASH BLOOD LUST
Roll on the Vampiric Corruption table when a
AZURE AGONY blood hunter gets a Critical Failure on a Focus roll.
Roll on the Bestial Corruption table when a skin VAMPIRIC CORRUPTION TABLE
walker gets a Critical Failure on a Focus roll.
VERMILIUM
2d6 RESULT
BESTIAL CORRUPTION TABLE Insatiable: The blood hunter’s Focus
permanently drops one die type. If it drops
2d6 RESULT below d4, they become a true creature of
The One You Feed: The character’s Focus the night — and a new villain for the Game
2
permanently drops one die type. If it drops Master! Remove any powers they have
below d4, they activate shape change with gained as a blood hunter and give them
2 a raise and cannot change back. Remove the abilities listed under the Rabid Blood
any powers they gained as a skin walker Hunter profile, page 162.
and give them the abilities listed under the Rigor Mortis: The character’s blood slows
Unleashed Skin Walker profile, page 172. and their muscles stiffen. The antihero is
3-5
3-5 Fatigue: The antihero suffers Fatigue. Stunned, and they subtract 2 from their
Focus rolls for the rest of the encounter.
Hungry Like the Wolf: The skin walker
sees red. The Game Master assumes control Loss of Control: The blood hunter needs
6-8 6-8 to feed. The Game Master assumes control
until the end of their next turn or until shape
change ends, whichever occurs sooner. until the end of their next turn.
Corruption: The skin walker embraces Corruption: The blood hunter embraces
the animal within as their body begins to their gluttony as their body begins to
change. Roll 1d6 and apply the result as a change. Roll 1d6 and apply the result as a
Minor Hindrance, or increase an existing Minor Hindrance, or increase an existing
one gained through Corruption to a Major one gained through Corruption to a Major
Hindrance. If no suitable result is rolled, the Hindrance. If no suitable result is rolled, the
skin walker suffers Fatigue instead. blood hunter suffers Fatigue instead.
1: Wounds caused by azure iron can now 1: The blood hunter must drink at least
only be healed through natural healing, even eight ounces of blood a day or gain a level
when not in skin walker form. As a Major of Fatigue, which can lead to Incapacitation.
Hindrance, the character suffers +4 damage 2: Called Shots to the heart (–4) of this
from azure iron weapons. antihero now deal +2 damage.
9-11 2-3: Gains a new Quirk while in natural form, 3-4: The vampire becomes more sensitive
such as growling in their sleep, howling at 9-11 to daylight and must make their Vigor roll
the moon, or only eating meat. every hour instead of every four. As a Major
4-6: Musky smells, long fingernails, and thick Hindrance, they suffer 2d4 damage every
hairs begin to haunt the hero in their natural round when in direct sunlight.
form. Each time this result comes up, apply 5-6: Loss of hair, an emaciated visage, or
a cumulative –1 penalty to all Persuasion and longer fangs distort this blood hunter’s
Riding rolls. formerly natural looks. Each time this result
When the skin walker next Advances, they comes up, apply a cumulative –1 penalty to
may reduce one Hindrance gained through all Persuasion rolls.
Corruption from Major to Minor, or When the vampire next Advances, they
remove a Minor altogether, in addition to may reduce one Hindrance gained through
their normal Advance. Corruption from Major to Minor, or
Unleash the Beast: Animalistic anger remove a Minor altogether, in addition to
causes the power to be cast with a raise, but their normal Advance.
12
the skin walker suffers 2d6 damage as their Sanguine Surge: The blood hunter’s blood
flesh tears from the effort. 12 boils over with raw emotion. They cast their
power with a raise but are Vulnerable.
130
WEIRD SCIENCE WITCHCRAFT
When an engineer gets a Critical Failure when When a witch gets a Critical Failure on a Witchcraft
using one of their devices, roll on the Breakdowns roll, roll on the Witchcraft Corruption table
FORBIDDEN LORE
table to see what befalls the inept inventor. below.
131
VERMILIUM
132
ADVENTURES & ARTIFACTS
Chapter Eight
ADVENTURES &
ARTIFACTS
n this chapter, you’ll find everything you
CRAFTING ADVENTURES
Adventures in Vermilium are crafted using four
main components: Objectives, Antagonists,
Twists, and Locales. For each component, draw
a card from a standard deck of playing cards and
consult the tables below.
With all four components gathered, you have
the beginnings of a tale, though these prompts
are only meant to provide inspiration, and
will need a little work to craft into a full-
fledged adventure.
133
OBJECTIVE
First, draw a card to determine the adventure’s main objective and how the antiheroes become involved.
Unexpected Journey: The antiheroes are drawn into the adventure without warning, or they
begin in medias res.
Personal Endeavor: One or more of the characters has a stake in the matter or is somehow
VERMILIUM
personally involved.
Business Opportunity: The antiheroes are hired by an individual, organization, or nation to
complete a mission for monetary gain.
Intriguing Rumor: The characters overhear whispers or come across legends of supernatural
goings-on, lost treasure, or bad blood. Accomplishing this objective might result in earning a
reputation or gaining a local favor (see Strangers in a Strange Land, page 47). Most rumors are
unreliable, so feel free to draw an extra Twist card for this adventure.
OBJECTIVES
CARD RESULT
Escort: A traveler hires the antiheroes as escorts through dangerous territory, a company is in need of
Two
armed guards, or an ally requires a chaperone at an important social function.
Bounty: A wanted outlaw needs to be brought to justice dead or alive, or a contract is put on someone’s
Three
head.
Hunt: A beast stalks the ranches at night, a terror lurks at the edge of town, or the countryside is
Four
overrun with vermin. They must be exterminated, captured, or driven away.
Gather: A rare component found in some exotic locale must be gathered for its unique properties, or
Five
components must be acquired to craft a special item.
Chart: Undiscovered locations abound in the new world, and the antiheroes are tasked with exploring
Six
one in order to chart the land or establish relationships with new cultures.
Investigate: The success of this quest depends on deciphering old texts or forgotten lore, or on
Seven completing a reconnaissance mission into enemy territory. Perhaps the antiheroes need to solve
puzzles and collect clues to reveal a hidden truth or the identity of a mysterious killer.
Negotiate: Violence doesn’t solve every battle; an agreement must be reached in order to complete
this quest. The antiheroes might need to broker a peace treaty between rival clans, request aid from a
Eight
powerful baron, or enter into the world of political intrigue. This could be a good opportunity to use
the Social Conflict rules in Savage Worlds.
Artifact: An item of great worth forms the center of this tale, be it a sacred relic, ancient artifact, or
Nine buried treasure. Perhaps a package must reach its destination, be it medicine bound for a sickened
village, or a pardon letter saving an innocent’s life. More often than not, it belongs to someone else.
Survive: The heroes find themselves fighting the elements, waiting out a storm, or defending against
Ten
wave after wave of enemies.
Escape: The antiheroes or their allies must escape from jail or capture, or a group of hostages are in
Jack
need of rescuing.
Attack: A small community needs protection from a murderous band of raiders, or a rebel fort must
Queen
be sacked.
Tournament: Competitions such as bar brawls, shootouts, gambling tournaments, or even spiritual
King quests to prove one’s worth offer antiheroes the chance to show off their skills, and possibly win the
grand prize.
Ritual: A ritual or Dramatic Task must either be performed or stopped in order to save an individual,
Ace
a local tribe, or an entire region. A specific location, time, or gathered materials might be required.
Draw two more Objective cards and combine their results to create a sequence of events that must be
Joker
completed in order, or use them to determine a main and secondary objective.
134
ANTAGONIST
ANTAGONISTS
CARD RESULT
Megalomaniacal Baron: Absolute power corrupts absolutely. Some ruthless individuals believe what
Two
they are doing is just business, while others feed off the exploitation of others.
Righteous Judge: Whether they’re mistaken, on the take, or have a personal vendetta against the
Three antiheroes, this peacekeeper, bounty hunter, inquisitor, or vigilante wants them to pay for what
they’ve supposedly done.
Evil Sorcerer: Not all sorcerers are caring and wise. Some are jaded by their experiences, are scarred
Four
by harrowing visions, or are seeking forbidden knowledge to further their own twisted goals.
Heretical Priest: Fallen priests in desecrated halls of light exist within the cloistered ranks of the
Five
Temple, working against or in mockery of the Sun God.
Wicked Witch: Witchcraft can twist those who use it into wicked things. Witches either work alone
Six
or form gangs or covens, with the more powerful occasionally growing into cults.
Eccentric Genius: Learning too many ancient secrets takes its toll on one’s mind, leading from
Seven obsession to madness. This villain could be an inventor working for the Academy, an engineer
conducting vile experiments in their darkened laboratory, or a gifted amateur playing God.
Wanted Outlaw: Bandits, renegades, and murderers roam the Outer Crescent, many having escaped
Eight
the cremator’s pyre. This one won’t. They may work alone, or they may lead a gang of vicious cutthroats.
Bloody Warmonger: Imperial soldiers, freedom fighters, and members of native warrior societies
Nine mostly fight with heart and nobility, but some are fueled by hatred and cruelty. This warrior could be
a single renegade or the leader of an entire company.
Ambitious Black Hat: A member of the criminal underworld is becoming too powerful or
Ten
unpredictable, threatening either the local law or their own organization.
Ancient Being: A clockwork automaton reawakens to discover its world has left it behind, a
Jack
mummified prophet rises from their tomb, or a malevolent ancient spirit crosses over from the Pale.
Savage Beast: The villain is a wild animal or group of them posing a threat to a local community. It
Queen
might be a pride of saberlions, a swarm of blood honey bees, or even a winged serpent.
Supernatural Monster: Something menacing moves in the shadows, be it a skin walker, blood
King
hunter, hamadryad, or an army of restless dead.
Big Bad: One of the more powerful names in the new world is behind this fiendish plot, though they
Ace may or may not make this known. Select an Antagonist from the list of Infamous Antiheroes, page
187, who is suitable for the adventure’s location and themes.
Draw two more Antagonist cards and combine the results to create a boss and their lieutenant, partners
Joker in crime, or a complex individual with different sides to their personality. Perhaps the second result
could become a tenuous ally who can assist the antiheroes.
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TWIST
Draw a card to determine what fiendish complications await the party!
COMPLICATIONS
CARD RESULT
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Hunted: The antiheroes are not alone, and every move they make is being watched by another. They
Two could either be henchmen working for the Antagonist, a bounty hunter after the party, or a dangerous
creature intent on making the group its next meal.
Conflict: The quest takes place during a skirmish or full-scale battle between two enemy forces, and
Three
it may force the characters to partake. Consider using the Mass Battle rules.
Mercenaries: The Antagonist has brought in extra help or trained beasts. Roll on the appropriate
Four
Encounter table (see Crafting Encounters, page 138) for the Locale as if you drew a Spade.
Hindrance: One of the characters’ Hindrances becomes a key component of the adventure, or their
Five
loyalty is questioned in some way.
Red Herring: Some clues lead to a false conclusion, possibly only revealed when it’s too late. Draw a
Six
second Objective card to use as the diversion.
It’s a Trap!: The antiheroes are deceived in some way and are lured into a trap, or they are ambushed
Seven
when they least expect it. Perhaps they are betrayed, or their patron refuses to pay for services rendered.
Favor: The antiheroes aren’t able to get the job done themselves. They’re going to need some help.
Eight
How and where they get it is up to them.
Hazard: A force of nature threatens to bring failure to the quest. It might be a violent storm, a
Nine
sundering earthquake, or a spreading forest fire.
Against the Clock: The Objective must be completed within a certain timeframe, or becomes more
Ten
difficult the longer it takes the antiheroes to complete.
Bleed: Elements of the supernatural cause unforeseen consequences to the landscape or the people
Jack living in it. These might involve penalties to Spirit rolls, more frequent encounters with unnatural
creatures, or magic becoming more volatile.
Change in Scenery: The party becomes lost, or their quarry is not where it should be. Draw a second
Queen
Locale card to move the adventure to, referencing either the suit or value.
Third Party: A rival group attempts to complete the mission before the antiheroes do, a minor enemy
King presents a new challenge, or a stranger is willing to make a deal. Determine the details by drawing a
second Antagonist card.
Redemption: The adventure’s primary Antagonist becomes relatable in some way, showing signs of
Ace
possible redemption; or it turns out that the antiheroes have been working for the true villain all along.
Draw two more Twist cards and combine for a complex plot with more ins, outs, and what-have-yous
Joker
than the antiheroes bargained for.
LOCALE
Finally, draw a card to set the stage.
Wilderness: Whether the characters are on the road or in the middle of nowhere, there is no
civilization for miles.
Ruins: The quest might take place in a fallen temple, abandoned mine, ghost town, or ancient
factory complex buried beneath the earth.
Urban: This adventure takes place within one of the larger cities of the Auroras, presenting a
different set of challenges.
Frontier: The majority of the adventure occurs within a mine, graveyard, military fort, rural village,
or boomtown on the edge of civilization.
136
LOCALES
137
CRAFTING ENCOUNTERS type: Spades for enemies, Hearts for strangers,
Diamonds for treasure, and Clubs for obstacles.
You can use the tables in this section when If you draw a Joker, draw two more cards and
the antiheroes are traversing unsafe roads and combine the results.
uncharted wilds between towns, or when you need After your cards are drawn, roll a d12 and consult
to generate random encounters to insert into the the appropriate table to find out what the party
VERMILIUM
adventures crafted above. encounters. Profiles for entries in the Spades and
When the group is traveling through the Hearts columns appear in Chapter Nine (page 157),
wilderness, draw a card from a standard deck of or in Savage Worlds. Notes describing the entries in
playing cards once per game-world day. As per the Diamonds and Clubs columns appear at the end
Travel in Savage Worlds, face cards or higher of this section, starting on page 142.
represent encounters, and the suit determines the
138
GREAT DESERTS ENCOUNTERS
PALE ENCOUNTERS
d12 SPADES HEARTS DIAMONDS CLUBS
Travelers (2 per hero;
Spirits (2, plus 1 per hero; use use Townsfolk, Dwarf
1-6 Ruin Lost
Ghosts) Clansfolk, Elf Warrior,
or Halfling Warrior)
Lost Legionaries (1 per
hero; use Soldier profile
7-10 Ancient Spirits (1 per hero) Cache Natural Hazard
with Ethereal and Fear
–1)
Stranger (Sorcerer) or the
Ancient Spirits (1 per hero);
11-12 Drifter (see Sol Bellamy, Artifact Storm
one is a Wild Card
page 194)
139
SOUTHLAND JUNGLE ENCOUNTERS
d12 SPADES HEARTS DIAMONDS CLUBS
Swarm (1 per 2 heroes), or
Elf Warriors, Tzol’keen
1-4 Junk Monkeys (3 per hero), Ruin Storm
(2 per hero)
or Stone Turkeys (2 per hero)
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Black Saberlions or
Prospectors (1, plus 1 per Treacherous
5-7 Clockwork Revenants (1, Food
hero; use Townsfolk) Crossing
plus 1 per hero)
Mummified Dead (2, plus 1
per hero) with Mummified Elf Nobles, Tzol’keen (2,
8-9 Cache Natural Hazard
Sorcerer, or Marionette plus 1 per hero)
Tarantula
Sasquatch Hunters (1 per 2 Imperial Soldiers (2, plus
10-11 Abandoned Mine Lost
heroes) or Terrorbird 2 per hero)
Horned Serpent or Winged Harsh
12 Stranger Shelter
Serpent Conditions
UNDEREARTH ENCOUNTERS
d12 SPADES HEARTS DIAMONDS CLUBS
Halfling Warriors,
River Rats (2, plus 2 per
1-4 Hollow Nations (3 per Ruin Natural Hazard
hero) with River Rat King
hero)
Gargoyles (2, plus 1 per hero) Prospectors (1, plus 1 per
5-7 Cache Lost
with Gargoyle Matron hero; use Townsfolk)
Clockwork Revenant (1 per
Sasquatch, Hollow Treacherous
8-9 hero), or Rust Spider Swarms Food
Nations (1 per 2 heroes) Crossing
(1 per 2 heroes)
Prisoners (2 per hero;
Acid Worms or Carrion use Black Hat), with half
10-11 Shelter Storm
Crabs (1, plus 1 per hero) as many Guards (use
Bowslinger)
Clockwork Colossus or
12 Stranger Artifact Disease
Marionette Tarantula
140
WILDWOOD (BAYOU) ENCOUNTERS
141
ENCOUNTER NOTES
ABANDONED MINE
Mines, both ancient and modern, lie scattered
across the Auroras in mountain passes, canyon
walls, and deep caves. They provide welcome
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142
FOOD SHELTER
143
STRANGER TREACHEROUS CROSSING
Crossing the heroes’ path is a rambling soul making A rusted chain bridge spans a chasm; a treacherous
their way cross-country. Roll 1d8 to determine area of ocean is overgrown with coral reef; a trail
who, or select the most appropriate result for the has been trapped by hunters looking to snare some
region. monsters. If the heroes wish to cross this hazardous
path, they must each succeed on an Athletics,
d8 RESULT
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144
ARTIFACTS Failure means no progress is made for the week,
146
LEGENDARY ARTIFACTS Bane: Any attack made while the coat is worn
147
BLOODLETTER activation, heralded by the
Damage Str+2d8; Weight 7 lbs; Cost V17,500; Notes: sounds of disturbing organ
Min Str d6 pipes.
After the dwarves’ bloody Sanguine War ended, The calliope is Size 5 (Large)
the imperials who sent aid to the western with Handling –2, Top Speed 10 MPH,
clans began looting the halls of the Toughness 10 (4), and Crew 1+5.
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ADVENTURES & ARTIFACTS
skill of d12. If failed, the area instead becomes
DREAM KEEPER
overgrown with thorny vines, considered Difficult
Weight 1 lb; Cost V500
Ground. Cost V4,000.
Made from circles of feathers, bones, small
CORNELIA’S ASHES branches, and leaves, and wrapped in string or silk,
Weight 5 lbs; Cost V6,000 dream keepers are commonly carried by sorcerers
A sacred urn of cast iron containing the ashes of seeking spiritual protection from haunting dreams.
the vengeful priestess Cornelia, betrayed by her Boon: Anyone wearing a dream keeper for the
flock of worshippers who were led astray by one night makes a Spirit roll when they wake. With a
among them. success, they ignore the penalty from their Haunted
Boon: The urn contains the summon ally power Hindrance for the remainder of the day. With a
that can be activated once per day using Spirit, Critical Failure, the artifact ceases to work.
recharging after dawn. Once summoned, Cornelia
EMBERWING DUSTER
uses the Bodyguard profile, but with the Ethereal
Weight 5 lbs; Cost V12,500
special ability instead of Armor +2 and Construct.
She is wreathed in ghostly fire, deals flaming This finely woven, elegantly decorated duster once
attacks, and can set targets on fire. She will attack belonged to a notorious preacher turned vigilante.
enemies of the one who summons her, though she She stole this holy heirloom coat from the Temple
will not attack members of the Temple or Order of the Dawn’s crypts to aid her on her crusade for
unless they are considered corrupt. justice. She is known to have flown through the
sky with flames trailing from her moth’s wings like
Bane: On a Critical Failure, clouds of ash billow
a shooting star. The duster is made from the silk
out of the urn creating an area of Dark Illumination
of ember moths and is covered in the protective
in a Large Blast Template, lasting five rounds.
prayers of the imperial high priests.
149
Boon: The duster provides +1 Armor to the their head with eloquent delusions at night, and
torso, arms, and legs, and immunity to fire and begins each session with one fewer Benny. Finally,
heat-based attacks. Additionally, the coat has like the baron, their mask is well-known to the
10 Power Points and the fly power, activated inquisitors. The wearer gains the Wanted (Major)
with Spirit and limited to self. Fly automatically Hindrance, as the Order continues its search for it.
activates if the wearer ever falls 4″ (8 yards) or
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more, provided the duster has the Power Points, GATEKEEPER’S KEY
preventing any fall damage. Weight 1 lb; Cost V10,000 if the paired gateway is
unknown, or double if it’s known
Bane: The wearer feels compelled to act
valiantly in the eye of the Great Star; while These artifacts resemble large wind-
wearing the duster, they gain the Heroic up keys of varying metals and sizes.
Hindrance during daylight hours. Each is engraved in Archanic
glyphs and skeletal icons that
EVERLIGHT CANDLE glow when within one mile
Weight 1 lb; Cost V2,500 of its paired gateway.
These stout, sacred candles Boon: A Gatekeeper’s
of white wax float inside Key grants anyone looking
the Temple of the Dawn, for its paired gateway +2
flickering with eternal flame. to rolls made to locate it.
They are sometimes taken Additionally, the key can be used
on holy pilgrimages into the during a Dramatic Task to unlock
darkest parts of the world to any gateway to the Pale, granting +1 to one roll
light the way of the faithful. during the Task. If used with its paired gateway,
Boon: Once this candle is lit, its the bonus is increased to +2.
flame burns brightly for up to 24 hours, even when
GREASEPAINT
underwater or caught in a strong wind, providing
Weight 1 lb; Cost V200
sunlight and warmth for 5″ (10 yards). The candle
can also levitate and follow its owner with a Pace These flammable tinctures are made from crude
of 6, moving on the owner’s turn. All allies within oil, a valuable substance also known as black
the candle’s light add +1 to rolls resisting Fear vermilium. Each bottle of Greasepaint contains
and Intimidation. The Everlight Candle can be the healing power with strength d8, usable only by
extinguished as a free action. clockworks.
150
they make a roll depending on the tome’s origin: MOUNTAIN KING ARMOR
Bane: A Critical Failure results in a mental Red Rocker, Clockwork Bar Brawler
overload causing 2d6 damage, ignoring Armor.
151
ROSE to 500 pounds while only weighing five pounds
Range 24/48/96, Damage 2d10, AP 4, Shots 1, RoF themselves, regardless of their contents. Retrieving
1, Weight 18 lbs; Cost V20,000; Notes: Min Str d8, an item from the saddlebags requires an action.
Crossbow Scope, Snapfire Living creatures cannot be placed into the bags.
A number of legendary crossbows exist across the SHRUNKEN HEAD
world. Some have been used to tame the Auroras,
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152
SNAKESKIN PONCHO
TARANTULA HAWK
Range 5/10/20, Damage 3d6, RoF 1, AP 1, Shots 6;
Weight 5 lbs; Cost V15,000; Notes: Min Str d6
Tarantula Hawk is a sixbow of polished black metal
with an ivory handle and bolt chambers that glow
with a pale, ghostly light. It’s said to make the hands
of anyone wielding it as fast as lightning.
When the user blows into it, the whistle creates a
Boon: The wielder of this legendary sixbow horrifying shrieking sound that chills the blood of
ignores 2 points of Multi-Action penalties on any anyone listening to it.
turn their Action Card is a Spade, provided at least
Boon: The whistle contains the fear power and
one action taken is a Shooting attack.
10 Power Points. Activated using Performance,
Bane: Whenever this sixbow jams on a Critical it affects all who can hear within a Large Blast
Failure, the wielder takes 3d6 damage. Template.
Bane: On a Critical Failure, the wielder is Shaken
THORN’S CROWN
as their breathe is sucked out of them.
Weight 1 lb; Cost V5,000
This black, wide-brimmed hat was worn by the TOTEMHAMMER
witch Ezmerelda Thorn during the Bowfight at Damage Str+2d10; Weight 10 lbs; Cost V20,000; Notes:
Cremation, but was left behind during her escape. Two hands, Min Str d10
Today, it is displayed under glass in the Museum of
This ornate, two-handed maul is carved from
Natural Oddity in the occult section.
magically infused hardwood. It bears imagery of
Boon: The hat shrouds its wearer under all the guardian spirits of the Clan Confederation
supernatural darkness, concealing their form. along its handle, ending in a pair of carved wings
Notice rolls made to spot the wearer are made at at its head. The Totemhammer has the power to
–4, and any attacks made against them, whether in sunder the earth with spiritual force.
melee or ranged combat, subtract 4 from the total.
Boon: The wielder’s Fighting die increases one
die type when they are holding this weapon. Attacks
THU’LOON DEATH WHISTLE
against solid objects do get bonus damage from
Weight 1/2 lb; Cost V4,000
raises and can Ace. Additionally, the weapon has
To the outside world, the Thu’loon appear to be a the havoc power and 10 Power Points. The power
barbaric people who value brutality and bloodlust, is activated with a Strength roll and has a range of
but they are just as capable of creating beautiful, if touch (the point where the weapon strikes).
discomforting, works of art. This small whistle is
Bane: On a Critical Failure during activation, the
made from the skull of a baby condor thunderbird.
wielder takes 2d10 damage and falls prone.
153
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154
Bane: A Critical Failure while activating shape Leaves may be replenished, but the book holds
155
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156
Chapter Nine
BESTIARY
BESTIARY
izarre beasts, ferocious monsters, friends the Harvesting roll in parentheses, as well as
157
BEASTS & MONSTERS BEADED MONSTER
These monstrous lizards are commonly found
Creatures such as bears, cats, horses, raptors,
basking under the sun in the southern cactus
snakes, and wolves are common across the Auroras
forests or on the banks of canyon rivers. Their
in places you would expect to see them. You can
black and orange scales warn of their poisonous
find their profiles in Savage Worlds. Presented here
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158
BILE FROG BLIGHTED DRYADS
Bile frogs are the size of small bears, but are covered A victim who has fully succumbed to the blight
in a thick, viscous slime. They are known to vomit becomes a shambling monster, driven only by the
acid on their victims before swallowing them parasitic disease’s instinct to spread and corrupt.
whole. These large, amphibious ambush predators All that remains of their former self is a skeleton
stalk the swamps at night making hideous noises. beneath the writhing fungal matter. The oldest and
BESTIARY
foulest of their kind, the hamadryads, are creatures
BILE FROG PRINCE who have taken root and continued to consume
and grow to gigantic, unrecognizable proportions,
Colonies of bile frogs and their spawning pools are attracting other blighted to them to form sickly
almost always protected by large patriarchs known sweet, caustic groves of disease.
as princes. Princes use the Bile Frog profile, but
have Strength d12+1, Toughness 8, the Resilient BLIGHTED
Ability, and Size 2.
To make any creature a victim of the blight, take
Use the Swarm profile in Savage Worlds with their base profile and give them the following
Aquatic Pace 10 to represent their vicious tadpoles. Special Abilities: Fearless, Harvest (Blight Spores
–1), Infection, Miasmic Aura, Undead, and
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Weakness (Fire), detailed under Dryad.
Strength d10, Vigor d8
Skills: Athletics d8, Fighting d6, Notice d6, Stealth
d8 DRYAD
Pace: 6; Parry: 5; Toughness: 7 Attributes: Agility d6, Smarts d4, Spirit d4,
Special Abilities: Strength d6, Vigor d4
• Acid Bile: Bile frogs vomit acid with a range of Skills: Athletics d6, Fighting d6, Notice d8, Stealth
6″ (12 yards), causing 2d4 damage, or 3d4 with d8
a raise. Pace: 4; Parry: 5; Toughness: 8 (2)
• Aquatic: Pace 8. Special Abilities:
• Bite: Str+d4. • Armor +2: Thick, fungal flesh.
• Harvest (Frogspawn –1): These apple-sized • Bite/Claws: Str+d4.
eggs can be preserved into a gumbo, forcing • Camouflage: Dryads add +2 to Stealth rolls
Vigor rolls upon consumption. On a success, when in the wilderness.
the consumer gains the Semi-Aquatic ability for • Fearless: Immune to Fear and Intimidation.
one hour, while Critical Failures result in their • Harvest (Blight Spores –1): These may be
taking Fatigue. V100. applied to any bladed weapon, or up to three
• Harvest (Tongue –1): An elastic bile frog rounds of ammunition, as if they were Mild
tongue can be used to craft a boarwhip with Poison. Incapacitation from the resulting
Reach 3. V50. Fatigue follows the rules for Infection. V100.
• Leap: Bile frogs can jump twice as far as is • Infection: If anyone Incapacitated by a dryad’s
normally allowed, and add +4 to damage when attack or Miasmic Aura fails their Vigor roll,
leaping as part of a Wild Attack instead of the they gain the Blighted Hindrance.
usual +2. • Miasmic Aura: At the end of the dryad’s turn,
• Low Light Vision: Bile frogs ignore penalties all adjacent beings must succeed on a Vigor roll
for Dim and Dark Illumination. or suffer Fatigue. This can cause Incapacitation.
• Size 1: Bile frogs stand nearly 5′ at the shoulder. • Undead: +2 Toughness; +2 to recover from
• Swallow: Bile frogs can swallow creatures of being Shaken; no additional damage from Called
Size 0 or smaller. Shots; ignores 1 point of Wound penalties;
• Tongue: A bile frog has a long, dexterous doesn’t breathe; immune to poison and disease.
tongue it uses to catch prey, counting as a single • Weakness (Fire): Dryads are very flammable,
Tentacle with a Reach of 3. and suffer +4 damage from fire and flaming
attacks.
159
HAMADRYAD into soldiers at every opportunity to provide their
Attributes: Agility d4, Smarts d6, Spirit d8, hive with ferocious defenders.
Strength d12+5, Vigor d10 Blood honey bees march their drones back to
Skills: Athletics d4, Fighting d8, Notice d10, their hives, which are hidden in caves, hollowed
Persuasion d10, Stealth d10 trees, or abandoned mines, to join the rest of their
Pace: —; Parry: 6; Toughness: 19 (4) mindless laborers. There, they work them to death
VERMILIUM
Edges: Sweep (Imp) before eating them from the inside. The bees make
Special Abilities: pulp from blood, which is also the source of their
• Armor +4: Bark-like tissue. delicious, rich, deep-crimson honey. Queens are
• Blight: As a blighted creature, the hamadryad known to make especially luxurious royal jelly said
has the following rules from the Dryad profile: to possess healing properties, and they often bury
Camouflage, Fearless, Harvest (Blight Spores themselves in the strongest drones as protection.
–1), Infection, Miasmic Aura, Undead, and
Weakness (Fire). DRONE, SOLDIER
• Branches: Str+d4. Hamadryads have numerous Attributes: Agility d6, Smarts d4 (A), Spirit d8,
branches counting as four Tentacles, Reach 3. Strength d12+2, Vigor d12
• Fear: Anyone encountering this terrible Skills: Athletics d8, Fighting d8, Notice d8, Stealth
creature must make a Fear roll. d8
• Harvest (Tainted Fruit –2): A hamadryad’s Pace: 8; Parry: 6; Toughness: 10
rotten fruit can be stewed and eaten before Edges: Brute
making a Vigor roll. Success grants the Special Abilities:
consumer immunity to all disease for one week. • Bear Hug: Bears add +2 to Grappling rolls.
Failure causes Fatigue, and Critical Failure • Bite/Claws: Str+d6.
results in acquiring the Blighted Hindrance. • Drone: +2 Toughness; +2 to recover from
V250. being Shaken; no additional damage from
• Powers: Hamadryads have confusion, entangle, Called Shots.
illusion, lower Trait, puppet, and zombie (affecting • Harvest (Beeswax –1): Can be used to craft
dryads). They activate these using Spirit, and candles that burn for twice as long, and is a
can reach anyone within their grove, which is required component when Crafting blasting
usually 24″ (48 yards) across. Power Points: 20. candles. V25.
• Size 8 (Huge): Hamadryads stand up to 50′ tall • Poison: Paralyzing Poison. If a living creature
with sagging, rotting canopies almost as wide. is paralyzed by a swarm’s attack, a small swarm
When motionless, they are indistinguishable may use an action to take control of their body,
from decaying fungalwood trees. turning the victim into a drone with the Drone
• Swarm: As an action, the hamadryad can spend Special Ability.
a Benny to summon a small cloud of rot flies • Resilient: Bears can take one Wound before
from her canopy, using the Small Swarm being Incapacitated.
profile from Savage Worlds. Only one swarm • Size 2: Bears can stand up to 10′ tall and weigh
can be active at once. over 1,000 lbs.
• Swarm Burst: When a soldier drone is
BLOOD HONEY BEES Incapacitated, the insects burst from its body
Blood honey bees are inch-long insects with black creating a cloud of blood honey bees. Use the
carapaces, brassy wings, and stingers that feel like Medium Swarm profile in Savage Worlds with
sixbow bolts. The swarms paralyze their victims Paralyzing Poison.
before burrowing into their flesh to control • Weakness (Water): If a drone is plunged
their nervous systems, piloting them like drones. into water, including through water-based
Humans are most often taken as workers, whom area effect powers and attacks, the bees within
the bees use as excavation, construction, and immediately die. The host (if still alive) wakes
maintenance drones around their nests. Bears find an hour later Fatigued.
the bees’ honey irresistible, and the bees turn them
160
DRONE, WORKER QUEEN
Attributes: Agility d6, Smarts d4, Spirit d6, Attributes: Agility d10, Smarts d6 (A), Spirit d8,
Strength d8, Vigor d6 Strength 1, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth Skills: Athletics d6, Fighting d6, Notice d6, Stealth
d6 d8
Pace: 6; Parry: 5; Toughness: 7 Pace: 3; Parry: 5; Toughness: 1
BESTIARY
Gear: Basic tools (medium Improvised Weapon, Edges: Command Presence, Fervor, Tactician
Str+d6). Special Abilities:
Special Abilities: • Bite/Sting: Str+d4.
• Drone: +2 Toughness; +2 to recover from • Fast Regeneration: As long as she is in her
being Shaken; no additional damage from royal chamber, a queen may attempt a natural
Called Shots. healing roll every round, even if Incapacitated,
• Harvest (Beeswax –1): Can be used to craft unless Incapacitated by her Weakness.
candles that burn for twice as long, and is a • Flight: Queens have a Flying Pace of 12.
required component when Crafting blasting • Harvest (Royal Jelly –2): A character who
candles. V25. consumes one portion of royal jelly must make a
• Poison: Paralyzing Poison. If a living creature Vigor check at –2. Success grants the consumer
is paralyzed by a swarm’s attack, a small swarm the Slow Regeneration Special Ability for one
may use an action to take control of their body, week. Critical Failure results in becoming
turning the victim into a drone with the Drone poisoned, detailed below. V500.
Special Ability. • Hive Mind: As long as the hive’s queen lives,
• Swarm Burst: When a worker drone is all bees and drones under her control are
Incapacitated, the insects burst from its body immune to Fear, Intimidation, and the effects
creating a cloud of blood honey bees. Use the of beast friend and puppet. She is able to sense
Small Swarm profile in Savage Worlds with through each of them. Once she is killed, they
Paralyzing Poison. must immediately succeed
• Weakness (Water): If a drone is on Spirit rolls or fly away.
plunged into water, including • Poison: Paralyzing poison.
through water-based • Size –4 (Tiny): Queens are
area effect powers and around three inches long.
attacks, the bees • Weakness (Water): A
within immediately queen makes a Vigor
die. The host (if still roll each round she
alive) wakes an hour is submerged in
later Fatigued. water or perish.
161
BLOOD HUNTERS • Bite: Str+d4.
• Harvest (Blood –2): Vampire blood is
Some blood hunters are strong enough to resist considered Lethal Poison to vampires. V200.
their urges in order to gain power through their • Infection: If anyone Incapacitated by a blood
disease; many of those who do lead broods of hunter’s bite fails their Vigor roll, they gain the
weaker-willed vampires. Those who completely Blood Lust Hindrance.
VERMILIUM
give into their primal taboos instead become • Weakness (Heart): The true way to kill a blood
rabid, lose control over their abilities, and live the hunter is to stop the blood flow. A successful
rest of their wretched lives tormented by thirst. Called Shot to the heart (–4) of a blood hunter
Vampires that feed too gluttonously on flesh and adds an additional +2 to the damage total.
blood become what the dwarves call a wendigo: a • Weakness (Sunlight): Blood hunters are
monstrous aberration that takes on the forms of weaker when exposed to the light of day. When
the creatures it consumes. in direct sunlight, they must make a Vigor roll
“I once saw a creature so horrific I first thought it every 4 hours to avoid Fatigue.
was several corpses stitched together and given life. • Weakness (Vampire Blood): If a vampiric
It was as big as a mammoth, and had more limbs, creature drinks the blood of another, they suffer
antlers, and other body parts than I could count. Its the effects of Lethal Poison.
deafening bugle was enough to freeze my blood. I RABID BLOOD HUNTER
think that was the only reason the wendigo didn’t Bloodline: Human
sense me.” Attributes: Agility d8, Smarts d4, Spirit d6,
Django Styles, Imperial Big Game Hunter Strength d8, Vigor d8
Skills: Athletics d8, Fighting d6, Intimidation d8,
CREATURES OF THE NIGHT Notice d10, Stealth d10, Survival d8
Pace: 8; Parry: 5; Toughness: 6
To make any creature a rabid blood hunter, take Edges: Alertness, Fleet-Footed, Frenzy
their base profile and give them the following Special Abilities:
Special Abilities: Fast Regeneration, Harvest (Blood • Bite: Str+d4.
–2), Infection, Nocturnal, and Weaknesses (Heart, • Fast Regeneration: Blood hunters may
Purified Water, Sunlight, Vampire Blood). attempt a natural healing roll every round
unless their Wounds were caused by purified
Blood hunter broods are often led by Wild Cards. water or a shot through the heart.
Rabid broods, by Wild Card wendigo. • Harvest (Blood –2): See Blood Hunter.
• Infection: See Blood Hunter.
• Nocturnal: Blood hunters have the Special
BLOOD HUNTER Abilities Infravision (due to their ability to smell
Bloodline: Human warm blood) and Environmental Resistance to
Attributes: Agility d8, Smarts d6, Spirit d8, cold and cold-based attacks.
Strength d6, Vigor d8 • Weakness (Heart): See Blood Hunter.
Skills: Athletics d8, Common Knowledge d6, • Weakness (Purified Water): As fully turned
Fighting d8, Focus d8, Intimidation d6, Notice blood hunters are supernaturally rabid, purified
d8, Persuasion d4, Shooting d6, Stealth d8, water burns like acid on their flesh. Weapons
Survival d6 coated in it deal +2 damage to them. If they are
Pace: 6; Parry: 6; Toughness: 6 submerged in it, they take 3d4 damage at the
Hindrances: Blood Lust beginning of each turn, and 3d4–2 damage at
Edges: Arcane Background (Gifted), Creature of the beginning of their first turn after emerging.
the Night • Weakness (Sunlight): Rabid blood hunters
Powers: Boost/lower Trait, empathy, disguise, healing are weaker when exposed to the light of day.
(Limitations: see page 83). Power Points: 10. They suffer 2d4 damage every round when
Gear: Hunting knife (Str+d4, AP 1), sixbow (Range under direct sunlight.
5/10/20, Damage 2d6, RoF 1, AP 1). • Weakness (Vampire Blood): See Blood
Special Abilities: Hunter.
162
RABID COYOTE imbiber makes a Vigor check. On a success,
Attributes: Agility d8, Smarts d6 (A), Spirit d6, they gain Environmental Resistance to the
Strength d6, Vigor d6 cold and cold-based attacks for one week, or
Skills: Athletics d8, Fighting d6, Notice d10, full immunity with a raise. If failed, they gain
Stealth d8 Fatigue. On a Critical Failure, they gain the
Pace: 8; Parry: 5; Toughness: 4 Blood Lust Hindrance, or suffer from Lethal
Poison if they already have it. V500.
BESTIARY
Edges: Alertness
Special Abilities: • Immunity (Cold): Wendigo are immune to
• Blood Hunter: Rabid coyotes have the cold-based attacks and effects.
following Special Abilities from the Rabid • Resilient: Wendigo can take one Wound
Blood Hunter profile: Fast Regeneration, before being Incapacitated.
Infection, Nocturnal, Weaknesses (Heart, • Size 2: Wendigo grow monstrous in size.
Purified Water, Sunlight, Vampire Blood).
• Harvest (Blood –2): See Blood Hunter. CARRION CRAB
• Size –1: Coyotes are the size of medium dogs. Enormous, terrestrial crabs with bone-crushing
• Speed: d10 running die. claws scavenge the deep jungle chasms and
• Trickster: Coyotes are supernatural tricksters tropical beaches by night, feasting on the dead and
that use their strange abilities to disorientate collecting their remains to build their protective
prey, convince other predators of larger shells. Gathering in clustered colonies, they
numbers, or conceal entrances to their dens. continue to grow as they age; some old sailors claim
Packs of five or more rabid coyotes can make to have seen crabs with shells made from ancient
a Group Roll using Spirit to activate the illusion shipwrecks or the skulls of beached white whales.
power with the Sound Power Modifier.
Attributes: Agility d4, Smarts d4 (A), Spirit d6,
WENDIGO Strength d10, Vigor d8
Attributes: Agility d10, Smarts d4, Spirit d8, Skills: Athletics d8, Fighting d6, Notice d6, Stealth
Strength d12+3, Vigor d12 d8
Skills: Athletics d10, Fighting d12, Intimidation Pace: 4; Parry: 5; Toughness: 11 (4)
d10, Notice d10, Stealth d10, Survival d10 Special Abilities:
Pace: 8; Parry: 8; Toughness: 10 • Armor +4: Thick, bony shell covered in broken
Edges: Alertness, Frenzy (Imp), Nerves of Steel bones, skulls, and driftwood.
Special Abilities: • Claws: Str+d6, Reach 1. Gain +2 to Athletics
• Abomination: Resembling an amalgam of rolls when grappling.
flesh and bone, a wendigo may have up to two • Semi-Aquatic: Carrion crabs can hold their
of the following Special Abilities: Armor +2 breath for up to 15 minutes.
(leathery skin), Breath Weapon (3d6 damage), • Size 1: Carrion crabs are sizable, bulky creatures.
Horns (Str+d6), longer limbs (+1 Reach),
Wings (flying Pace 24). CLOCKWORKS
• Bite/Claws: Str+d8, AP 2. While some sentient clockworks are capable of
• Blood Hunter: Wendigo represent the final independent thought, fear, and desire, their more
stage of blood lust. They have the following primitive kin are far more common, having stood
Special Abilities from the Rabid Blood guard over many of the old world’s factories,
Hunter profile: Fast Regeneration, Infection, museums, and tombs for countless centuries.
Nocturnal, Weaknesses (Heart, Purified Water, On occasion, through hidden traps or sequential
Sunlight, Vampire Blood). activations, these hulking, mechanical custodians
• Fear (–2): Anyone encountering a wendigo reanimate to attack trespassers. Their solid forms
must make a Fear roll at –2. withstand attacks from most modern weapons,
• Fearless: Immune to Fear and Intimidation. though time has not been kind to their metallic,
• Harvest (Blood –2): See Blood Hunter. skeletal frames, and their rusted, seizing joints
• Harvest (Heart –2): If the blood of the cold, reveal their weaknesses.
accursed heart of a wendigo is drunk, the
163
Colossal golems built to protect more important CLOCKWORK MACHINIST
sites are often found embedded into the brick or Attributes: Agility d6, Smarts d8, Spirit d4,
iron walls of the ruins they protect, to be released Strength d10, Vigor d8
when unwanted guests trigger certain mechanisms. Skills: Athletics d6, Fighting d6, Notice d6, Repair
Supporting these humanoid creations are d8, Stealth d6, Weird Science d8
arachnid automatons, skittering through their Pace: 6; Parry: 6 (1); Toughness: 10 (4)
VERMILIUM
labyrinthine tunnels coated in metallic thread. Edges: Arcane Background (Weird Science),
They once consumed waste metal from the factory Arcane Resistance (Imp), Reautomator
floors to make their repairing silk, but now Gear: Ancient staff (Str+d6–1, Parry +1).
they clear the crushed bones left behind by their Powers: Boost Trait, healing, smite, zombie
larger kin. They sit in wait as ambush security, (Limitations: affects clockworks only) Power
indistinguishable from piles of rusted scrap. Points: 20.
Special Abilities:
Machinists are rare leaders among the • Armor +4: Thick copper and iron plating.
clockworks, built to create others of their kind and • Claws: Str+d4.
to oversee the ancient automaton factories. • Clockwork: See Clockwork Colossus.
• Construct: See Clockwork Colossus.
CLOCKWORK COLOSSUS
• Fear (–1): Anyone encountering a machinist
Attributes: Agility d4, Smarts d4, Spirit d4,
must make a Fear check at –1.
Strength d12+5, Vigor d12
• Fearless: Immune to Fear and Intimidation.
Skills: Athletics d4, Fighting d10, Notice d4,
Repair d4, Stealth d4
Pace: 6; Parry: 7; Toughness: 18 (4) “We are legion.”
Edges: Arcane Resistance, Sweep (Imp) Clockwork Mantra
Special Abilities:
• Armor +4: Thick copper and iron plating.
• Claws: Str+d6.
• Clockwork: If a foe gets a raise while
performing an Agility- or Strength-
based Test against a clockwork, the clockwork
is Stunned instead of Shaken. It does not fall
prone, but instead stands as lifeless as a statue.
• Construct: +2 to recover from being Shaken;
ignores 1 point of Wound penalties; does
not breathe or suffer from disease or poison;
can only heal Wounds using Repair with no
“Golden Hour”.
• Fear (–2): Anyone encountering a colossus
must make a Fear check at –2.
• Fearless: Immune to Fear and Intimidation.
• Hardy: A second Shaken result does not cause
a Wound.
• Resilient: Colossi can take one Wound before
being Incapacitated.
• Size 6 (Large): Colossi are at least twice as tall
as humans and are plated in iron.
• Slow: Colossi have a d4 running die.
• Steam: A colossus spews jets of superheated
steam from a specially adapted mechanism on
one of their arms, acting as a Breath Weapon
Special Ability.
164
CLOCKWORK REVENANT DIRE WOLF
Attributes: Agility d6, Smarts d6, Spirit d4,
Strength d10, Vigor d8 Dire wolves are bred by different halfling tribes for
Skills: Athletics d6, Fighting d8, Notice d6, Repair use as ferocious mounts. In the wild, they hunt in
d6, Stealth d6 packs led by Resilient alphas.
Pace: 6; Parry: 6; Toughness: 10 (4) Attributes: Agility d8, Smarts d6 (A), Spirit d6,
BESTIARY
Edges: Arcane Resistance Strength d8, Vigor d8
Gear: Ancient great sword (Str+d10–1). Skills: Athletics d8, Fighting d8, Intimidation d8,
Special Abilities: Notice d10, Stealth d8
• Armor +4: Thick copper and iron plating. Pace: 10; Parry: 6; Toughness: 6
• Claws: Str+d4. Edges: Alertness
• Clockwork: See Clockwork Colossus. Special Abilities:
• Construct: See Clockwork Colossus. • Bite: Str+d6.
• Fear: Anyone encountering a clockwork • Pack Tactics: Dire wolves add their Gang Up
revenant must make a Fear check. bonus to Fighting damage rolls.
• Fearless: Immune to Fear and Intimidation. • Speed: d10 running die.
• Hardy: A second Shaken result does not cause
a Wound. ELK
RUST SPIDER SWARM The deer of the new world are enormous with
Attributes: Agility d10, Smarts d4, Spirit d12, wide antlers resembling jagged jawbones.
Strength d8, Vigor d10 Attributes: Agility d6, Smarts d4 (A), Spirit d6,
Skills: Notice d6, Repair d10 Strength d12+2, Vigor d10
Pace: 10; Parry: 4; Toughness: 9 (2) Skills: Athletics d6, Fighting d6, Notice d6, Stealth
Edges: Arcane Resistance d8
Special Abilities: Pace: 8; Parry: 5; Toughness: 10
• Armor +2: Rusted iron plating. Edges: Alertness, Fleet-Footed
• Bite: Rust spiders bite their targets automatically Special Abilities:
(unless Shaken) causing 2d4 damage to everyone • Antlers: Str+d6 (treat as Horns).
in the template at the end of their turn. Damage • Size 3: Bull elk stand over 6′ at the shoulder with
is applied to the least armored location. antlers just as wide.
• Clockwork: See Clockwork Colossus.
• Construct: See Clockwork Colossus. GARGOYLES
• Fearless: Immune to Fear and Intimidation. Carved from living rock and given unnatural life,
• Harvest (Thread –1): The spiders’ metallic silk these huge, grotesque bats were created long ago
is known for its strength. A successful Repair by elven sorcerers to guard tombs and crypts, and
roll yields 5″ (10 yards), or 10″ (20 yards) with a other sacred sites. Born of flesh without the thick,
raise, which can be used to craft rope with the rocky hide they later develop, young gargoyles
Balanced property without penalty. V50. resemble naked mole rats with wings. Their skin
• Poison: The rusted bites of these clockwork calcifies as they age to become living constructs
spiders cause tetanus, considered a Mild Poison. of sentient stone. Fully grown females, known as
• Scrap Pile: When still, these spiders are matrons, rule the roost and demand tribute from
indistinguishable from rusted scrap. their colonies.
• Split: Swarms split into two smaller swarms
with reduced Blast Template size when “I’m told that some matrons develop different
Wounded. Small swarms are destroyed. hides depending on the rocks around their roosts.
• Swarm: +2 to recover from being Shaken, Sandstone, granite, obsidian, I’ve even heard of
Parry +2. Can only be damaged by area effect some made of molten rock, able to spew magma
attacks, or a character can stomp to inflict his from their fiery jaws.”
damage in Strength each round. Odin Tannen, Manta Blake Mining Company
• Wall Walker: These swarms can walk on Foreman
vertical and inverted surfaces at full Pace.
165
GARGOYLE GARGOYLE MATRON
Attributes: Agility d8, Smarts d6, Spirit d6, Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d6, Vigor d6 Strength d10, Vigor d10
Skills: Athletics d8, Fighting d6, Intimidation d6, Skills: Athletics d6, Fighting d8, Intimidation d8,
Notice d8, Stealth d8 Notice d8, Stealth d10
Pace: 6; Parry: 5; Toughness: 7 (2) Pace: 6; Parry: 6; Toughness: 13 (4)
VERMILIUM
166
BESTIARY
• Fear: Anyone encountering a horned serpent
HORNED SERPENT makes a Fear roll.
• Harvest (Lure –1): A successful harvest of a
This giant constrictor snake lurks in the dark, horned serpent lure provides a light as powerful
tepid waters of the bayous and jungles, its body as a lantern that continues to glow in a 4″
covered in red scales and its head protected by a (eight-yard) radius until the next dawn. In that
crest of wicked horns. One horn in particular has time, any character can use the lure to gain a
the appearance of a fishing line with a glowing one-time use of the confusion power with the
lure at its end, which the serpent uses to draw Area Effect Power Modifier, using a Medium
unsuspecting prey close before it strikes, wrapping Blast Template. They use their Spirit die as the
itself around its victim and squeezing the life out arcane skill. Afterwards, the lure is rendered
of it. inert. V100.
Attributes: Agility d6, Smarts d6 (A), Spirit d10, • Hypnotic Lure: Horned serpents have 10
Strength d12+4, Vigor d10 Power Points and know the confusion power,
Skills: Athletics d10, Fighting d8, Intimidation using Spirit as their arcane skill.
d10, Notice d10, Stealth d10 • Infravision: Halve penalties for Illumination
Pace: 6; Parry: 6; Toughness: 15 (4) when attacking warm targets.
Special Abilities: • Size 4 (Large): 40’ long and 3’ thick.
• Aquatic: Pace 10. • Swallow: Horned serpents can swallow
• Armor +4: Scaly hide. creatures of Size 3 or smaller.
• Bite/Horns: Str+d6.
• Constrict: +2 to Athletics and Strength rolls
made to Grapple.
167
HORSE JUNK MONKEY
Horses are widespread animals used by humans for These mischievous, new world monkeys can
transport. Larger horses are bred for war, while be found in the southern jungles and across the
some wild herds exist in the Inner Crescent. Corallines, occupying vine-covered trees and
Attributes: Agility d8, Smarts d4 (A), Spirit d6, abandoned ruins, or the shoulders of salty seafarers.
VERMILIUM
Strength d12, Vigor d8 Attributes: Agility d10, Smarts d6 (A), Spirit d6,
Skills: Athletics d8, Fighting d4, Notice d6 Strength d4–2, Vigor d6
Pace: 12; Parry: 4; Toughness: 8 Skills: Athletics d10, Fighting d4, Notice d8,
Edges: Fleet-Footed Stealth d10, Taunt d6, Thievery d10
Special Abilities: Pace: 6; Parry: 4; Toughness: 2
• Kick: Str+d4. Edges: Acrobat, Free Runner
• Size 2: Typical horses stand between five to six Special Abilities:
feet at the shoulder. • Arboreal: Monkeys can climb trees at full Pace.
Bite/Claws: Str+d4.
JACKALOPE • Fling Dung: Monkeys can fling their dung to
Jackalopes were once thought to be strange, both insult and disgust their targets. This is
fanciful exhibits created by esoteric taxidermists represented as an Athletics Test versus Vigor
and housed in traveling carnivals and museums of with a range of 3″ (six yards), taking into
oddity. They are in fact the result of early occult account Cover, line of sight, etc.
experimentation by witches looking to create their • Size –3 (Very Small): Monkeys are not
own familiars. The first litters escaped a couple much bigger than cats.
hundred years ago, and jackalopes have since • Tinkers: Junk monkeys are fascinated
spread throughout the world. with mechanical objects, and love nothing
more than to bend, strain, and break them.
They resemble large rabbits with horns Troops of five or more monkeys can
of varying shapes and sizes, depending on make a Group Roll using Smarts to
the species, which seem to mimic other activate the corrode power with a
horned creatures living around them. They Range of touch, as long as the
are carnivorous carrion eaters, though they monkeys are within 5″ (10
are known to group together in droves to yards) of each other.
bring down prey themselves.
Attributes: Agility d8, Smarts d6 (A),
Spirit d6, Strength d4–1, Vigor d6
Skills: Athletics d6, Fighting d6, Notice
d8, Stealth d10
Pace: 8; Parry: 5; Toughness: 2
Hindrances: Can’t Swim
Edges: Arcane Resistance, Danger Sense
Special Abilities:
• Bite/Horns: Str+d4.
• Harvest (Paw –2): Jackalope paws are
said to bring good luck to anyone who
carries one. A single paw may be harvested
from each jackalope, bestowing the
Luck Edge on the carrier for one
week, until the foot rots
away. V500.
• Size –3 (Very Small):
Jackalopes are about
the size of bobcats.
168
LONE HORN MAMMOTH
These large, rare black goats live in the hidden Giant mammoths thunder across the northern
valleys and high precipices of the northern tundra in great roving herds, shaking the earth as
Crescent Mountains, revered and respected by the they go. Some are domesticated by sasquatch tribes,
dwarf clans who see them as omens of death and which keep them as pack animals and mounts, and
the supernatural. A large male can stand up to five harvest them for their fur, ivory, meat, and cheese.
BESTIARY
feet at the shoulder, with a single curved horn up to Attributes: Agility d4, Smarts d6 (A), Spirit d6,
four feet long growing from the center of its skull. Strength d12+8, Vigor d12
Lone horns’ natural weapons are used in dwarven Skills: Athletics d4, Fighting d6, Intimidation d10,
medicine for healing and have become sought-after Notice d6
trophies for imperial hunters. The berserkers of Pace: 8; Parry: 5; Toughness: 17 (2)
the Temple of the Black Goat ride them into battle. Edges: Sweep
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Special Abilities:
Strength d12, Vigor d10 • Armor +2: Thick fur and hide.
Skills: Athletics d10, Fighting d8, Notice d6, • Hardy: This creature does not suffer a Wound
Stealth d8 from being Shaken twice.
Pace: 8; Parry: 6; Toughness: 8 • Immunity (Cold): Naturally adapted to frigid
Edges: Acrobat, Brute temperatures, mammoths are immune to the
Special Abilities: cold and cold-based attacks.
• Fast Regeneration: Lone horns may attempt • Run Amok: Each time a mammoth is
a natural healing roll every round, even if Wounded, it must make a Spirit check. On a
Incapacitated, unless their horn is severed failure, it is Panicked (see Fear Table, Savage
(Called Shot at –4). Worlds), and creatures in its path become targets
• Fear: Anyone encountering a lone horn must of its Trample Special Ability. At the beginning
make a Fear check. of each turn while Panicked, the mammoth
• Harvest (Horn –2): A character may drink fresh makes a free Spirit check. On a success, it
water from a successfully harvested lone horn regains control; failure means it continues its
ram’s horn and make a Spirit roll. If successful, rampage.
they gain the Slow Regeneration Special Ability • Size 7 (Large): The largest bulls weigh over 15
for one week. After that character drinks from tons and stand 15′ at the shoulder.
it, the horn’s magical properties fade. V500. • Trample: If a mammoth moves at least 5″ (10
• Horn: Str+d6, AP 1. yards) in a relatively straight line, it can trample
• Mountain Goat: Lone horns are native to all beings and creatures in its path, provided
rocky, mountainous regions. They ignore they are at least two Sizes smaller. Those in the
Difficult Ground when in such regions, and mammoth’s path must Evade or take Str+d8
they are able to climb rocky surfaces at full Pace. damage and fall prone. Targets who are not
• Size 1: Lone horns are the size of ponies. Shaken may attack the mammoth as it passes as
per Withdrawing from Melee.
“There is no sight or sound more terrifying than • Trunk: Str+d4.
a horde of Black Goat berserkers thundering down • Tusks: Str+d8 (treat as Horns).
the mountainside into battle, screaming like an
avalanche, and riding their deathless lone horns.”
Ziggor the Cruel, Lesser Lord of the Black
Goat Clan
169
MARIONETTE TARANTULA
These terrifying arachnids are too large to create
typical webs. Instead, they use their powerful legs
and strong silk to manipulate the limp bodies of
bound victims below them in an effort to attract
VERMILIUM
170
RANCH HOG • Pack Tactics: Rats add their Gang Up bonus to
Fighting damage rolls.
Known colloquially as razorbacks, these massive • Semi-Aquatic: River rats can hold their breath
pigs have sharp tusks and notoriously mercurial for up to 15 minutes, and have Pace 6 when in
tempers. Ranchers have begun to breed them water.
on vast hog ranches across the prairies, though • Size –2 (Small): The largest river rats can reach
that hasn’t calmed their nature much. They are over 50 pounds in weight.
BESTIARY
harvested for their meat, fur, leather, butter, lard,
cheese, and milk. RIVER RAT KING
Attributes: Agility d8, Smarts d6 (A), Spirit d6,
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d10, Vigor d8
Strength d12+2, Vigor d10 Skills: Athletics d8, Fighting d8, Notice d6, Stealth
Skills: Athletics d6, Fighting d4, Notice d6, d8
Survival d8 Pace: 6; Parry: 6; Toughness: 8
Pace: 6; Parry: 4; Toughness: 11 (1) Edges: Frenzy (Imp), Level Headed
Edges: Berserk Special Abilities:
Special Abilities: • Bite: Str+d4.
• Armor +1: Leathery skin. • Plague Bearer: A character Shaken or
• Every Part of the Boar: Hogs yield one Wounded by a rat king must make a Vigor roll
additional component when harvested. at –2 or suffer Fatigue.
• Hardy: This creature does not suffer a Wound • Low Light Vision: River rats ignore penalties
from being Shaken twice. for Dim and Dark Illumination.
• Size 3: Males weigh over 2,000 pounds and • Pack Tactics: Rats add their Gang Up bonus to
stand 6′ tall at their bristly, maned shoulders. Fighting damage rolls.
• Tusks: Str+d6 (treat as Horns). • Resilient: Rat kings can take one Wound
RIVER RATS before being Incapacitated.
• Semi-Aquatic: River rats can hold their breath
River rats are a common sight in the Auroran for up to 15 minutes, and have Pace 6 when in
waterways. A strange hybrid of rat and beaver, and water.
as large as coyotes, they prowl dank caves, slow- • Size 2: Rat kings appear to comprise the bodies
moving rivers, and city sewers, building lodges and of many others of their kind.
dams out of whatever they can scavenge.
These vile, insalubrious creatures are prone to
supernatural mutation, and it is not uncommon
to find broods containing rat kings: horrifying,
multi-headed conglomerations of flesh, fur, teeth,
and tails.
RIVER RAT
Attributes: Agility d8, Smarts d6 (A), Spirit d6,
Strength d4, Vigor d6
Skills: Athletics d8, Fighting d4, Notice d6,
Stealth d8
Pace: 6; Parry: 4; Toughness: 3
Special Abilities:
• Bite: Str+d4.
• Disease Carrier: A character
Shaken or Wounded by a river rat
must make a Vigor roll or suffer Fatigue.
• Low Light Vision: River rats ignore
penalties for Dim and Dark Illumination.
171
SABERLION is not Shaken, but moves half Pace towards the
shark, hopefully overboard!
These big cats sport 12-inch-long, curved teeth for • Feeding Frenzy: As soon as a shark senses
bringing down prey, and they often hunt in prides. blood in the water, from a Wound or scattered
The most common are slender and tan-colored, chum, it benefits from the Frenzy Edge for the
inhabiting most mountainous and prairie regions, rest of the encounter.
VERMILIUM
though coal-colored saberlions have been seen in • Harvest (Fin –2): The shark’s fin can be
the Southland Jungles, and spotted, snow-colored harvested and preserved in the form of a soup.
variants resembling gigantic lynx are known to A character who consumes the soup must make
prowl the Winterlands. They are usually led by a Vigor check. Success grants them the ability
maned males with the Resilient Special Ability. to mimic others’ voices or speech, adding +2 to
Attributes: Agility d8, Smarts d6 (A), Spirit d10, all their spoken Language checks for a week. A
Strength d10, Vigor d8 Critical Failure means the consumer is mute for
Skills: Athletics d10, Fighting d8, Intimidation d8, the duration. V250.
Notice d8, Stealth d10 • Size 3: The largest siren sharks grow to 20′ long.
Pace: 8; Parry: 6; Toughness: 7
Edges: Frenzy (Imp) SKIN WALKERS
Special Abilities: Skin walkers are weak to azure iron, but the first
• Bite: Str+d8, AP 2. generation of their kind, the dwarf berserkers of
• Claws: Str+d6. the Sanguine War, are Invulnerable to all damage
• Low Light Vision: Saberlions ignore penalties except that which is caused by it. These beings
for Dim and Dark Illumination. come in two castes: leashed and unleashed.
• Pounce: Saberlions pounce on their prey to
Leashed skin walkers attempt to control their
bring them down. When making a Wild Attack,
animalistic urges. They are physically weaker, but
they add +4 to their damage instead of +2.
are capable of accessing more power, and they can
• Pride Tactics: Saberlions add their Gang Up
still transition between their natural and bestial
bonus to Fighting damage rolls.
forms. A skin walker may use any single profile
• Size 1: Saberlions are large, stocky cats.
desired for their natural form, and they follow the
SIREN SHARK rules on page 88 for their skin walker form. They
have Focus d6 and 15 Power Points, and up to
Sailors returning to shore tell tales of plaintive cries three powers normally available to them.
for help heard out at sea. Those who are foolish
enough to follow their songs realize, often too late, Unleashed skin walkers have transformed for
that they come from horrifying sharks with the the last time, ceding their powers in favor of pure
ability to mimic their last meal’s calls for help — bestial savagery. They are unable to ever change
in an effort to lure their next one nearer to their back, even in death, and unlike their lesser kin are
hunting grounds. capable of spreading their disease.
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Packs are usually led by Wild Card alphas.
Strength d12+4, Vigor d12
Skills: Athletics d8, Fighting d10, Notice d12, CUSTOM SKINS
Persuasion d8, Stealth d12
Pace: —; Parry: 7; Toughness: 11 The profile below represents a wolf form, though it
Special Abilities: can be altered using the following suggestions.
• Aquatic: Pace 10.
Bear: Increase Strength to d12+3, Toughness to 9,
• Bite: Str+d8.
and Size to 2. Reduce Agility to d6, and make them
• Cry for Help: A siren shark can target a victim
Resilient.
within 12″ (24 yards) on a quiet night, or 6″ (12
yards) on a stormy night, imitating the haunting Saberlion: Add the Frenzy (Imp) Edge and the
cries for help of its past victims. If the shark Saberlion’s Pounce Special Ability, and give their
scores a raise on a Persuasion Test, the target Bite attack AP 2.
172
UNLEASHED SKIN WALKER to lay their eggs, becoming corporeal to do so,
Attributes: Agility d8, Smarts d6, Spirit d6, which results in their body’s consumption by fire.
Strength d12+2, Vigor d10 The eggs incubate in the hot ashes before voracious
Skills: Athletics d8, Common Knowledge d6, caterpillars emerge. Eventually, they spin cocoons
Fighting d12+2, Intimidation d10, Notice d12, of fine silk in which to begin their metamorphosis,
Stealth d10, Survival d10 glowing from within on the night before they
emerge as ethereal moths. The halflings of the
BESTIARY
Pace: 10; Parry: 9; Toughness: 8
Special Abilities: Forest Nations see ember moths as symbols of
• Bite/Claws: Str+d8. knowledge, death, and rebirth, following the belief
• Fast Regeneration: Skin walkers may attempt that to die is to finally know the truth of life, and
a natural healing roll every round unless the that to share wisdom and memory with younger
Wounds were caused by magical or azure iron generations is to be reborn. Great fires are carefully
weapons. made to guide these strange insects during the
• Fear (–2): Anyone encountering a skin walker spring, to honor both them and members of the
must make a Fear check at –2. tribe who have passed.
• Harvest (Hide –2): A successful harvest of skin
walker hide can be used when crafting clothing EMBER MOTH SWARM
or armor to grant the wearer +2 Armor against Attributes: Agility d10, Smarts d4, Spirit d12,
skin walker Bite and Claw attacks. V300. Strength d8, Vigor d10
• Infection: If anyone Incapacitated by a skin Skills: Notice d8
walker’s bite or claws fails their Vigor roll, they Pace: 10; Parry: 4; Toughness: 7
gain the Azure Agony Hindrance instead of a Special Abilities:
permanent injury. • Ethereal: Ember moth swarms can become
• Low Light Vision: Ignore penalties for Dim invisible and immaterial at will and can only
and Dark Illumination. be harmed by magical attacks or attacks using
• Size 1: Skin walkers are tall, lean, and muscular. purified water.
• Fairy Fire: Swarms of ember moths bite their
SPIRITS targets automatically (unless Shaken) causing
2d4 fire damage to everyone in the template
Some spirits were left behind in the Pale after
at the end of their turn. Damage is applied to
The Bleed and began twisting into malevolent
the least armored location. Creatures Shaken or
and violent entities as their bitterness and anger
Wounded can be set alight.
grew through the ages. These ancient beings are
• Flying Embers: Ember moth swarms have a
incredibly dangerous, but they are normally only
Flying Pace of 10 and emit light in a 2″ (four-
encountered in the Pale. Some truly powerful
yard) radius.
ancient spirits rule over specific regions, where
• Harvest (Cocoon –1): Once harvested, a
they command others of their kind; nearly all of
mature ember moth cocoon can provide light in
these are Wild Cards.
a 2″ (four-yard) radius until the next dawn. V25.
In the mortal realm, spirits are ethereal • Low Light Vision: Moths ignore penalties for
manifestations of emotion and memory released Dim and Dark Illumination.
from the physical world; some flicker in and out • Split: Ember moth swarms can split into two
of existence like a candle in the wind, while others smaller swarms when Wounded. Reduce the
linger on to haunt their environments. They can Blast Template one size after a Wound; Small
be reasoned with, but they are narrow-minded swarms are destroyed.
in their instincts. For these lesser spirits, use the • Swarm: +2 to recover from being Shaken,
Ghost profile in Savage Worlds, but reduce their Parry +2, covers a Blast Template of any size.
Fear penalty to –1 and give them Flying Pace 6. A character with magical boots can stomp to
Ember moths, known to some as fairies, inflict his Strength in damage each round.
are revered by the imperials and are found in • Weakness (Water): A swarm Shaken by a
iconography across the Empire. During mating magical water-based attack must succeed on an
season, pregnant moths will fly into an open flame immediate Vigor check or be banished.
173
SPIRIT, ANCIENT STONE TURKEY
Attributes: Agility d8, Smarts d8, Spirit d12+2,
Strength d10, Vigor d12 These predatory, reptilian birds stalk the southern
Skills: Athletics d8, Common Knowledge d6, jungles with clawed, dexterous pinions that allow
Fighting d10, Focus d10, Intimidation d12, them to climb trees as skillfully as monkeys.
Notice d12, Stealth d12, Taunt d10 Hunting in flocks called rafters, they use the
VERMILIUM
174
THUNDERBIRD
Legendary thunderbirds, so named for the sound
their wings make when they fly overhead, soar
over mountains and prairies searching for large
animals such as ranch hogs and small mammoths,
silently snatching them up into the air and taking
BESTIARY
them back to their high eyries. Thunderbirds
come in many varieties, resembling great eagles,
owls, condors, or seabirds. They are revered, and
sometimes even worshipped, by people across the
Auroras.
TERRORBIRD
Flightless thunderbirds roam the jungle floor or
arctic coasts, having lost the ability to fly to become
• Immunity
masters of ambush, using their powerful legs to
(Lightning):
chase their prey with the speed of a stallion. They
Thunderbirds are
use the Thunderbird profile, but without the Flight,
immune to lightning
Immunity, or Storm Bird Special Abilities. Instead,
and electrical attacks.
they have Pace 12 with a d10 running die.
• Low Light Vision:
Thunderbirds ignore penalties for
Attributes: Agility d8, Smarts d10, Spirit d12, Dim and Dark Illumination.
Strength d12+6, Vigor d10 • Size 8 (Huge): Thunderbirds stand 25′
Skills: Athletics d8, Fighting d10, Intimidation tall with wingspans over 100′.
d12, Notice d12+2, Stealth d10 • Storm Bird: Thunderbirds can beat their
Pace: 6; Parry: 7; Toughness: 17 (2) wings to generate bioelectrical discharges,
Edges: Frenzy (Imp) sending chain lightning arcing to the ground as
Special Abilities: they swoop close enough to it. This counts as a
• Apex Predator: Thunderbirds ignore up to 4 Breath Weapon using a Large Blast Template
points of Scale penalties when attacking with centered beneath the bird. Targets wearing
their claws. metal armor take an additional die of damage.
• Armor +2: Scaly skin.
• Bite/Claws: Str+d6, AP 4. UNDEAD
• Fear (–1): Anyone encountering a thunderbird Tomb raiders tell tales of long-slumbering
must make a Fear check at –1. mummies rising from their burial grounds to slay
• Fearless: When defending nests, thunderbirds intruders. Such undead are formidable guardians,
are immune to Fear and Intimidation. protected by powerful magics that prevents the
• Flight: Thunderbirds have a Flying Pace of 30. earth from absorbing their spirits, provided they
• Hardy: This creature does not suffer a Wound carry out their duties. Many were buried with
from being Shaken twice. honored warrior nobles or powerful sorcerer
• Harvest (Feathers –2): Each feather can be prophets who now command armies of dread
used when Crafting clothing to grant the to protect their relics and treasures. Mummies
wearer Environmental Resistance to electricity can also be found in Black Root halfling burial
and electrical-based attacks. One can also be grounds, preserved in the peat of the Blighted
used when Crafting arrows or bolts to apply Bayous, as well as in some dwarven tombs of the
the Long-Ranged property without penalty, or far north, preserved by the sub-zero temperatures.
when Crafting Artifacts to give arrows or bolts Feel free to alter the profile below to reflect these
the smite power with an electrical Trapping. differences in bloodlines.
V250.
175
Recent breakthroughs in unregulated weird
science and outlawed black magic have been able
to produce similar results, though not as intended.
Anything reanimated in this manner becomes a
mindless, undead creature without a spirit to guide
it, though rigorous and secretive experimentation
VERMILIUM
MUMMIFIED DEAD
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d8, Vigor d6
Skills: Athletics d4, Fighting d8, Intimidation d8,
Notice d4, Shooting d8, Stealth d6 MUMMIFIED SORCERER
Pace: 4; Parry: 6; Toughness: 8 Attributes: Agility d8, Smarts d8, Spirit d10,
Edges: Arcane Resistance, Brawny Strength d10, Vigor d6
Gear: Macuahuitl (Str+d6). Skills: Athletics d6, Common Knowledge d8,
Special Abilities: Fighting d10, Healing d8, Intimidation d6,
• Bound Servant: Mummies are bound to their Notice d8, Persuasion d8, Sorcery d8, Stealth d6,
place of burial, which they are sworn to protect, Survival d8
and may not leave. If they stray outside, they Pace: 4; Parry: 7; Toughness: 10 (2)
immediately crumble to dust. Edges: Arcane Background (Sorcery), Arcane
• Claws: Str+d4. Resistance (Imp), Brawny, Command, Fervor
• Fear: Anyone encountering a mummy must Gear: Great macuahuitl (Str+d10), bone or snake
make a Fear check. scale armor (+2), medicine mask (+2).
• Fearless: Mummies are immune to Fear and Special Abilities:
Intimidation. • Bound Servant: See Mummified Dead.
• Undead: +2 Toughness; +2 to recover from • Claws: Str+d4.
being Shaken; no additional damage from • Fear (–1): Anyone encountering a mummified
Called Shots; ignores 1 point of Wound sorcerer must make a Fear check at –1.
Penalties; doesn’t breathe; immune to poison • Fearless: Mummies are immune to Fear and
and disease. Intimidation.
• Weakness (Fire): Mummies are very • Powers: Mummified sorcerers have the
flammable, and suffer +4 damage from flaming following powers: beast friend (desert swarms),
attacks. warrior’s gift, and zombie (affecting mummified
dead), along with 20 Power Points.
• Undead: +2 Toughness; +2 to recover from
“A powerful sorcerer can change the face of the being Shaken; no additional damage from Called
world in their lifetime. A prophet can do so even in Shots; ignores 1 point of Wound Penalties;
death.” doesn’t breathe; immune to poison and disease.
Elven Proverb • Weakness (Fire): See Mummified Dead.
176
TOMB SCORPION to destroy them. Follow the Stomp rules for
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Gargantuan creatures in Savage Worlds, using a
Strength d4, Vigor d6 Cone Template.
Skills: Athletics d6, Fighting d6, Intimidation d6, • Fearless: White whales are immune to Fear
Notice d8, Stealth d8 and Intimidation.
Pace: 6; Parry: 5; Toughness: 5 • Hardy: This creature does not suffer a Wound
from being Shaken twice.
BESTIARY
Edges: Frenzy, Quick
Special Abilities: • Harvest (Ambergris –2): The ambergris of
• Claws/Stinger: Str+d4. these whales burns like oil, but for four times as
• Burrow (6″): Blocked only by solid rock. long. Alternatively, any character can drink the
• Fear (–1): Anyone encountering a mummified oil to gain a one-time use of the environmental
sorcerer must make a Fear check at –1. protection power with the Limitations self and
• Fearless: Mummies are immune to Fear and underwater environments. They use their
Intimidation. Vigor die as the arcane skill. V250.
• Glow: These scorpions glow wraith-like in the • Immunity (Cold): Whales dive to incredible
dark. Any attack made against them ignores 2 depths in sub-zero temperatures. They are
points of Illumination penalties. immune to the cold and cold-based attacks.
• Harvest (Venom –1): A successful harvest of • Size 12 (Gargantuan): White whales can reach
a tomb scorpion’s poison continues to glow in 100’ long, weighing 200 tons.
the dark for four hours, providing light in a 2″ • Swallow: White whales can swallow creatures
(eight-yard) radius. V250. and sea vessels of Size 10 or smaller. Swallowing
• Poison (–2): Scorpion stings carry Lethal a vessel is Evaded using the captain’s Boating.
Poison. • Tail Lash: Str+d4. The whale may make a free
• Size –2 (Small): Tomb scorpions can grow attack against up to two foes to its rear at no
larger than lobsters. penalty.
• Undead: +2 Toughness; +2 to recover from
being Shaken; no additional damage from Called WOLVERINE
Shots; ignores 1 point of Wound Penalties; Wolverines are small, stocky predators with fierce
doesn’t breathe; immune to poison and disease. reputations and claws to back them up.
• Weakness (Fire): See Mummified Dead.
Attributes: Agility d8, Smarts d4 (A), Spirit d8,
WHITE WHALE Strength d8, Vigor d8
Skills: Athletics d8, Fighting d6, Notice d8, Stealth
The titanic, predatory whales of the northern d6
oceans prey on the larger creatures sharing their Pace: 6; Parry: 5; Toughness: 4
aquatic kingdom. When these rare creatures Edges: Berserk
breach through the sea ice to breathe, the scars Special Abilities:
of great battles can be seen across their blubbery • Bite/Claws: Str+d6.
hides, evidence of the whalers and leviathans that • Fearless: Wolverines know no fear.
hunt them. • Hardy: Wolverines do not suffer a Wound
Attributes: Agility d6, Smarts d8 (A), Spirit d12, from being Shaken twice.
Strength d12+10, Vigor d12 • Low Light Vision: Wolverines ignore
Skills: Athletics d6, Fighting d6, Notice d8, Stealth penalties for Dim and Dark Illumination.
d6 • Size –2: Despite their ferocity, wolverines are
Pace: —; Parry: 5; Toughness: 24 (4) smaller than average dogs.
Special Abilities:
• Aquatic: Pace 10
• Armor +4: Blubbery skin and barnacles.
• Bite: Str+d4.
• Breach: Whales can hurl themselves up out
of the water and onto vessels in an attempt
177
WINGED SERPENT Attributes: Agility d8, Smarts d8, Spirit d10,
Strength d12+8, Vigor d12
These creatures are considered mythical beings by Skills: Athletics d10, Fighting d10, Intimidation
most, almost never having been seen alive by non- d12, Notice d12, Stealth d8
elven eyes. Their hardened scales shine in different Pace: 8; Parry: 7; Toughness: 20 (4)
metallic hues, and they spit special venom bearing Edges: Level Headed
VERMILIUM
178
BESTIARY
179
CHAPTERS ENFORCER
Bloodline: Human
Employees of the Blood Iron Company are orcs Attributes: Agility d6, Smarts d4, Spirit d6,
with either the Assassin or Bounty Hunter Edge. Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d4,
Brass Spiders are well-connected with law
Fighting d8, Intimidation d6, Notice d4,
VERMILIUM
BESTIARY
horns.
known to charge recklessly into combat under the
intoxicating influence of bloody cap mushrooms. Blue Wolf berserkers cover themselves in woad and
Those that retire from this venerated warrior strap two sets of claws to their fists. These are used
society are often haunted by addictions. in deadly combination with their Martial Artist
Dwarf sorcerers are spiritual leaders for their and Two-Fisted Edges. Their warriors use imperial
clan, and many are master carpenters. They weapons.
offer their blessings to new carvings, spirit poles, Gray Bear berserkers are permitted to wear heavy
temples, wooden weapons, and workshops, wooden armor, and they wield great wooden war
believing the wood still carries energy from its life. clubs with Strength d10.
DWARF CLANSFOLK Lionesses of the Spotted Lion Pride are skilled
Bloodline: Dwarf archers with Shooting d10, Stealth d10, and the
Attributes: Agility d6, Smarts d6, Spirit d6, Marksman and Woodsman Edges.
Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d6, White Whale warriors are mostly whalers and
Fighting d8, Intimidation d6, Notice d6, hunters who have taken up arms. They throw
Persuasion d6, Shooting d6, Stealth d6, Survival boomerangs and harpoons from a distance before
d6 moving in with ivory weapons.
Pace: 5; Parry: 6 or 8 (shield); Toughness: 8 (2)
Hindrances: Stubborn
Edges: Block, Combat Reflexes
Gear: Bow (Range 12/24/48, Damage 2d6, RoF 1),
war club (Str+d6), wooden armor (+2), dwarven
shield (+2 Parry), V1d6.
181
DWARF BERSERKER ELVEN CULTURES
Bloodline: Dwarf
Attributes: Agility d6, Smarts d4, Spirit d8, Tzol’keen nobles, known as serpent warriors, are
Strength d8, Vigor d10 immune to poison and carry poisoned weapons.
Skills: Athletics d6, Common Knowledge d6, Their sorcerers are also immune, and have Weird
Fighting d10, Intimidation d10, Notice d6, Science instead of Sorcery, using reclaimed devices
VERMILIUM
Persuasion d6, Stealth d6, Survival d6 of the old world. Clockworks are known to fight
Pace: 5; Parry: 7 or 6 (great war club); Toughness: alongside them.
9
Thu’loon nobles, known as headhunters, have Blood
Hindrances: Stubborn
Lust, as do their butcher priest sorcerers. They keep
Edges: Berserk, Bruiser, Marked, Warrior Society:
rabid coyotes and blood hunters as shock troops.
Berserker
Gear: War club (Str+d6) or dual fighting claws Vol’doon warriors have Boating d8 and the Steady
(Str+d8), animal-pelt coat, bloody caps, V2d6. Hands Edge. Nobles and sorcerers have the Semi
Special Abilities: Aquatic ability. None in the tribe wear armor.
• Resilient: Berserkers can take one Wound
before becoming Incapacitated.
DWARF SORCERER ELF WARRIOR
Bloodline: Dwarf Bloodline: Elf
Attributes: Agility d4, Smarts d8, Spirit d10, Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d6, Vigor d8 Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d8, Skills: Athletics d8, Common Knowledge d6,
Fighting d6, Healing d8, Intimidation d6, Notice Fighting d8, Intimidation d6, Notice d6,
d8, Persuasion d8, Repair d8, Sorcery d8, Stealth Persuasion d6, Stealth d6, Shooting d8, Survival
d6, Survival d8 d8
Pace: 5; Parry: 5 or 6 (staff); Toughness: 6 Pace: 8; Parry: 6 or 7 (tepoztopilli if used two-
Hindrances: Stubborn handed) or 8 (shield); Toughness: 8 (2)
Edges: Arcane Background (Sorcery), Wild Spirit Hindrances: Taboo (Minor)
Powers: Beast friend, healing, mind link, slumber, Edges: Brawny, Counterattack
warrior’s gift. Power Points: 15. Gear: Elven bow and obsidian arrows (Range
Gear: Staff (Str+d6, +1 Parry), V3d6. 12/24/48, Damage 2d6, RoF 1), macuahuitl
(Str+d6) or tepoztopilli (Str+d6, +1 Parry if used
ELVES two-handed), bone or snake scale armor (+2),
elven shield (+2 Parry), V1d6.
Elves use their strength and athleticism to dominate
their opponents. A typical elven warrior stands ELF NOBLE
between six and seven feet tall, a tower of lean Bloodline: Elf
muscle. The great warrior cults among the elves Attributes: Agility d8, Smarts d6, Spirit d8,
are legendary. Their grizzled war veterans who Strength d10, Vigor d8
have seen countless campaigns — and bear the scars Skills: Athletics d8, Common Knowledge d6,
to prove it — often act as lords of war or as the elite Fighting d10, Intimidation d8, Notice d8,
guards of elven royalty. Sorcerers in elven societies Persuasion d8, Shooting d10, Stealth d8, Survival
act as healers, advisers, and overseers dictating the d8
season’s hunting grounds. They can be called to Pace: 10; Parry: 6 (–1); Toughness: 9 (2)
fight alongside the war parties, strengthening the Hindrances: Taboo (Minor)
morale of their warriors. Edges: Brawny, Counterattack (Imp), Fleet Footed
Gear: Great macuahuitl (Str+d10), bone or snake
scale armor (+2), V2d6.
Special Abilities:
• Resilient: Nobles can take one Wound before
becoming Incapacitated.
182
ELF SORCERER HALFLING CULTURES
Bloodline: Elf
Attributes: Agility d6, Smarts d8, Spirit d10, Black Root halflings have the Woodsman Edge and
Strength d8, Vigor d6 the Arboreal Special Ability. They have been known
Skills: Athletics d6, Common Knowledge d8, to use mummified dead or blighted beings as shock
Fighting d6, Healing d8, Intimidation d6, troops in dire circumstances.
BESTIARY
Notice d8, Persuasion d8, Sorcery d8, Stealth d6,
Forest Nations halflings also have the Woodsman
Survival d8
Edge and Arboreal Special Ability, and always
Pace: 8; Parry: 5 or 6 (staff if used two-handed);
treat imperials as enemies. They make prolific use
Toughness: 5
of skull shrooms (see page 74).
Hindrances: Taboo (Major)
Edges: Arcane Background (Sorcery), Wild Spirit Hollow Nations halflings have the Bad Eyes
Powers: Bolt, environmental protection, farsight, (Major) Hindrance in sunlight, but they ignore all
healing, summon ally. Power Points: 15. other Illumination penalties.
Gear: Medicine mask (+2), staff (Str+d6, +1 Parry
if used two-handed), war paint, V3d6. Halflings from Halfling Country are usually larger,
stronger, and carry weapons from other cultures.
ENGINEER
Engineers are students of arcane science left behind
by the Architects. HALFLING WARRIOR
Bloodline: Halfling
Bloodline: Human Attributes: Agility d8, Smarts d6, Spirit d6,
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6
Strength d6, Vigor d6 Skills: Athletics d8, Common Knowledge d6,
Skills: Academics d8, Athletics d4, Common Fighting d6, Healing d4, Intimidation d4, Notice
Knowledge d8, Fighting d4, Notice d8, d6, Persuasion d6, Shooting d6, Stealth d8,
Persuasion d4, Repair d8, Shooting d6, Stealth Survival d8
d4, Weird Science d8 Pace: 6; Parry: 5 or 6 (shield); Toughness: 5 (1)
Pace: 6; Parry: 4; Toughness: 5 Hindrances: Taboo (Minor)
Hindrances: Curious Edges: Brave, Soldier
Edges: Arcane Background (Weird Science), War Gear: Short bow (Range 10/20/40, Damage 2d6,
Machine RoF 1), spear or tomahawk (Str+d6), hide armor
Powers: Blast, bolt, protection, relief. Power Points: (+1), halfling buckler (+1 Parry), V1d6.
20.
Gear: Lab coat, various inventions, V3d6. HALFLING WOLF RIDER
Bloodline: Halfling
HALFLINGS Attributes: Agility d10, Smarts d6, Spirit d8,
Strength d6, Vigor d8
Halfling warriors are small, quick, nimble fighters
Skills: Athletics d10, Common Knowledge d6,
who can run rings around larger foes. Veterans are
Fighting d8, Healing d6, Intimidation d6, Notice
permitted to train dire wolves as mounts, adding
d6, Persuasion d6, Riding d8, Shooting d8,
much needed strength and ferocity to their ranks.
Stealth d8, Survival d8
The sorcerers of the halfling nations usually act as
Pace: 6; Parry: 6 or 7 (shield); Toughness: 6 (1)
healers or advisers, but in ominous times they are
Hindrances: Taboo (Minor)
called to battle.
Edges: Brave, Frenzy, Rough Rider, Soldier
Gear: Short bow (Range 10/20/40, Damage 2d6),
spear or tomahawk (Str+d6), hide armor (+1),
halfling buckler (+1 Parry), dire wolf, V2d6.
183
HALFLING SORCERER IMPERIAL SOLDIER
Bloodline: Halfling Bloodline: Human
Attributes: Agility d8, Smarts d8, Spirit d10, Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d4, Vigor d6 Strength d8, Vigor d6
Skills: Athletics d8, Common Knowledge d8, Skills: Athletics d6, Common Knowledge d6,
Fighting d6, Healing d8, Intimidation d4, Notice Fighting d6, Intimidation d6, Notice d6,
VERMILIUM
d8, Persuasion d8, Riding d8, Sorcery d8, Stealth Persuasion d6, Repair d6, Shooting d6, Stealth
d6, Survival d8 d4, Survival d6
Pace: 6; Parry: 5 or 6 (staff); Toughness: 4 Pace: 6; Parry: 5; Toughness: 9 (4)
Hindrances: Taboo (Major) Edges: Soldier
Edges: Arcane Background (Sorcery), Wild Spirit, Gear: Repeater crossbow (Range 10/20/40,
Woodsman Damage 2d8, RoF 1, AP 2), knife (Str+d4),
Powers: Boost/lower trait, entangle, healing, mind steel cuirass (+4), steel helm (+4), trail rations,
reading, shape change. Power Points: 15 imperial uniform, V1d6.
Gear: Staff (Str+d4, +1 Parry), skull shroom
DAWNGUARD
(Range 3/6/12, see page 74), V3d6.
Bloodline: Human
IMPERIAL SOLDIERS Attributes: Agility d8, Smarts d6, Spirit d10,
Strength d8, Vigor d8
These profiles represent various soldiers of the Skills: Athletics d8, Common Knowledge d6,
imperial legions, of which there are currently Fighting d10, Intimidation d8, Notice d8,
13 stationed across the Empire in major cities Persuasion d8, Repair d6, Shooting d10, Stealth
and strategic forts. The 1st Legion acts as the d6, Survival d6
Dawnguard, sworn to protect the Empress, while Pace: 5; Parry: 7 or 10 (shield); Toughness: 10 (4)
the 13th is currently lost in the Pale. Hindrances: Vow (Major — protect the Empress)
Edges: Counterattack, Extraction, Soldier
SPECIALISTS Gear: Repeater crossbow (Range 10/20/40,
Damage 2d8, AP 2), saber (Str+d6), vermilium-
Imperial cavalry have Riding d6 and the Rough plated cuirass (+4), vermilium-
Rider and Steady Hands Edges. They carry cavalry plated helm (+4), tower shield
sabers and dawnbreaker sixbows, and ride war (+3 Parry), Dawnguard
horses. uniform, V2d6.
Auxiliary regiments, which make up the majority
of the imperial armies, may include halfling wolf
riders, crossbowmen from the dwarf clans, shock
infantry from the elf tribes, or even outlaws drawn
from prisons and penal colonies with the promise
of freedom after their service. Use their own
profiles but with imperial equipment.
184
IMPERIAL OFFICER ORC
Bloodline: Human
Attributes: Agility d8, Smarts d6, Spirit d8, Most orcs find labor work out of society’s scornful
Strength d8, Vigor d8 sight, but others embrace their condition by
Skills: Athletics d8, Battle d8, Common joining traveling carnivals. Some turn to crime
Knowledge d6, Fighting d8, Intimidation d6, instead, either joining the Black Hat Society or
forming violent outlaw gangs.
BESTIARY
Notice d8, Persuasion d8, Repair d6, Shooting
d8, Stealth d6, Survival d6 Bloodline: Orc
Pace: 6; Parry: 6; Toughness: 10 (4) Attributes: Agility d6, Smarts d4, Spirit d6,
Edges: Command, Inspire, Marksman, Soldier Strength d8, Vigor d8
Gear: Sixbow (Range 5/10/20, Damage 2d6, RoF Skills: Athletics d6, Common Knowledge d4,
1, AP 1), saber (Str+d6), steel cuirass (+4), steel Fighting d6, Intimidation d8, Notice d4,
helm (+4), captain’s uniform, V2d6. Persuasion d4, Shooting d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 7
INQUISITOR Hindrances: Mean
Inquisitors are masked holy knights of the Order: Edges: Brawler, Brute, Menacing
skilled, mysterious, and unwavering in their Gear: Brass knuckles (Str+d6), V1d6.
duty. They sometimes work in small units led by
nameless Wild Cards. PRIESTS
Bloodline: Human Some priests are employed as chaplains in the
Attributes: Agility d8, Smarts d10, Spirit d10, imperial legions, while reformed cultists taken
Strength d8, Vigor d6 from the overflowing prisons act as temple guards.
Skills: Athletics d8, Common Knowledge d8,
CULTIST
Faith d8, Fighting d8, Healing d6, Intimidation
Bloodline: Human
d8, Notice d10, Occult d6, Performance d6,
Attributes: Agility d6, Smarts d4, Spirit d6,
Persuasion d8, Research d10, Riding d6,
Strength d6, Vigor d6
Shooting d8, Stealth d10, Survival d8
Skills: Athletics d6, Common Knowledge d4,
Pace: 6; Parry: 6; Toughness: 9 (4)
Fighting d6, Intimidation d6, Notice d6,
Hindrances: Code of Honor, Vow
Persuasion d4, Stealth d4
(Major — Temple)
Pace: 6; Parry: 5; Toughness: 5
Edges: Arcane Background (Miracles),
Edges: Arcane Resistance, Marked
Arcane Resistance, Brave, Champion,
Gear: Dagger (Str+d4).
Inquisitor, Investigator
Powers: Detect arcana, dispel, drain FANATIC
Power Points. Power Points: 10. Bloodline: Human
Gear: Dawnbreaker (Range Attributes: Agility d6, Smarts d4,
5/10/20, Damage 2d6+1, RoF Spirit d8, Strength d8, Vigor d8
1, AP 1), inquisitor saber Skills: Athletics d6, Common
(Str+d8), duster (+1), steel Knowledge d4, Fighting d8,
cuirass (+4), vermilium star, Intimidation d8, Notice d6,
vermilium mask, V2d6. Persuasion d4, Stealth d4
Special Abilities: Pace: 6; Parry: 6; Toughness: 6
• Resilient: Inquisitors can take Edges: Arcane
one Wound before becoming Resistance (Imp),
Incapacitated. Marked, Sweep
Gear: Flaming censer
“My duty is to bring evil out of the (Str+d6, ignores shield bonus,
shadows and into the light of the Great Star.” can set targets alight).
185
PRIEST 2), great spear (Str+d8, Parry +1, two hands).
Bloodline: Human Special Abilities:
Attributes: Agility d6, Smarts d8, Spirit d10, • Bite/Claws: Str+d6.
Strength d6, Vigor d6 • Resilient: Sasquatch can take one Wound
Skills: Academics d6, Athletics d4, Common before becoming Incapacitated.
Knowledge d6, Faith d8, Fighting d4, Language • Size 3: Sasquatches are as large as fully grown
VERMILIUM
(High Imperial) d8, Notice d6, Persuasion d8, brown bears when standing.
Stealth d4 SASQUATCH MOUNTAIN KING
Pace: 6; Parry: 4; Toughness: 5 Bloodline: Sasquatch
Hindrances: Vow (Major — Temple) Attributes: Agility d8, Smarts d8, Spirit d10,
Edges: Arcane Background (Miracles), Guiding Strength d12+4, Vigor d10
Light Skills: Athletics d10, Common Knowledge d4,
Powers: Burst, confusion, healing, light, smite. Power Fighting d10, Intimidation d12, Notice d6,
Points: 15. Persuasion d6, Shooting d6, Stealth d10, Survival
Gear: Holy robes, holy symbol, V3d6. d10
SASQUATCH Pace: 8; Parry: 7 or 8 (spear used two-handed);
Toughness: 11
The great apes of the new world are incredibly Hindrances: All Thumbs, Taboo (Major)
dangerous beings when threatened; stronger than Edges: Brawny, Brute, Command, Chi, Martial
bears and more cunning than wolves, but peaceful Warrior, Sweep (Imp)
when undisturbed. A single ape has the strength of Gear: Great bow (Range 24/48/96, 3d6, RoF 1, AP
ten men, and can fight off a hundred before being 2), great spear (Str+d8, Parry +1, two hands).
brought down. They form tribes around hunter- Special Abilities:
gatherer or pastoral practices, craft and carry simple • Bite/Claws: Str+d8.
trinkets and weapons, and study martial arts. • Size 4 (Large): Mountain kings are the largest
of their kind.
REGIONAL TRIBES SASQUATCH SORCERER
Bloodline: Sasquatch
Sasquatch from the western forests and southern
Attributes: Agility d8, Smarts d10, Spirit d10,
jungles are Arboreal. Those from the Winterlands
Strength d12, Vigor d10
often ride mammoths and keep saberlions and snow
Skills: Athletics d10, Common Knowledge
bears as hunting companions. They have Riding
d4, Fighting d6, Intimidation d8, Notice d6,
d6 and Environmental Resistance to the cold and
Persuasion d8, Shooting d6, Sorcery d8, Stealth
cold-based attacks. Hollow Nations Sasquatch are
d12, Survival d12
hairless and have Low Light Vision.
Pace: 8; Parry: 5 or 6 (staff); Toughness: 9
Hindrances: All Thumbs, Taboo (Major)
SASQUATCH HUNTER Edges: Arcane Background (Sorcery), Brute,
Bloodline: Sasquatch Martial Warrior, Wild Spirit
Attributes: Agility d8, Smarts d8, Spirit d8, Gear: Staff (Str+d4, +1 Parry), V2d6.
Strength d12+2, Vigor d10 Powers: Beast friend, healing, speak language,
Skills: Athletics d10, Common Knowledge d4, invisibility. Power Points: 15.
Fighting d8, Intimidation d10, Notice d6, Special Abilities:
Persuasion d6, Shooting d6, Stealth d10, Survival • Bite/Claws: Str+d8.
d10 • Size 2: Sasquatch sorcerers are usually smaller
Pace: 8; Parry: 6 or 7 (spear used two-handed); than the rest of their kin.
Toughness: 10
Hindrances: All Thumbs, Taboo (Major)
Edges: Brawny, Brute, Martial Artist, Sweep
Gear: Great bow (Range 24/48/96, 3d6, RoF 1, AP
186
SWINEHERD INFAMOUS ANTIHEROES
Swineherds and sowboys live lonely lives out on the
Although your group’s antiheroes may carve out
open plains driving hog herds over vast pastures.
legendary reputations of their own, the Auroras
Bloodline: Half-Human, Half-Halfling already have their fair share of famous names.
Attributes: Agility d8, Smarts d6, Spirit d6, The following profiles represent the new world’s
BESTIARY
Strength d8, Vigor d8 major players, who can be either friendly or hostile
Skills: Athletics d8, Common Knowledge d6, depending on your campaign’s needs and your
Fighting d6, Notice d6, Persuasion d4, Repair d4, players’ decisions. By all means, use them as a guide
Riding d10, Shooting d8, Stealth d4 to create your own cast of colorful characters.
Pace: 6; Parry: 4; Toughness: 4
Hindrances: Stubborn BARTHOLOMEW WEBB
Edges: Rough Rider, Steady Hands
Gear: Repeater Crossbow (Range 10/20/40, Black Bart is the acting pirate lord of Port
Damage 2d8, RoF 1, AP 2), boarwhip (Str+d4), Vermilium, and captain of the Insurrection, one of
lasso, horse or dire wolf, V1d6. the finest ships to ever sail the waves.
The Insurrection is an old prison ship that uses
TOWNSFOLK the Ship of the Line profile on page 76, armed
Barkeeps, blacksmiths, companions, and farmers with a dozen ballistae and with a Top Speed of 20
are the everyday heroes of the Outer Crescent. The MPH with wind in her sails. Her figurehead is an
profile below assumes they are human, but feel free animated wooden Gargoyle Matron that detaches
to change their bloodline (see page 52). and flies at Webb’s command. She is crewed by 50
Veteran Bowslingers and Vol’doon Nobles,
Bloodline: Human
each with the Steady Hands Edge and Boating d8.
Attributes: Agility d4, Smarts d4, Spirit d4,
Strength d4, Vigor d4 Bloodline: Half-Human, Half-Elf
Skills: Athletics d4, Common Knowledge d4, Attributes: Agility d8, Smarts d8, Spirit d10,
Fighting d4, Notice d4, Persuasion d4, Repair d4, Strength d10, Vigor d8
Shooting d4, Stealth d4 Skills: Athletics d6, Battle d8, Boating d10,
Pace: 6; Parry: 4; Toughness: 4 Common Knowledge d10, Fighting d12,
Gear: Light Improvised Weapon (Str+d4), bow Intimidation d8, Notice d8, Persuasion d8,
(Range 12/24/48, Damage 2d6) or colonial hand Repair d6, Shooting d10, Stealth d6
crossbow (Range 5/10/20, Damage 2d4, AP 1). Pace: 6; Parry: 11; Toughness: 8 (2)
Hindrances: Arrogant, Attractive, Code of Honor,
WITCH Outlaw (Major)
Those in pursuit of supernatural power, but deemed Edges: Block, Bonded By Blood and Ink (Children
unworthy of divinity or sorcery, turn to witchcraft. of Liberty), Charismatic, Command Presence,
For their curiosity, they are labeled outlaws and Common Bond, First Strike, Frenzy, Inspire,
forced to live lives of secrecy or solitude. Steady Hands, Trademark Weapon (Imp,
inquisitor’s saber)
Bloodline: Human Gear: Snakeskin Poncho (Armor +2, fire, see page
Attributes: Agility d6, Smarts d10, Spirit d8, 147), Inquisitor’s saber (Str+d8), dawnbreaker
Strength d6, Vigor d6 (Range 5/10/20, Damage 2d6+1, AP 1).
Skills: Athletics d4, Common Knowledge d6,
Fighting d6, Notice d6, Occult d8, Persuasion d6,
Stealth d6, Survival d8, Witchcraft d8
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Outsider (Minor)
Edges: Arcane Background (Witchcraft), Familiar
Powers: Boost/lower Trait, dispel, fear, puppet.
Power Points: 20.
Gear: Survival tools, various occult items, V1d6.
187
COL. CALEB Z. HYDE
The retired colonel oversees the
production of the most powerful weapons
the imperial world has ever known, and he
is rightly feared because of it. His workshops
VERMILIUM
188
• Two Heads Are Better Than One: Kasper and
Oraster are very different minds forced to walk
GRAND INQUISITRIX
the same path. They act as a single character The Grand Inquisitrix is the shadowy head of the
on the same Action Card, and get four actions Inquisition, and a powerful political player.
between them each round, increasing their She is always accompanied by her loyal Fanatics
potential Multi-Action Penalty to –6. They taken from the Vaults of Zin: desperate prisoners
benefit from the Level Headed Edge, but if the
BESTIARY
who agree to serve her as elite jailors and guards
card they are left with is a Club, they begin their in exchange for freedom from the cells. They are
turn Distracted. tattooed in High Imperial prayers to shield them
from malevolent thoughts and magics, and they
DREXL FENN wield flaming holy censers.
The Clan Confederation’s leader is a small Bloodline: Human
mountain of a dwarf, with weathered blue skin Attributes: Agility d8, Smarts d12, Spirit d10,
burned from fire, a glorious blond beard decorated Strength d8, Vigor d8
with scrimshaw jewelry, and strength beneath Skills: Athletics d8, Common Knowledge d10,
an obese frame. His tattoos, which represent all Faith d10, Fighting d10, Healing d8, Intimidation
of the guardian spirits of the clans he protects — d10, Notice d12, Occult d10, Performance
and appear to move magically before one’s eyes d8, Persuasion d10, Research d10, Riding d8,
— bestow upon him supernatural skill. He’s as Shooting d10, Stealth d12, Survival d10
ferocious as a bear and as stubborn as a razorback, Pace: 6; Parry: 7; Toughness: 10 (4)
but as loyal to his people as a wolf. Hindrances: Code of Honor, Vow (Major —
Bloodline: Dwarf Temple)
Attributes: Agility d8, Smarts d8, Spirit d10, Edges: Ambidextrous, Arcane Background
Strength d10, Vigor d12 (Miracles), Arcane Resistance, Calculating,
Skills: Athletics d6, Battle d10, Common Champion, Command Presence, Dodge, Holy
Knowledge d8, Fighting d10, Intimidation d10, Warrior, Inquisitor, Investigator, Level Headed,
Notice d8, Persuasion d8, Stealth d8, Survival d8 Two-Fisted, Two-Gun Kid
Pace: 4; Parry: 7 or 9 (Totemhammer); Powers: Detect arcana, dispel, divination (corpse
Toughness: 14 (3) interrogation), drain Power Points, fear. Power
Hindrances: Loyal, Phobia (Minor — fire), Obese, Points: 20
Stubborn, Taboo (Minor) Gear: Dual dawnbreakers (Range 5/10/20,
Edges: Brave, Bruiser, Combat Reflexes, Damage 2d6+2, RoF
Command Presence, Fast Healer, 1, AP 1), inquisitor’s
Hold the Line!, Iron Will, Sweep, saber (Str+d8),
Trademark Weapon (Imp — boarwhip (Str+d4),
Totemhammer) duster (+1), steel cuirass
Gear: Mountain King Armor (+4), vermilium
(see page 147), Totemhammer star, vermilium
(see page 147), gray bear coat. mask.
Special Abilities: Special Abilities:
• Guardian Tattoos: Drexl’s • Jaded: The Grand
dancing tattoos grant him the Inquisitrix’s service
use of the Guardian Spirit in the Vaults of
Edge. At the beginning of Zin have made
each round, he may select her immune
any one skill he wishes to Fear and
this Edge to affect, Intimidation.
which he can change the
following round.
189
INK CLOUD ISABELLE FONTAINE
Ink Cloud is one of the most feared and respected Companion; outlaw; barmaid; sheriff; mother.
warrior nobles of the elven people. Their These days, this beautiful ex-killer with a heart
dreadlocks, which run down to their ankles, are of vermilium avoids confrontation if she can,
decorated with shells, bones, and vermilium blood preferring to use a reassuring word or an alluring
VERMILIUM
beads, and their athletic body appears to have been smile to keep the peace. However, she won’t
chiseled out of onyx. When they aren’t romancing hesitate to put a bolt between the eyes of anyone
other nobles, or training the next generation of intending harm to those she loves.
gladiators, they can be found walking the ocean She is always accompanied by her deputized
floor among the shoals and reefs, the only place doves, who once rode in her gang. Use the Black
that permits them peace. Hat profile with the Red Doves option for them
Bloodline: Elf (page 179), but give them steel sheriff’s stars and
Attributes: Agility d10, Smarts d8, Spirit d12, repeater crossbows, and remove their Blood Lust
Strength d12+1, Vigor d8 and Wanted Hindrances.
Skills: Athletics d10, Boating d10, Common Bloodline: Human
Knowledge d6, Fighting d12, Intimidation d10, Attributes: Agility d8, Smarts d8, Spirit d8,
Notice d8, Persuasion d10, Stealth d8, Shooting Strength d6, Vigor d6
d10, Survival d8 Skills: Athletics d8, Common Knowledge d8,
Pace: 10; Parry: 12; Toughness: 7 Fighting d6, Intimidation d6, Notice d8,
Hindrances: Overconfident, Taboo (Major) Performance d8, Persuasion d10, Repair d6,
Edges: Aristocrat, Brawny, Brute, Command Riding d8, Shooting d8, Stealth d6, Survival d6,
Presence, Counterattack (Imp), Famous, Fleet Taunt d8
Footed, Guardian Spirit (Squid: Fighting), Pace: 6; Parry: 5; Toughness: 6 (1)
Marked, Master of Arms, Mighty Blow, Hindrances: Impulsive, Obligation (Major —
Trademark Weapon (Imp — great macuahuitl), uphold the law in Serenity, protect her young
Warrior Society: Gladiator. daughter Maximillia), Vengeful (Major)
Gear: Great macuahuitl (Str+d10), noble robes. Edges: Bowslinger, Brave, Charismatic, Combat
Special Abilities: Reflexes, Double-Tap, Infamy, Quick, Retort,
• Aquatic: Ink Cloud can breathe Streetwise, Very Attractive
and move their full Pace while Gear: Repeater crossbow (Range 10/20/40,
underwater. Damage 2d8, RoF 1, AP 2), knife (Str+d4),
leather corset (+1), dress, steel sheriff’s star.
LUGARU
Lugaru is the original skin walker, the white
furred alpha female of the Werewood’s Forsaken,
and the most fearsome predator in the
Winterlands.
Bloodline: Dwarf (unleashed skin
walker)
Attributes: Agility d10, Smarts d8, Spirit
d8, Strength d12+3, Vigor d12
Skills: Athletics d8, Battle d10, Common
Knowledge d8, Fighting d12+3, Intimidation
d10, Notice d12, Persuasion d6, Stealth d10,
Survival d12
Pace: 10; Parry: 9; Toughness: 10
Hindrances: One Eye, Vengeful (Major)
Edges: Ambidextrous, Berserk, Command
190
Presence, Frenzy (Imp), Hunter-Gatherer Gear: Sixbow (Range 5/10/20, Damage 2d6, RoF
(Forest), Inspire, Marked, Tactician, Two- 1, AP 1), hunting knife (Str+d4, AP 1), dress &
Fisted, Warrior Society: Berserker, Woodsman leather corset (+1), wanted poster.
Special Abilities: Special Rules:
• Bite/Claws: Str+d8, AP 2. • Bite: Str+d4.
• Fear (–2): Anyone encountering Lugaru must • Clockwork Wheelchair: Gray’s wheelchair
make a Fear check at –2. has Size –1, Handling +1, a Top Speed of 10
BESTIARY
• Howl: Lugaru is capable of delivering blood mph, Toughness 6 and Crew of 1.
curdling howls that rally her kin and terrify • Harvest (Blood –2): Vampire blood is
her foes. Once per encounter, she can make considered Lethal Poison to other vampiric
an Intimidation Test versus Spirit against all creatures. V200.
targets within earshot. • Infection: If anyone Incapacitated by Gray’s
• Infection: If anyone Incapacitated by Lugaru’s bite fails their Vigor roll, they gain the Blood
bite or claws fails their Vigor roll, they gain the Lust Hindrance.
Azure Agony Hindrance instead of a permanent • Weakness (Heart): A successful Called Shot
injury. to the heart (–4) of Gray adds an additional +2
• Infravision: Halve penalties for Illumination to the damage total.
when attacking warm targets. • Weakness (Sunlight): When in direct
• Invulnerability: Lugaru can be Shaken sunlight, Gray must make a Vigor roll every 4
normally, but she can only be Wounded by hours to avoid Fatigue.
azure iron weapons and magical attacks. • Weakness (Vampire Blood): If Gray drinks
• Size 2: Lugaru stands as tall as a bear. the blood of another vampire, she suffers the
effects of Lethal Poison.
MADAME MAGALINE GRAY
Gray is the half-elven madam and proprietor
of the Dollhouse, the finest pleasure boat in the
west. After embracing her blood lust, she began
using her profession as a means to feast upon
the vagrants and reprobates who would wander
onto her boat and wouldn’t be missed. She uses
an exquisite, custom-made clockwork wheelchair
to get around, a modern invention which uses the
vehicle profile below.
Bloodline: Half-Elf, Half-Human
Attributes: Agility d6, Smarts d8,
Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Battle d6, Common
Knowledge d10, Fighting d4, Focus
d10, Notice d8, Occult d8, Performance d8,
Persuasion d8, Stealth d6, Survival d8
Pace: 4; Parry: 4; Toughness: 7 (1)
Hindrances: Blood Lust, Elderly, Jealous
(Minor), Wanted (Minor)
Edges: Arcane Background (Gifted),
Attractive, Blood Drunk, Bonded by Blood
& Ink, Channeling, Command, Creature of the
Night, Inspire, Streetwise
Powers: Drain Power Points, empathy,
disguise, healing (Limitations: see page
83). Power Points: 20.
191
MANY BLADES Hindrances: Bad Eyes (Minor: when
in direct sunlight), Elderly,
Born of halfling and dwarven parentage, Outsider (Major — among
Many Blades was raised in Halfling halflings outside his realm),
Country. As the last truly nomadic Pacifist (Minor), Taboo (Major)
tribe in the Inner Crescent, her Edges: Arcane Background (Sorcery),
VERMILIUM
192
Bloodline: Human
Attributes: Agility d8, Smarts d8, Spirit d10,
QUICK KILLER
Strength d8, Vigor d8 Outlaws are a superstitious bunch. To them, law
Skills: Athletics d8, Common Knowledge d8, is a creation of those of authority, but there is no
Fighting d8, Intimidation d8, Notice d8, Occult law higher than death: an end that awaits all at
d8, Persuasion d8, Riding d8, Shooting d8, every corner. In cold jail cells and around hidden
Stealth d10, Witchcraft d10 campfires, outlaws tell stories of the Quick Killer,
BESTIARY
Pace: 6; Parry: 6; Toughness: 8 (2) an eternal bounty hunter and remnant from
Hindrances: Enemy (Major — imperials), another age, who comes to collect a criminal’s head
Haunted, Vengeful (Major), Wanted (Major) when their time is up — always dead, never alive.
Edges: Arcane Background (Witchcraft), Arcane Quick Killer was the life’s work of the late
Resistance, Book of Shadows, Command Zacharias Cobb, a former military engineer,
Presence, Fervor, Hold the Line!, Soldier, Strong murderer, and corrupt peacekeeper of the industrial
Willed town of Machine. Cobb literally poured his blood,
Powers: Burst, darkness, detect/conceal arcana, sweat, and tears into creating his masterpiece,
dispel, divination, drain Power Points, environmental built around a fallen clockwork revenant he had
protection, healing, message, protection. Power acquired from the factories. Little did he know that
Points: 20. this ritual activated Archanical enchantments in
Gear: Custom Dawnbreaker (Range 5/10/20, the metal, giving his creation the power of free will.
Damage 2d6+2, RoF 1, AP 1, shots 10), The machine rose against him, slew him where he
macuahuitl (Str+d6), bone armor (+2), duster stood, and ventured out into the world to become
(+1), manacles, component bag, survival tools. the most notorious bounty hunter in the Empire.
When the clockwork stranger rides into town, its
QOSHEEQ only ever after one thing, and it’ll be sure to leave
Qosheeq is the formidable bodyguard and close with it. Antiheroes of Veteran Rank or higher with
friend of Elijah Flint Sky. He grew up in a halfling the Outlaw Hindrance should beware – the lead
fighting pit, where he was able to master the headed stranger will always find them.
techniques from all manner of bloodlines and Bloodline: Clockwork
warrior societies. He eventually attained his Attributes: Agility d8, Smarts d10, Spirit d8,
freedom with the assistance of Flint Sky after he Strength d12, Vigor d10
was welcomed back to his home country, and the Skills: Athletics d6, Common Knowledge d8,
two have shared an undying loyalty to each other Fighting d10, Intimidation d10, Notice d10,
ever since. Persuasion d6, Repair d10, Shooting d12+2,
Bloodline: Sasquatch Stealth d10, Survival d10
Attributes: Agility d8, Smarts d6, Spirit d8, Pace: 6; Parry: 7 or 9 (Rose); Toughness: 12 (4)
Strength d12+4, Vigor d10 Hindrances: Ruthless
Skills: Athletics d10, Common Knowledge d6, Edges: Assassin, Bounty Hunter, Bowslinger,
Fighting d10, Intimidation d10, Language Brawny, Dead Shot, Harder to Kill, Marksman,
(Common Imperial) d4, Language (Dwarvish) Menacing, Master (Shooting), No Mercy, Quick,
d4, Language (Halvish) d4, Notice d6, Persuasion Streetwise, Trademark Weapon (Imp — Rose)
d6, Stealth d10, Survival d10 Gear: Rose (Range 24/48/96, Damage 2d10, RoF
Pace: 8; Parry: 9; Toughness: 10 1, AP 4; see page 147), ancient great sword
Hindrances: All Thumbs, Loyal (Elijah Flint Sky), (Str+d10–1), poncho.
Suspicious (Major) Special Abilities:
Edges: Ambidextrous, Brave, Brute, Block (Imp), • Armor +4: Thick copper and iron plating.
Chi, Combat Acrobat, Infamous, Iron Jaw, Fleet- • Construct: See Clockworks, page 164.
Footed, Martial Warrior, Sweep, Two-Fisted • Clockwork: See Clockworks, page 164.
Special Abilities: • Fearless: Quick Killer is immune to Fear and
• Bite: Str+d4. Intimidation.
• Claws: Str+d8.
• Size 3: Qosheeq stands just under 10’ tall.
193
SOL BELLAMY Powers: Blast, blind, burst, confusion, darkness,
elemental protection, healing, invisibility, smite, wall
An officer, gentleman, and famed explorer, Sol walker, warrior’s gift, zombie. Power Points: 20.
Bellamy was renowned across the Empire for his Gear: Black fire censer (Str+2d6, ignores shield
intellect, bravery, and dashing good looks. After he bonus, can set targets alight), holy symbol.
became lost, he was doomed to wander the Pale.
WEDNESDAY Q GLASS
VERMILIUM
Bloodline: Human
Attributes: Agility d8, Smarts d10, Spirit d10, Glass is a gaunt and pale human woman with sunken
Strength d6, Vigor d8 eyes and elongated fangs she keeps behind her gray
Skills: Academics d10, Athletics d8, Common lips. She masks her hairlessness with wigs of white
Knowledge d10, Fighting d8, Language (all) hair taken from her mounted trophies, and hides
d6, Notice d10, Occult d10, Persuasion d8, her emaciated physique with buckskin clothing.
Research d8, Shooting d8, Stealth d8, Survival She affects the persona of an aging huntress in the
d8, Thievery d8 winter years of her life. Now, stronger than ever,
Pace: 6; Parry: 5 or 6 (boarwhip); Toughness: 7 she hunts the most dangerous game: man.
(1)
Bloodline: Human
Hindrances: Curious, Greedy (Minor), Haunted,
Attributes: Agility d8, Smarts d8, Spirit d10,
Heroic, Lost Memory (Minor), Phobia (Major —
Strength d8, Vigor d8
spiders)
Skills: Athletics d8, Common Knowledge
Edges: Aristocrat, Attractive, Command, Explorer,
d8, Fighting d8, Focus d8, Intimidation d6,
Improvisational Fighter, Jack-of-All-Trades,
Language (Dwarvish) d6, Notice d10, Persuasion
Luck, Nerves of Steel, Prospector, Scavenger,
d8, Shooting d10, Stealth d10, Survival d10
Scholar (Academics), Soldier
Pace: 6; Parry: 6; Toughness: 7 (1)
Gear: Dawnbreaker (Range 5/10/20, Damage
Hindrances: Arrogant, Blood Lust, Bloodthirsty
2d6+1, RoF 1, AP 1), boarwhip (Str+d4), knife
Edges: Alertness, Arcane Background (Gifted),
(Str+d4), leather jacket (+1).
Calculating, Command, Creature of the
Special Abilities:
Night, Giant Killer, Hunter-Gatherer (Forest),
• Ethereal: As a spirit, Bellamy can become
Marksman, Woodsman
invisible and immaterial at will, and he can be
Powers: Boost/lower Trait, environmental protection,
harmed only by magical attacks.
healing, puppet (Limitations, see page 83). Power
THE HERETIC Points: 20.
Gear: Colonial arbalest (Range 15/30/60, Damage
A corrupted priest and rising leader of the new 2d8+1, RoF 1, AP 4 (azure iron bolts), Snapfire),
dawn, The Heretic is amassing a cultlike following Bloody Mary (see page 147), hunting knife
in the Southland Jungles around the upcoming (Str+d4, AP 1), buckskin clothing (+1), iron
eclipse, and what she believes to be the end of the heart plate (+4 to heart).
Great Star’s power over humanity. Special Abilities:
For the Heretic’s followers, use the profiles for • Bite: Str+d4.
Cultist, Fanatic, and Elf Warrior (Tzol’keen). • Harvest (Blood –2): Vampire blood is
considered Lethal Poison to vampires. V200.
Bloodline: Human
• Infection: If anyone Incapacitated by Glass’s
Attributes: Agility d6, Smarts d8, Spirit d10,
bite fails their Vigor roll, they gain the Blood
Strength d8, Vigor d8
Lust Hindrance.
Skills: Academics d8, Athletics d4, Common
• Weakness (Heart): A successful Called Shot to
Knowledge d8, Faith d10, Fighting d6, Language
Glass’s heart (–4) adds +2 to the damage total.
(High Imperial) d10, Notice d8, Persuasion d10,
• Weakness (Sunlight): When in direct
Stealth d6, Survival d6
sunlight, Glass must make a Vigor roll every 4
Pace: 6; Parry: 6; Toughness: 6
hours to avoid Fatigue.
Hindrances: Driven, Wanted (Major)
• Weakness (Vampire Blood): Glass considers
Edges: Arcane Background (Miracles), Command,
vampire blood to be Lethal Poison.
Heretic, Unholy Warrior
194
ZERO WOLVERINE
The leader of the halflings who have chosen to
stay and fight, Zero Wolverine is the most skilled,
fearless, and uncompromising warrior among
his people. He is slight but muscular, stands an
imposing four and a half feet tall, and bears a grim
BESTIARY
countenance burdened by his duty. He wears a
headdress of leaves, thorns, and blossoms that
change with the seasons of the forest.
Bloodline: Halfling
Attributes: Agility d12, Smarts d8, Spirit d10,
Strength d8, Vigor d10
Skills: Athletics d12, Battle d8, Common
Knowledge d8, Fighting d12, Healing d8,
Intimidation d8, Notice d8, Persuasion d8,
Stealth d10, Survival d8
Pace: 8; Parry: 8 or 10 (tomahawks); Toughness:
7
Hindrances: Bloodthirsty, Enemy (Major —
imperial humans), Mute, Taboo (Major), Vow
(Major — liberate his country)
Edges: Ambidextrous, Brave, Brawny, Command
Presence, Extraction (Improved), Fervor,
Fleet-Footed, Inspire, Marked,
Trademark Weapon (Imp,
Tomahawks), Two-Fisted, Two-
Gun Kid, Woodsman
Gear: Zero Wolverine’s Tomahawks
(see page 147), headdress, raven skull
necklace.
Special Abilities:
• Arboreal: Zero Wolverine
can climb trees at full Pace.
195
INDEX
Page numbers listed in red lead Blue Flame Distillery............. 122 Elf............................................... 54
to the Game Master’s section of Brass Spiders.....................15, 113 Halfling...................................... 55
VERMILIUM
196
Coralline Archipelago.............. 9, 97 Combat...................................... 62 G
Coral Palace............................10, 99 Engineer.................................... 85 Game Master’s Gazetteer............. 95
Council of Gray Amber............. 110 Power........................................ 63 Garden of Rust.....................12, 123
Crafting......................................... 41 Priest.......................................... 87 Gargoyles.................................... 165
Properties.................................. 42 Professional............................... 63 Gargoyle.................................. 166
Crafting Adventures.................. 133 Skin Walker.............................. 89 Gargoyle Matron.................... 166
INDEX
Antagonist............................... 135 Social......................................... 64 Gateways..................................... 119
Complication.......................... 136 Sorcerer..................................... 90 General Goods.............................. 69
Locale...................................... 136 Weird......................................... 65 Animals..................................... 71
Objective................................. 134 Witch........................................ 91 Services & Lodging.................. 71
Crafting Artifacts....................... 145 Elijah Flint Sky........................... 114 Clothing.................................... 70
Boons & Banes........................ 146 Elk................................................ 165 Common Equipment............... 69
Crafting Encounters.................. 138 Elven Weapons............................. 68 Food & Drink........................... 71
Cruo River.................................... 21 Elves............................................ 182 Ghost Tribe..........................11, 124
Cult of the Wendigo.................. 109 Elf Noble................................. 182 Gilded Palace................................ 23
Curios............................................ 80 Elf Sorcerer............................. 183 Grand Inquisitrix................117, 189
Currency....................................... 67 Elf Warrior............................. 182 Gray Bear Clan........................... 107
Empire...............................6, 16, 111
D Empress Adara Aurelia.......... 7, 112
Great Deserts........................11, 124
Great Star.................................... 112
Dawn of Man............................ 6, 97 Encounter Notes........................ 142 Grimloq The Wanderer............ 126
Dire Wolf.................................... 165 Engineer................................85, 183
Diseases....................................... 128 Equipment.................................... 67 H
Dolores Reed.............................. 102 Equipment Notes......................... 68 Halfling Country..............6, 22, 114
Doom That Came to Serenity...... 7, Etzavira....................................... 126 Halflings...................................... 183
105
Eventide’s Exodus........................... 6 Halfling Sorcerer.................... 184
Drexl Fenn......................7, 108, 189
Exotic Items.................................. 68 Halfling Warrior.................... 183
Drifter......................................... 121
Halfling Wolf Rider............... 183
Duels.............................................. 36 F Haunted Pines.......................33, 108
Duke Seth Zahn.......................... 113 Feral Clan.................................... 109 High Needles.........................12, 122
Dusk.......................................12, 124 Firefly Ind..................................... 28 High Priest Obraham................. 112
Dwarves...................................... 181 Fireriver Tribe........................... 100 Hindrances.................................... 58
Dwarf Berserker..................... 182 Forbidden Glade......................... 103 Hog Ranches................................. 22
Dwarf Clansfolk..................... 181 Forbidden Lore............................ 95 Hollow Nations....................26, 100
Dwarf Sorcerer....................... 182 Forest Nations......................28, 104 Horned Serpent.......................... 167
E Forsaken Clan.......................32, 108 Horse........................................... 168
Fort Adara.............................25, 125 Hugo Crane................................. 103
Echoes of History......................... 95
Fort Kandar.................................. 30 Hunger Bay..................................... 7
Edges............................................. 61
Fort Solitude.........................33, 107 Hunger Bay Trading Co..7, 33, 107
Background............................... 61
Frigid Wastes............................. 109 Hunter’s Palace.....................34, 109
Blood Hunter............................ 84
197
Hunting & Gathering................... 43 Lost Colony......................7, 30, 102 P
Gathering.................................. 44 Lugaru.................................109, 190 Pale Rider............................124, 192
Hunting..................................... 43
M Patch, The..................................... 20
198
Ruins & Artifacts.......................... 37 Temple of Light................6, 17, 112 Werewood.................................... 34
Temple of The Black Goat........ 108 White Whale.............................. 177
S The Auroras.................................... 9 White Whale Clan...............33, 109
Saberlion..................................... 172 The Bleed...................................... 96 Wildcat Oil Co............................. 12
Sacrament of the Everlight.. 87, 112 The Fade..................................... 122 Wild Eye Saloon......................... 116
Sanguine War.........................7, 108 The Heretic................................. 194 Wildwood.............................28, 102
INDEX
Sasquatch..................................... 186 The Iris........................................ 115 Winged Serpent......................... 178
Sasquatch Hunter................... 186 The Iris.......................................... 22 Winterlands..........................31, 107
Sasquatch Mountain King..... 186 The Order.........................6, 18, 116 Witch....................................90, 187
Sasquatch Sorcerer................. 186 The Pale...................................... 118 Witchwood................................. 108
Scholars’ Quarter.......................... 20 Thu’loon Kingdom..............12, 123 Wolf K. Flywheel....................... 123
Sequoia Sky................................... 30 Thunderbird............................... 175 Wolverine................................... 177
Serenity.............................7, 31, 105 Thundertusk Tribe.................... 110 Wu Cassidy................................. 123
Setting Rules................................. 41 Townsfolk................................... 187
Seven Leaves............................... 115 Trade............................................. 68 X
Siren Shark................................. 172 Transportation............................. 39 Xol’tan......................................... 114
Skills.............................................. 58
Skin Walker.................................. 88
Traveling....................................... 38
Y
Turoq Qong.................................. 98
Skin Walkers.............................. 172 Yellow Bat Clan.......................... 110
Tzol’keen Kingdom..............25, 126
Unleashed Skin Walker......... 173 Yuma Feng.................................. 111
T W
Temple District............................ 24 Wednesday Q. Glass...........109, 194
Weird & Wild............................... 83
199