Atlas of The Latter Earth
Atlas of The Latter Earth
Atlas of The Latter Earth
Table of Contents
A Past Without Beginning 1 Tseb Hwii 108
The Lands of the West 4 The Verdancy 112
Vitrum 114
The Lords of the First Age 6
120
The Xindai Commanderies
The Masters of the Second Age 8 Yain 126
The Fallen of the Third Age 10 Yamad’s Bones 127
A Timeline of Significant Events 12 Languages of the West 128
Seas and Mountains of Note 14 Beasts and Fell Things 130
A Summary of Lands and Nations 16 Anak Species 132
The Amundi Kingdoms 20 Ancient Creations 134
The Anak Wastes 26
Arratu Monsters 140
The Aristoi Principalities 28
Atba Sim 30 Blighted 142
Atlantis 32 Dangerous Beasts 148
The Black Pact 38 Sea Monsters 150
The Bluecrowns 40 Undead and Spirits 152
The Choking Dunes 41 Optional Rules and Classes 158
Couront 42
Low and No-Magic Campaigns 159
The Far Wastes 43
The Fifth Dynasty 44 Optional Rules 161
The Free Clans 50 Primitive Firearms 162
The Gadavin Coast 52 Ondasi Hurlants 163
The Godblight 54 Mundane Alchemy 164
The Gyre 55 New Character Classes 167
Hantu 56
The Accursed 168
The Hundred Schools 58
Kytheron 60 The Bard 170
The Litten Strand 64 The Mageslayer 172
Maqqatba 66 The Wise 174
Ninth Leng 68 Maqqatban Knight Foci 176
Ondas 72 Amundi Godblood Foci 178
Runom 78
Arcane Secret Foci 180
Sarx 84
Sath Ingit 90 Non-Human Origin Foci 181
The Scarlet Princes 94 Character Tags 184
Shinbu Anak 98 Naval Adventuring 198
The Still Cities 100 The Ship Combat Turn 207
The Sunward Isles 102 Example Ships 212
Tavat 103
Backer Credits 214
The Tombfell 104
Tribes of Hyperborea 106 Index 216
The Pale Empire: Led by a necromantic Imperator of The Ten Thousand Clans: A catch-all for the innumerable
superlative power, one who maintained an entire small city-states and tribal groupings that formed
kingdom of both the living and the animate dead. during this poorly-recorded age. These civilizations
Those who still drew breath were expected to rarely extended further than a single city or a small
provide a tax of children for the next generation, local hegemony, and almost all were wiped out
with the most fruitful and useful of his living ser- sooner or later by their neighbors, internal strife,
vants promised the best grade of unlife upon their or an unexpected disaster. The shards of their
death. Those who offended his laws were punished surviving people made up the root stock of many
with eternal torment as an anguished corpse. His later nations, but the records about each city-state
throne-barrow was an entire mountain range in the are usually long lost to history. Even so, some of
central region of Agathon, a megastructure that is them possessed great magical powers or impressive
still being carved within and without by swarms of Workings, while others were inhabited by species
his surviving undead slaves. Scholars debate over that would no longer be considered human by mod-
whether he was destroyed by proto-Amundi heroes ern sensibilities.
or if he has simply forgotten about the world. It’s impossible to characterize the ruins of the
Places dedicated to the Pale Emperor are al- Ten Thousand Clans, as each nation and civiliza-
ways fashioned of stone and ornamented to an im- tion had their own preferences. Neighbors of great
possible degree. Every inch of them is covered with empires often adopted elements from their grander
patterns, images, and symbols of his power, all of associates, however.
them carved by unsleeping corpse-laborers.
The Wind Cities: Flying cities that appeared to be found
The Seven Rivers Confederacy: A confederation of feu- mostly in western Gyarus, given the locations of
dal rulers in the northeastern regions of Agathon, surviving crashes. These city-states occupied small
each of whom was in possession of a powerful de- floating islands that hovered high above the ground,
fensive Working seized from the Outsiders. Warfare harvesting clouds for water and dueling each other
was futile among them, and the Workings provided for the mystical energies of sunlight they required
for almost all of their material needs, so they vied for operation. The year-long occlusion of the sky
amongst each other for excellence in beauty, honor, produced by the eruption of a volcano in what is
and fame. The music and poetry of the Seven Rivers now Sarx around 1600 BL appears to have spelled
spread throughout Agathon as hallmarks of culture their doom. Of course, the common pretensions of
and refinement. Some say they became perhaps too modern sky reavers to being “princes” or “princesses”
refined, and that they did not end as human as they of the long-lost Wind Cities are no more than fan-
had begun. The confederation’s downfall came in ciful self-aggrandizement.
1410 BL, with the meteor impact that formed the Crashed wind cities are mostly little more than
Hammersea. The Legacy contained the worst of small mountains of rubble and ruined buildings, but
the catastrophe, but it still ruined all their guardian a few landed softly enough to maintain some struc-
Workings and scattered their lords. ture. The skydocks of these surviving ruins are often
Remaining Seven Rivers ruins are beautiful fought over by modern sky pirates.
even in decay, lacking any military function but of-
ten possessing impractical aesthetic Workings. The Zakathi Uprising: First formed during the waning
years of the Grand Harmony, the humans of the
The Tempest Horde: Nomadic wielders of lightning prison-Deep of Gan Zakath were universally afflict-
and storm, locked in perpetual warfare with the ed by a great curse of toil. The inhabitants blamed
Intoners and the dead hosts of the Pale Empire. the Liberator Queen for this curse, accusing her of
While surviving texts depict them as nomads and having betrayed their rebellion. Whether true or
barbarians, their sky-priests were privy to secrets of not, the hostility of the newly-accursed Zakathi
iron and meteorological magic that have not been was a major factor in the eventual collapse of the
duplicated in the ages since. Had they not been di- Liberator Queen’s republic. Led by Overseers, their
vided up into so many feuding banner-clans, they many labor crews fought until the chaos eventually
may have avoided their ultimate disintegration into brought forth the Kings of Carce and their great
dozens of squabbling petty kingdoms. bargain with the Zakathi.
The Horde was nomadic, but ancient forge- Zakathi ruins are characterized by their ex-
sites have been found where their steeds of iron and treme physical inconvenience. Long flights of stairs,
lightning were fabricated. Most of their metal servi- heavy doors, spiraling passages, carved ladders, and
tors have long since decayed, but some still function. other means were used to enforce physical exertion
Their later settled kingdoms were generally founded and exhaustion in the populace, who were all cursed
amid the architectural wreckage of the peoples they to require such wearisome labor if they were to live.
had conquered or driven away.
8
Old Amund: Born in the heartlands of Agathon from The Suldant Theocracy: When the Pale Emperor per-
the remnants of the Tempest Horde, the Seven Riv- ished or lost interest in the surface world, the re-
ers Confederacy, and several hegemons of the Ten maining surface-cities under his control were left
Thousand Clans, Old Amund was a land greatly leaderless. The Imperator had sealed many of the
blessed with divine heroes. Countless legends per- undeath-arts that they had formerly relied upon, re-
sist of the hundreds of demi-divine warriors and stricting them to the use of himself and his autho-
nobles of that land, many of which were enthroned rized viceroys; without such agents, they could no
as living gods during their time among mortals. longer maintain their old society. If undeath could
Such strength was necessary to hold back the in- not give them eternity, then perhaps green life could;
cursions of the Speakers of the Storm and their fell they threw themselves into the study of plant-based
iron sorcery. Old Amund outlasted the Speakers sorceries and floral life forms. The Green Priests
and almost survived their heirs in the Logomachy were those sage-sorcerers most knowledgeable in
of Nakad, until a final cataclysmic battle shattered such things, and through their magics they trans-
the power of the living gods and destroyed the basis formed much of the Theocracy into a multicolored
of Amundi rule in their lands. jungle. Where once the elites had been gifted un-
Old Amundi ruins are opulently adorned as a death, the Theocracy gave them a half-vegetative
rule, usually with the symbols and iconography of existence, merging them with perpetually-regener-
whatever living god was worshiped in the area. Such ating plant life. In the end, however, the interests
ruins usually have some remaining echo of magical of these half-human Verdant Lords wandered too
power related to the deity’s former portfolio, though far from the interests of their human subjects, and
this magic is often curdled and twisted by long years the Theocracy collapsed into isolated cells of green
of neglect. sorcery amid half-inhabited wilderness.
Suldant ruins are all organic in nature, usual-
The Speakers of the Storm: Successful raiding by the ly grown out of plant life and heavily infused with
Tempest Horde eventually collapsed the decayed sorcery. Many ruins have died in the centuries since
southern portion of the Intoner empire. Far from the theocracy’s fall, and their rot has been known to
their rival banner-clans and with a wealth of an- give birth to foulness-fed things of an awful nature.
cient song lore at their disposal, the newly-settled
Horde concentrated on erecting their familiar The Vothite Empire: Born of the peerless Impera-
forges in the hearts of the old Intoner cities. The tor-Queen Voth, the empire emerged from the
Horde sky priests assimilated the old Intoner caste Well of the One Thought around 2500 BL in
of tonesmiths into a lore of iron and song, and the what would later be known as the Gyre region of
two cultures blended into a knowledge-obsessed Gyarus. Their initial rise was halting, and it wasn’t
oligarchy of intellectual and magical elite. Profound until 1500 BL that the empire reached its true peak.
magical insights were unearthed by the Speakers Blocked from southern expansion by the strength
who ruled each city, and deep truths about the of the Fourth Dynasty, the Vothites spread along
substance of the world and the operation of the much of the northeastern coastline of Gyarus. Long
Legacy were discerned by their legions of honored ages of rule by their Mentarchs and mind-bending
scholar-slaves. Initially this interest in cosmological Thought Houses kept the provinces in line until the
truths was curbed by prudence and a reluctance to empire’s eventual collapse around 1000 BL. Schol-
delve into certain topics, but by the waning years ars are still uncertain as to the cause of this fall,
of the Speakers their rulers were casting off all re- with some crediting internal rebellion by a major
straint in their pursuit of terrible secrets. Thought House, and others preferring a successful
Speaker ruins are invariably orderly, rational, rebellion by renegades somehow immune to the
and geometrical in their outlines. Mathematical empire’s mental binding.
principles inform most architecture, and a particular Vothite ruins tend to be classical in their ar-
love for odd numbers and straight lines are visible chitecture, with few or no mundane fortifications.
in their work. Many of their sites were taken over The occult iconography and memetic symbology
by the Logomachy that followed them, but a few they are decorated with are usually too archaic to
remote cities and settlements had already perished affect modern explorers, but some dangerous com-
from magical mishaps or internal strife by then. pulsions can still be found.
10
The Salt Vassalage: The same Polop invasion that struck in 807 BL. Qwoll enacted a terrible rite that sank
Llum in 807 BL swept over the Vothite provinces of almost the entire nation, using the power of the sac-
the northeastern Gyarus coast. While the local sa- rifice to transform the Polop invaders into masses
traps were able to push back most of the fish-devils, of nacreous coral. The Sisters off the Gyre coast are
five eastern Vothite provinces were overwhelmed. the only surface remnants of Llum, though sailors
The Polop installed themselves as lords over the still peak of the pearl-eyed Llumans below and their
surviving aristocracy, altering them to be depen- supposed claim on all the Atlantean Main.
dent on Polop drugs and gifting them with many Lluman ruins are normally found only on the
strange weapons from below. They were charged Sisters, though outposts and trading marts are
with providing a steady tribute of humans to their sometimes found on farther coasts. The Llumans
overlords, and if they could not acquire them from favored towers erected atop masses of subdivided
their neighbors, they would be taken from their warehouses and workshops. The tops of these tow-
numbers. The harvests continued for almost six ers often rise above the silt of centuries past.
hundred years before a final alliance of vengeful
neighbors and peasant rebels massacred the nobil- The Vothite Republic: The fall of the empire around 1000
ity and drove their Polop masters back into the sea. BL left much of northeastern Gyarus in chaos, with
The swampy province has ever after been considered innumerable breakaway provinces and suddenly-in-
an ill-favored land, but intruders still come to seek dependent domains taking the place of the old fiefs
the old secrets that the Polop left for their servants. of the Thought Houses. The Republic maintained
Vassalage ruins are all adjacent to the water- a relatively firm grip on the imperial core of the
ways by which the Polop once maintained their rule. Gyre, but the eastern coastal provinces respected
Most have both air-filled and aqueous portions, the the Senate in word more than deed. Much of the
latter of which are often now occupied by hazard- Republic’s life was spent in dispatching military sup-
ous water beasts. The great port of Triloukon was port to cooperative provincial governors in order
the heart of their naval power, and even now the to chastise less docile regions, or bargaining with
occasional would-be pirate king dares to reclaim supposed subordinates for theoretically-mandatory
some portion of the ancient city. taxes. While its effective control steadily dwindled
over the centuries, it was never quite overthrown
Sunken Llum: An island nation north of the Gyre, Llum until the Reaping King took effective control of
was a trading hub that negotiated much of the the Vothite heartland and freed its unruly eastern
commerce between Carce and the Vothite Empire, provinces from any practical reason for obedience.
its peak being around 1250 BL. Their mighty Im- Republican ruins resemble their imperial pre-
perator-King Qwoll was able to suppress the Polop decessors, save for the aversion to visual decoration,
cities of the coastal waters until the fishmen invaded iconography, or the other memetic objects.
12
Date Event
807 BL Fall of Llum and invasion of the Gadavin Coast by the Polop; the great Dynastic port city of Triloukon
falls to them
790 BL Fall of the Third Dynasty due to accumulated strains and rise of the bureaucratic Fourth Dynasty
785 BL Xindai daimyos brought to heel by the Fourth Dynasty, who appoints a shogun to control and
manage them
720 BL Xindai receives a renegade Nakadi sorcerer who brings several varieties of demihuman with him;
these later form communities in Xindai
655 BL Plan of the Graven World first contacted by the Vothite Republic beneath the Black Spine mountains
544 BL Plan of the Graven World ceases contact with the surface
510 BL The Predecessants of Atlantis take service with the Carcean Task-House Phaistos, later to betray them
498 BL Beginning of the Third Age; Fall of the Kingdom of Carce and founding of Atlantis by its new Prior
Crown
490 BL The Xindai shogunate is captured by the Hironaka family, who make it their hereditary possession.
Beginning of the decline of the Fourth Dynasty's power over Xindai
482 BL The Rain of Red Dust, a catastrophic magical error, transforms Javair into the Choking Dunes
480 BL Kytheron's native nobility conquered by Carcean exiles from Atlantis who marry into their families
400 BL The Choral Republic in present-day Vitrum falls to internal strife, opening the way for the Sathans to
ravage the balkanized remnants of the country for centuries to come.
378 BL Fall of the Logomachy of Nakad as their eidolons turn on them and the vast Cut is created. Rise of
Sarx in its former territories
230 BL The collaborator nobles of Triloukon on the Gadavin Coast are killed by other lords in the region and
their Polop masters are driven into the sea
155 BL The Imperator Shun rises in present-day Llaigis, seizing control of that land and driving out Vothite
Republic forces
1 AL Reaping King lands at modern Ka-Adun
110 AL Xindai shogunate becomes a bauble for daimyos to fight over, a position with little real power
160 AL The Imperator Shun perishes in a failed attempt at living godhood, his Rule of Shun dissolving without
his guiding force. The Vothite Republic is too weak to reclaim Llaigis.
222 AL Marius, first Glass Emperor of Vitrum, uses mysterious Intoner arts to unite the remnants of the Choral
Republic and drive back the Sathan raiders.
241 AL Collapse of the Vothite Republic and their submission to the Reaping King
262 AL Death of Marius, first Emperor of Vitrum, and the recommencement of raids from Sath Ingit
500 AL Rise of the present-day Aristoi Principalities, who drive their bestial cousins north into Shinbu Anak
520 AL "Oni Shogunate" of Xindai, with a brief sequence of demihuman shoguns and grave unrest
605 AL Xindai shogunate effectively abolished due to a lack of any meaningful authority
700 AL Founding date of the oldest currently-surviving arcane school in the Black Pact
801 AL Xindai's soldiery crushes Shenlai province's military forces as part of a rebellion; the Hundred Schools
descend to save the province from a monstrous invasion from the Shining Peaks
802 AL Disintegration of the Fourth Dynasty into its successor-states and a new Fifth Dynasty in the heartland
805 AL Xindai gains de facto independence due to concessions from the Fifth Dynasty as payment for their
help in bringing the Tui clan to the throne
810 AL Hantu established as an independent state nominally led by the Fourth Dynasty's imperial heir
855 AL Destruction of the province of Emed-Dar by Anak raiders
856 AL Founding of the Anak nation of Sarul in the Gyre
1055 AL Current date
14
The Lakaian Range: Oldest of all the mountain ranges The Seadevil Coast: A narrow band of water north of
in Agathon, these peaks are riddled with the ruins the Gyre. Within it, the Polop are dangerously ac-
of the Grand Harmony and their Outsider citadels. tive, and they and other monsters make sea travel a
Anak tribes driven out by the Aristoi or on the los- perilous prospect.
ing side of Shinbu power struggles nest in the val-
leys and hollows. Scholars believe that some of the The Shangu Mountains: Greatest of the southern moun-
Deeps here were surface colonies of the now-van- tain ranges, the Shangu are majestic, beautiful, and
ished Deep Lords that assaulted the surface during exceedingly dangerous. Three ages worth of Dy-
the First Age. nastic exiles, mad sorcerers, renegade malcontents,
and unspeakable monsters have ventured among its
The Master’s Teeth: The last stronghold of Outsider do- peaks, and not all of them have left their bones there.
minion in the southern continent, the First Dynas- The uppermost reaches of the Shangu are so high
ty’s conquest of Atba Sim drove the surviving Tor- that humans cannot survive without magical aid.
mentors of Vesh into these jagged peaks in 2300 BL.
While many of their mountain fortresses have been The Shining Peaks: These peaks are dangerous not
destroyed over the centuries, they still command only for the warped and hideous beasts that crawl
the heights, and sometimes raid south to acquire among its stones, but also for the lethal blue glow
victims for their hideous rites. that shines from certain ridges and valleys. The
glow waxes and wanes at unpredictable intervals,
The Moebian Ocean: No navigator has ever succeeded and those caught within it rapidly sicken and die.
in reaching the eastern continents by sailing west Guides from the villages of the Litten Coast some-
over the Moebian Ocean. Some great Working or times claim to know the patterns for a particular
defect in the Legacy leaves such explorers sailing stretch of the peaks; sometimes they tell the truth.
vainly for months on end, only to turn back and find
themselves among the Bluecrowns a few weeks later. Ultima Ondas: Formerly the population core and cultur-
al heart of the nation of Ondas, a surge of the Boras
The Pale of Leng: Cursed mountains that guard Ninth Mur drove them south in ages past. The haste of
Leng. Countless strange shrines and obscure tem- the ice’s advance forced them to leave many of their
ples are carved into the range, most abandoned, treasures behind, though certain modern sorcerers
some still supported by sullen mountain villages. are said to have raised cold towers there.
Rogue creatures of unholy origin stalk the valleys
and ridgelines of the Pale. The Whiteskulls: Largely buried by the glaciers of the
Boras Mur, the white peaks of this mountain range
Saidonis Mountains: Studded with Zakathi task-cita- jut above and earn it its given name. The absolute
dels and the ruins of Old Carce, the Saidonis moun- solitude of the peaks combined with the loot buried
tains are rich in ores and valuable metals. They are in the ice below have beckoned more than a few
also volcanically active, with the perpetually-smok- groups of adventurers, along with a few foolhardy
ing Mt. Athra being the most volatile of them. southern gem merchants willing to bankroll expe-
ditions and base camps in the killing cold.
16
The Free Clans: A successor-state of the Fourth Dynasty, Kytheron: When the kingdom of Carce fell, most of
the Free Clans are not a single polity so much as a its nobility submitted to the new rule of the Prior
loose alliance of a hundred or more major lineages Crown or were destroyed by his armies. Those that
under regional clan-heads and revered monastic did neither fled to the mainland province of Kyth-
leaders of the Golden Path. Merchants are highly eron, viewed as a backward colonial possession at
respected here, unlike in most Dynastic states, and the time. Its present Queen considers herself the
the wealth of its grandees funds an army powerful rightful ruler of Carce and Kytheronan privateers
enough to discourage the forces of the Fifth Dy- are a lasting threat to Atlantean shipping. Kytheron
nasty’s emperor. itself is a mix of Old Carcean gentility and rough-
edged primitivism, with the heirs of the exiles close-
The Gadavin Coast: Formerly five different provinc- ly pressed by restive natives.
es of the Vothite Empire, control over them was
gradually lost during the Republic era. The political The Litten Strand: In ancient days this mountain range
structure has devolved into city-states and small re- was the site of a terrible war between its native
gional kingdoms, with the exception of the largely demihumans and some alien evil that threatened
uninhabited marshes around the former great port to boil up from below. The poisonous radiance that
of Triloukon. The lands there were lost to a Polop remains of their struggle still infects the peaks and
invasion centuries ago, and the ruins of Triloukon its monstrous denizens, their surface ruins now
are now only infrequently held by some rash pirate given over to Blighted and worse. Some coastal vil-
king or would-be princeling. lages and market-towns remain to support pirates,
refugees, and freebooters seeking wealth among the
The Godblight: When the Logomachy of Nakad fell to dead.
the madness of its artificial gods, most of its schol-
ar-priests were killed by their eidolons or by the Maqqatba: The First Dynasty considered it a sacred
proto-lords of present-day Sarx. Those that sur- duty to entomb its emperors and high officers in
vived fled here, to nurse their old arts in relative the eternal white ice of Maqqatba. These “ice saints”
safety. Their reckless studies have made the land a have been foci of veneration ever since, with schools
desolation and a place of countless horrors. of warriors inheriting the ancient martial tech-
niques of the First Dynasty knights who guarded
The Gyre: The Gyre was once unified under the rule of the tombs. These quarreling sects form the only real
the Reaping King, until his seeming somnolence government in this cold land, their affairs almost
has led to its present state of disorder. It has no wholly separate from the common class of farmers,
neighbor strong enough to step in as a new hege- fishermen, and herders that feed them.
mon save perhaps for Atlantis, but the Prior Crown
shows no interest in such involvement. It may take Ninth Leng: There have been eight Lengs before this one,
a catastrophic season of war to identify a new king. though scholars have few details of them. Scarce
more is known of the land at present, save that it
Hantu: A disorganized remnant of the Fourth Dynasty, is cold, isolated, and much encumbered by priest-
Hantu is only nominally ruled by the current heir hoods of many kinds. Even the commoners are
to the fallen dynasty. In truth, its Empress Mei ac- priests of one strange god or another, and many
tually holds a tight leash on many of its quarreling of the hierarchs are versed in mysterious sorceries
governors, and their chaotic scheming and plotting and the petitioning of the mysterious Bright Names
all merely serve to further her ends. Its peasantry they serve. Lengish merchants buy slaves from
are sorely oppressed by the hereditary literati class, Kytheron in exchange for gold and silver coins and
and they suffer cruelly for the ambitions of their blue jade plaques, but they do not welcome many
governors. casual travelers.
The Hundred Schools: When the Fourth Dynasty col- Ondas: Once seated on the northern island of Ultima
lapsed, several cells of sorcerer-scholars emerged Ondas, a failure of some great climate-Working
from the Shining Peaks to take control of the prov- left the shores of that place entombed in ice and
ince between the mountains and the inland sea. snow. Its refugees made homes among the dark pine
Claiming a line of legitimacy from the Third Dy- forests and cool meadows of the mainland. A pros-
nasty’s sorcerer-kings, they employed their magics perous civilization arose there before the coming
to break the local governors and institute new laws. of savage automatons from beneath the Pale drove
Now the province is a patchwork of domains under them back to the coast two hundred years ago. Now
various splinter sects and arcane schools, some of a great reclaiming is underway to take back their
which are prone to magical accidents, and others frontier lands. Numerous pioneers are pressing west
who are dissatisfied with their limited scope of rule. with the help of their unique Ondasi hurlants.
18
Runom: Once a land inhabited by the demihuman The Still Cities: With the fall of the Pale Empire three
creations of the Logomachy of Nakad, the tribes thousand years ago, its undead refugees colonized
broke away into their own scattered domains when this chill and gloomy land. They have persisted here
Nakad fell and Sarx rose in its place. Now dozens ever since, a land of half-dreaming undead miming
of petty princedoms and clan-holdings bear the the useless habits of life and raiding their neighbors
weight of annual Sarxian raids amid the rivalries for new recruits to eternity. Living humans are treat-
of their neighbors. The Sarxians are known to cut ed as monsters there, and many are the adventurers
deals with Runom’s lords in order to cripple any from foreign lands who raid the dead cities in search
too-promising hegemons who might threaten to of the wealth the undead still produce. Their lords
unite the tribes in resistance. have retained much of their human intelligence, but
the commoners of the Still Cities have had their
Sarx: A land of ruthless order, rich abundance, and reason worn away to little more than repetitious
blood-stained altars, Sarx is the most powerful na- habit in the ages since their conversion.
tion on the northern continent. Its Red Gods grant
blessings of riches and power to its people and offi- Sunward Isles: The plant-obsessed Suldant Theocracy of
cials in exchange for an endless flow of human sacri- the second age had many discontent with the Green
fices. Many of these “honored offerings” are taken by Priests who ruled them. Some were not satisfied un-
slave raids into Runom and the Amundi kingdoms, til they’d put an ocean between themselves and their
but citizens who prove superfluous to the Flame of former lords. Each isle has its own ruler, and their
Heaven’s purposes may also find such an end. competition sometimes boils over into naval war-
fare. Unlike many other lands, the Sunward Isles
Sath Ingit: Sath Ingit’s riders are famed both for their are a “dryland”, one where conventional magic does
peerless cavalry and the tremendous variety of war- not function within a hundred miles of the islands.
beasts they ride. Their beastwrights are privy to the
secrets of molding animals and humans alike, con- Tavat: Craggy Tavat is the beating heart of piracy in
ferring great power on Sathan lords in exchange for the Atlantean Main, a curse-defended foothold
unfortunate costs in longevity and occasionally on for sending out reavers to feast on the commerce
their sanity as well. The beast-clans make regular of the eastern nations. Rulers rise and fall with the
raids on Vitrum, and some even dare the perils of fortunes of various pirate kings, but the anchorages
the Godblight to bring home treasures from afar. here see smugglers and freebooters of every variety...
save for those who seem weak enough to make a
The Scarlet Princes: Heirs of Dynastic cadet branches good meal for the locals.
and losers of internal power struggles, the Scar-
let Princes formed a backwater western province The Tombfell: Cold, desolate, and grim, the Tombfell is
during the Fourth Dynasty. With its fall and the dotted with numerous crumbling Outsider cities
rise of the Fifth, many of these ancient families as- and settlements, the remnants of old refuges against
pire to reclaim old glory or to unseat the “usurpers” humanity’s swelling conquest. Much of the land has
to the east. Their inability to coalesce under a single been transformed into strange arratus by owners
candidate for this is all that has kept them from now dead or in hiding. The terrain itself is wildly
commencing open warfare. Even so, many families unpredictable, with pockets of strange climates and
retain heirloom relics or ancient secrets from the geography inflicted by decaying Workings. Out-
days of their prior glory. siders still dwell in the Tombfell, but they seem to
be much degenerated from their former heights,
Shinbu Anak: Once the rulers of much of the southeast- though still possessed of rich treasures.
ern Agathon coast, the Shinbu Anak were driven
into their present lands by their cousins, the Aristoi. The Tribes of Hyperborea: Once city-dwelling rem-
They count dozens of Anak subspecies among their nants of the ancient Intoner empire, the collapse
numbers, some of them scarcely recognizable as hu- of their urban Workings and the increasing chill of
manoid. Necessity has made them more organized the northern forests and meadows forced the Hy-
than most Anak, and their warlords sport a pow- perborean tribes into either a nomadic existence as
erful pirate navy and bases on the isles of Yamad’s hunters and gatherers or a settled one of barely-ad-
Bones. Their raids plague Kytheron, the Aristoi equate agriculture. They are a proud and ruthless
principalities, and points west. people, sometimes raiding south into Vitrum and
sometimes taking pay to serve southern masters.
19
Tseb Hwii: The heretical wizard-lords of Tseb Hwii did The Xindai Commanderies: The support of the daimyos
not exterminate the local Outsiders in prior ages, of the Xindai Commanderies ensured the success
but instead enslaved them for their particular tal- of the Fifth Dynasty’s rebellion against the Fourth.
ents and uses. This slavery greatly disquiets their This help bought them so many privileges and im-
neighbors, who would rather see the Outsiders munities that they now stand practically indepen-
wiped out, but the Tsebans find their minions too dent of the emperor’s will. They handle much of the
useful to be rid of them. Rumors persist that the Dynastic sea trade through their ports on the Ver-
seeming slavery is actually a facade for hidden Out- million and Carcereal Seas, and their quarreling do-
sider rule. mains are occupied by many breeds of demihuman.
The Verdancy: The Suldant Theocracy of a former age Yain: When the Logomachy of Nakad fell and the red
worshiped all things green and growing as the key empire of Sarx rose in its place, some survivors fled
to eternal life. Their demented remnants linger in the sacrifices of their new masters. These exiles
the Verdancy, a multicolored hell of lethal forest escaped to Yain, where they maintain a shadow of
and maddened flesh-and-flora hybrids. The forest Nakad’s old sorcery without revering their gods. A
makes occasional incursions into Vitrum and Sath powerful sky-navy and a number of potent magical
Ingit, requiring heroes to seek out the twisted things schools defend them from Sarxian invasion and
that guide the intruders and extinguish them before make them a power in the Bight of Nakad.
they plant roots.
Yamad’s Bones: Legend claims that the first successful
Vitrum: A proud empire of glass and iron, Vitrum is rebellion against the Outsiders took place in the
the martial heir to the ancient Intoners and their rich land of Yamad. Rather than admit human suc-
secrets of sonic sorcery. The emperor sends forth cess, the Outsiders sank Yamad into the sea, leaving
his legions to fight the raiders of Sath Ingit, the only its highest points above water. Yamad’s Bones
tribes of Hyperborea, and the green monsters of the are those remnants, each layered over with ancient
Verdancy. Meanwhile, the Vitrumite senate schemes and inexplicable human ruins. This ill-omened past
to profit by these just wars and elevate their own has left them largely uninhabited save by pirates,
kinsmen that much closer to the oft-vacant throne. hermits, and outlaws.
20
ATBA SIM
Once the domain of the horrible Outsiders known as ent fortress-clans, and sometimes war as well when there
the Tormentors of Vesh, the ancient First Dynasty broke are disputes over succession to a generalship or access to
their power and drove them north into the Master’s a valuable resource. These disputes tend to be small-scale,
Teeth. The heirs of their guardian garrisons dwell here as every fortress is armed with First Dynasty defensive
still, maintaining their ancient watch on the mountains. artifacts that would crush any open assault; if a fortress
is to be taken, it can only be by cunning or politics.
History The island of Atba is cold and dry, particularly in the
The Outsider rulers of Latter Earth were of a thousand southern reaches and the great Simnok taiga. Crops of
kinds. Some treated humans as mere cattle; others were barley and jade sorghum are grown on the Silitak plains,
less gentle with them. The Tormentors of Vesh were but the southern villages live by fishing and hunting.
among the worst, being insectile monsters that seemed None dare venture north into the Master’s Teeth unless
to make some sort of alien religion out of the suffering it is to raid a Vesh stronghold. The six-armed aliens still
of humankind. Their prison-cities were engineered to haunt those cursed peaks, and sometimes small parties
inflict agonies both physical and mental, and tremendous creep south to steal victims for their awful rites.
effort was put into their dark enchantments and terrible There are only two cities worth the name on Atba
engines of woe. Sim. Ingalik is the larger, being the usual entry point for
In the days before present reckoning they were foreign adventurers and traders. It’s held by a military
confined to the great island of Atba. Out of pity for the council drawn from several of the nearby fortresses, and
wretched humans imprisoned there and a desire to erase its rulers keep it strictly neutral toward any local polit-
the Vesh from existence, the armies of the martial First ical disputes. Its buildings include both hide yurts and
Dynasty crossed over from the mainland to make war ancient First Dynasty port fortifications.
upon the aliens around 2300 BL. Silivik is the market for the villages and fortresses
The campaign was a savage one, and the further the of the western coast, with a few traders or adventurers
aliens were pushed back, the more horrible the slaugh- docking there instead. It’s far less developed than Ingalik
ter. Unspeakably vile sorceries of pain and disfigurement and considerably more lawless. The only authority is a
were unleashed upon the Dynasts and monstrous war- weak city council who can be stirred to act only when
beasts of parasitized human flesh were sent forth. In the some great disturbance is threatened. Numerous crimi-
end, the Dynasts forced the Vesh back into their north- nals and exiles dwell there.
ern mountain strongholds and established a string of The entire island of Atba is dotted with ancient Vesh
fortresses in the foothills to keep them pent. prison-cities and small garrison-forts. One can scarcely
For approximately three thousand years, the heirs go ten miles without finding some fortified village or om-
of those garrison troops have dwelled on this cold island, inous ruin of black stone. While these lesser prison-cit-
making a simple living in farming, fishing, or hunting. ies are numerous, six great Cities of Woe are especially
Between the unwelcoming land and the presence of pow- noteworthy.
erful Dynastic military artifacts, no foreign power has Innok is the southernmost and coldest, locked in
ever had much appetite for invading, and piratical raids ice for nine months of the year. Its chief torment was
along the coast are the most interest the outside world Privation; the lack of warmth, lack of food, and lack of
has shown in its people. hope. Its human citizens were made to kill and be killed
Yet a steady stream of treasure-hunters and scholars over the insufficient produce of ancient hothouses, ones
still come to Atba Sim in hopes of exploring the ruined that still operate and grow strange fruits that possess
prison-cities and unearthing the plunder of the past. The wonderful virtues.
natives of the island have made a modest industry out Wiarak on the southwestern coast was the pris-
of these explorers, providing them support and supplies. on-city of Fear. Horrible hunting-things stalked the dark
corners of the city, creeping in to commit atrocities upon
The People and the Land the unwary. Certain rituals and safeguards could fend
The Atban are derived both from the ancient Dynasts off the beasts, but these rites changed at unpredictable
and the Vesh’s slave-populace. The former were a slim, intervals, leaving every citizen dreading each night. Its
amber-skinned people with straight black hair, while human sorcerers conducted great research into warding
the latter came in a dozen different appearances, all en- and protective enchantments, many of which are lost to
gineered for unfathomable purposes. Many are almost the present day.
unnaturally beautiful, while others are born cursed with Bleak Chumina was the city of Pain, a self-con-
deformities and Blights. suming prison designed to make the inmates monsters
The basic political organization of the Atban is by to each other. All suffered constant, gnawing pains that
their ancestral fortress-garrisons, and every village knows could only be lessened by inflicting torment on other
its proper affiliation. Marriage is always between differ- human beings. The victims sweated a thin blue liquid
31
ATLANTIS
Atlantis is among the greatest of the nations of the west- No one had the strength to defy them. By 498 BL
ern Latter Earth, heir to ages of royal power and ceaseless the last remnants of organized resistance were crushed
labor. Its Prior Crown vies with the Flame of Heaven in by the Prior Crown and their new human armies. The
Sarx and the Emperor of the Fourth Dynasty succes- task-houses still existed in name, but were utterly bereft
sor-state as the foremost power in the region, and the of their former status and riches. Most of the Zakathi
ships of Atlantis bear trade throughout the sea named retreated into the mountains and forests, there to nurse
for its might. their grudges and foment the occasional rebellion. Oth-
Despite this power, Atlantis is not without its trou- ers sought to profit by the new order, and enlisted in the
bles. Kytheron on the mainland is ruled by the heirs of Prior Crown’s army or took service in his ministries.
its former rulers, bitter at their loss and still maintaining The Prior Crown wasted little time in making his
their rights over their former domain. Regional satraps companions ministers and officers in his new govern-
seek a quiet independence from their lord at Kronos, sti- ment. They and their offspring were ennobled into a new
fling royal edicts and subverting royal ministries. Rivals class of gentry, ones entrusted with the more important
in Sarx and the successor-states aid rebels within and offices and significant military posts. Even now, those
without to bring down their old enemy. descended from the original advisors pride themselves
Yet worst of all the perils that face the Prior Crown on being “Predecessant families”. These “Preds”, as the
is its own past. The lords of this land did not come from commoners call them, are the closest thing Atlantis has
this age, and aeons long dead have a grudge that is yet to a hereditary nobility, rising and falling with the ages.
to be repaid. In the centuries since, the Prior Crown has changed
hands many times. When a ruler grows old or perishes, a
History successor is seen to emerge from the depths of Mt. Athra,
In the former age, the island now known as Atlantis was escorted in each case by the white-armored praetorians
the mighty kingdom of Carce, its monarchs ruling by who guard each monarch. None know how these succes-
the strength of the Zakathi task-houses that formed its sors are chosen, nor what age they have come from, but
nobility. In time this strength was corrupted by avarice for fifteen hundred years they have come at need.
and ambition. A wave of civil strife brought Old Carce They prove their authority by their power to control
to its knees some fifteen hundred years ago. certain artifacts carried by the first Predecessants and
The demihuman nobility of Carce enlisted advisors their knowledge of certain secrets held only by the origi-
and soldiers from among the baseline commoners. One nal advisors. Several times their enthronement has been
band of odd foreigners took service with the minor noble resisted by restive Predecessant houses or fought by some
house of Phaistos in 510 BL, offering their analytical and child of the Prior Crown who thought their claim the
divinatory services to their Zakathi masters. better one. At times these rebellions have persisted for
Their services proved invaluable. By 502 BL, Phais- decades, or even centuries as portions of Atlantis pledge
tos had obtained the crown and crushed many of its loyalty to a familiar ruler rather than the stranger from
rivals, Only a last sweeping purge remained to ensure the mountain. In the end, however, these breakaway
their dominance. Arrangements were made to plant as- provinces have always been brought back into line.
sassins among the enemy houses and carry them all off One of the most famous of such struggles occurred
in a single stroke. a thousand years ago, when the suspiciously long-lived
That night, even as the Phaistos assassins did their Basileus IV was confronted by a successor who demand-
bloody work, the trusted human advisors of the Zakathi ed that he pass over the Prior Crown and return to the
unleashed their own treacherous plan. By dawn, only a mountain to be questioned. Basileus demurred, and after
handful of Phaistos nobles remained to flee into exile. a brief and savage civil war, found himself forced to take
The leader of these humans, later known as Con- ship in Kronos with such military forces as he could mus-
stantine I, took the crown from the dead king’s head and ter. He sailed south, to the land later known as the Gyre,
pronounced himself the new monarch of Carce... or as it and there established a kingdom in exile that has per-
was to be known now, Atlantis. He and his companions sisted ever since, his seeming agelessness preserving him.
were envoys from the deepest past, viceroys of the true Current affairs in Atlantis revolve around the re-
and eternal rulers of Old Terra. By his wisdom and fore- bellion of King Agreus in Zenopol, a supposed resur-
sight he would make the island prosper until his rightful rected king of Old Carce who has rallied a number of
rule could be extended over all the Latter Earth. task-houses and Zakathi warbands to his side. He con-
The Predecessants, as these humans were called, trols all of the Apatrian Marches and a significant portion
claimed to be journeyers from the far past, having slept of the Great Boread Forest. Kronos appears safe from his
beneath Mt. Athra until the land required them. They legions at present, but the focus on the west has left the
would abolish the task-houses, restore the freedoms of southern and eastern provinces sadly neglected by the
humanity, and bring ancient wisdom to new service. present Prior Crown.
33
Adventuring in Atlantis
Atlantis is a relatively orderly nation, with competent
government and the ability to foresee most major disas- Antagonists
ters or internal crises. This sight is imperfect, however, Several groups and organizations exist in Atlantis that
and even matters foretold may not be understood cor- might prove dangerous to the PCs... or may become use-
rectly. For heroes seeking adventure in Atlantis, there are ful patrons to those who agree with their causes.
a number of likely possibilities to explore.
The Strange Aeons: The Predecessants who emerged to
Exploration Adventures seize control of Atlantis were not the only envoys
The Great Boread Forest and the Berylhule are both of the past who awoke in Carce, and not all of them
largely unexplored outside of a few outpost-towns and agreed with their purpose. Ever since Atlantis was
resource gathering communities. Generations of failed founded, a sect of them have been fighting to seize
rebels and outlaws have fled into their depths, most control over the island, calling up temporal echoes
to perish, but some to form whole petty countries and of ancient beings and powers to use them against
minor domains beneath the branches. The Atlanteans the present-day Prior Crown. They have fearsomely
prefer to leave such communities to die out to the perils powerful chronomancers among their number and
of the wilderness unless they make themselves a seri- wield temporal manipulation as a weapon. Their ul-
ous threat to their neighbors. Their very existence helps timate purpose is obscure, and they do not always
distract the local monstrosities and keep them occupied. seem to act in perfect harmony, but they appear
The Saidonis mountain range is almost as obscure. unalterably opposed to the Prior Crown.
Ancient roads and transit-tunnels have collapsed or been King Agreus of Zenopol: One of the Strange Aeon’s
lost over the ages, and whole toil-citadels have vanished experiments gone awry, King Agreus was one of
from the maps. Great wealth awaits those who can reach the greatest kings of Old Carce. On being called
those lost Zakathi strongholds, or the even older Outsid- into the present, he somehow managed to slip the
er dens from which the island was once ruled. control of his handlers and blind their divinatory
arts until after he had raised a Zakathi rebellion in
Dungeon Adventures the northwest and seized the great port of Zenopol.
For those seeking classic delving adventures, the island His martial brilliance and heroic reputation have
is littered with old Carcean ruins that predate the Prior brought Zakathi from all over Atlantis to his ban-
Crown. The devastating warfare that marked the end of ner. He is determined to reclaim the island for his
the Kingdom of Carce made wreckage that has still not Zakathi people and the Carcen humans who were
been reclaimed 1,500 years later, and most villages and its original inhabitants, and be rid of the time-for-
towns are no more than a half-day’s ride from some sin- eign tyrants who have usurped his heirs.
ister pile of stone. Many such ruins have been swallowed Foreign Spies: Atlantis is envied by most and hated by
up by the Great Boread Forest or the Berylhule, whole a few. The exiled lords of Kytheron have exten-
cities and former provinces now gone beneath the trees. sive family ties on the island and often use them
Ruins of the Prior Crown tend to be the remnants to meddle in Atlantean affairs. Sarx hates Atlantis
of rebel towns, cities, and fortresses, each dating back to as its foremost rival, and their wealth buys many
some period of civil strife when the Prior Crown was friends. Most piratical nations and organizations
weak or challenged. Many delved deep into the earth to have at least a few agents operating in Atlantis to
strengthen their fortifications and hide their riches. keep watch over their navy and trade affairs.
More personal ruins tend to be the remnant dwell- Regional Irredentists: In the past fifteen hundred years,
ings of sorcerers, regional warlords, forgotten temples, or almost every part of the island has been nominally
other historical detritus. Recalcitrant Zakathi task-hous- independent at one point or another. In some prov-
es in particular have left many small toil-citadels dotting inces Carcens were the masters, in others Saidens
the deep wilderness where they had hoped to live free of ruled, and in some the Zakathi regained their old
the usurping humans. Some are still inhabited; few are power. Such groups tend to look back wistfully to
inclined to welcome visitors. such days as their golden age, and whenever the Pri-
or Crown’s taxes grow too steep or some disaster
befalls them there are always locals willing to take
up arms to regain their lost rule.
The Nekrakademia: The sage-officials of this organi-
zation focus chiefly on divining for the state, but
have much freedom in other matters. Some use this
freedom poorly. When they go rogue, it often takes
a band of adventurers to bring them down.
37
The School of Tsathmat reveres the ancient mete- The wizard towers in question were usually occu-
or that fell to crush the Seven Rivers Confederacy and pied by some great solitary arch-mage until their inevi-
leave behind the Hammersea in its wake. They claim the table wizardly damnation. Their leftover grimoires and
meteor can be contacted in sorcerous dreams, and gives abandoned trinkets often contain tremendous power,
them the secrets of the past and future alike. They drown though it’s not unknown for their servitor devils and
offerings in the Hammersea as messengers to the stone. animated slaves to linger behind after a wizard’s doom.
The School of Xophet is ever vigilant for Leng-ships The school-cities commonly center around an isolat-
and their cowled raiders on the Sea of White Teeth. ed magical academy that gradually grew out into a full-
They command obscure gifts of storm and water, and fledged city over the course of centuries. Many of their
atop their vast towers they expose sacrifices to the talons structures were created with magic and the help of devils,
of flying demons. Their chief patron is Hasad-Krii, the and some defy normal logic in their construction. Their
Kestrel Demon. ends commonly came with some great magical disaster
or the overwhelming sorcerous violence of a rival. More
Adventuring in the Pact than a few perished to internal strife among their deans
The wizards of the Pact have use for adventurers as deni- and elders, and some appear to have been annihilated
able assets and convenient afflictions for their rivals. Even by their patron devils after some failure of service. Their
a freebooter hated in one city can find friends in another, locales are avoided entirely by the common folk and pru-
so long as they remain useful. dent mages, as they’re usually plagued with curdled magic
Aside from tasks of subtle assassination, the kill- and decayed spells. Guardian automatons and bound de-
ing of magical beasts, or the collecting of components in mons stalk their empty streets at night.
dangerous areas, many sorcerers need hirelings to investi- In addition to ruin-plundering, it’s not impossible
gate ruined wizard’s towers or fallen school-cities. Many for an ambitious wizard to acquire certain magical secrets
ancient wards are specifically triggered by the pacts and from a cooperative academy, usually at the cost of some
arcane affiliations of modern Pacters, so outsiders are perilous favor. It’s also not unknown for foreign princes
needed to slip past those wards and recover the secrets and distant kings to send to the Pact for a court wizard,
and treasures lost within. A foreign wizard can avoid an as such viziers are not only free of troublesome local po-
ancient curse much more easily than a local mage. litical ties, but are devoid of burdensome morals as well.
40
THE BLUECROWNS
Named for the haze of bluish smoke that encircles their for trade among the surviving villages of the Bluecrowns
volcanic peaks, the Bluecrowns have always been a place and as a base for foreign ships operating in the area. The
of exile and isolation. Centuries of failed pretenders, occasional pirate chieftain has been known to seize con-
exiled sorcerers, and aspiring colonists have made their trol of the place for a time, but usually affairs are settled
home on one of these volcanic isles, but few have lasted by the elders of the town’s chief families.
long against their perils. The energies that flow through the earth around
the Bluecrowns makes the climate far hotter and damp-
History er than it would normally be for an archipelago at its
The Bluecrowns are an anomaly on the skin of the world, latitude. Even the southernmost island is thickly jun-
with the sub-sea plate buckling upward and exposing nu- gled, and the northern islands tend to hot swamps of
merous veins of magma along the sea floor. The islands massive flower-bearing creepers and brilliantly colorful
themselves are the points at which these upwellings have trees. Much of the flora on the islands appears to have
formed an archipelago over thousands of years, with the been ornamental in purpose, but it long ago slipped its
occasional eruption birthing new spits of land. garden bounds.
It appears that some ancient humanoid civilization The fauna is vicious. Aside from the degenerate,
once dwelled on the isles, finding some religious or mag- cannibalistic remnants of failed former expeditions, nu-
ical benefit from the powerful geomantic energies of the merous varieties of huge insects and membrane-winged
region. Several megastructures dating back to their rule birds plague explorers. Lizard-like humanoids inhabit
still stand on the islands, each one a tremendous mono- the swampy northern islands in small numbers, and ap-
lith of volcanic glass encrusted by black, metallic living pear singularly hostile towards human intruders. Some
structures and temples. The megastructures appear to explorers have claimed that these lizardfolk can be rea-
have channeled and regulated the geomantic energies of soned with given the correct offerings, but none can agree
the area, and some sorcerers still make their lairs in aban- on what those offerings might be.
doned building-clusters in order to exploit this power. The greatest perils on the island, however, are the
Since that far-off day a steady procession of colo- magical remnants left behind by dead wizards and care-
nists, exiles, explorers, and adventurers have made their less sorcerers. Such is the force of the geomantic ener-
way to the Bluecrowns. As distant as it is from the main- gy here that magical beings tend to coalesce naturally
land there have been no serious attempts at conquest around abandoned magical artifacts or lost occult gri-
since an abortive expedition by the Second Dynasty, so moires. These beings are usually unintelligent and uni-
the prospect of an untouched island kingdom has been formly hostile, but some adventurers use their presence
appealing to numerous would-be rulers. as a hint that some sort of valuable relic might be in the
Few last for long. Far from any civilized support and area. Other would-be explorers are simply eaten.
surrounded by the many perils of the archipelago, most
exiles perish here and most colonies are forced to retreat. Adventuring in the Bluecrowns
The centuries of abandoned wizard lairs, colony sites, The most common reason for adventurers to seek out the
royal retreats, and ancient geomantic structures provide archipelago is to plunder the belongings of those who
a wealth of treasures and artifacts, but very little in the have come before. Spindrift is familiar enough with such
way of food, safe shelter, or security. treasure-hunters to have basic supplies and services on
hand for them, though magical resources are nonexistent
The People and the Land and only the boatwright clan there has any of the more
The few inhabitants of the Bluecrowns are drawn from sophisticated crafting skills.
half a hundred ethnicities, being the remnants of failed Aside from such looting, other adventurers look to
colonies, stranded pirate crews, or the servants of exiled the volcanic islands as being worthy a site for their new
nobles. They usually speak a patois derived from Dy- kingdom. Certainly, the islands are infested with horrible
nastic speech. monsters, and all those who have attempted this before
The few lasting settlements on the Bluecrowns are have failed utterly, and it would be a feat of heroic lead-
all on small islands with secure water sources and viable ership to convince large numbers of colonists to follow
fishing grounds. All of the major islands shown on the them, but it’s free real estate. No king would question
world map are much too dangerous for most settlers to their right to rule, provided they live to establish it.
last, even though they possess far superior natural re- And the rewards are very real. Aside from the valu-
sources and much more valuable ruin sites. able relics in the ruins, great veins of gold and precious
The largest human settlement in the archipelago is metals have risen close to the surface here, and vast troves
Spindrift, a tenuous port town of one thousand people at of uncut gems await a miner’s pickaxe. The jungles are
the eastern edge of the island chain. Built into the ruins rich in exotic plant extracts, and the seas teem with fish.
of a failed Second Dynasty anchorage, it serves as a hub Success in kingship would surely be rewarded.
41
COURONT
A melancholy land of cool forests and broad grain fields,
Couront is a remnant of the splendid Seven Rivers The People and the Land
Confederacy that fell to disaster during the First Age. A Courontines are mostly of Riu extraction like their
backwater province even in that distant time, the kings cousins in Pelegrin, being slim, pale, and uncommonly
of Couront now labor to keep their people safe against beautiful. Also like the Riu of Pelegrin, some are unfor-
the perils of the Black Pact to the west and the terrible tunately prone to madnesses and overwhelming passions
beasts that haunt its dark woods. as a legacy of their Confederate origins.
Couront itself is a cool, thickly forested land, with
History long, snowy winters and brief, hot summers. Fortunately,
During the apex of the Seven Rivers Confederacy the both the Hammersea and Herondeep remain ice-free
backwater province of Couront was at the very northern all the year round, and much coastal commerce goes on
edge of its influence. The least favored among the Con- throughout the year. Most traders come from Pelegrin
federate’s status-obsessed society were effectively exiled or Kytheron; ships from the Black Pact are not welcome,
to its cold forests, there to live without troubling their and the men of Ninth Leng rarely send friendly traders
more aesthetic neighbors with their deficiencies. across the Sea of White Teeth.
Among these exiles were numerous devotees of the True cities are few and widely-scattered in Couront.
Bleeding God, who formed monasteries in the rugged Montsegur is its capital, built on a bluff overlooking the
land to provide for their needs and their safety. The ab- Herondeep. Its splendid Confederate-style palace was
bots of these monasteries became the de facto authorities constructed by means long since lost to the modern day,
in the surrounding areas, if only because they alone could and its white walls and slender towers have defied every
reliably provide food and protection to others. past attempt to topple them. The nearby abbey of St.
When the Confederacy was destroyed by the me- Catrin is the seat of Henri, Bishop of Montsegur, and a
teorite that formed the Hammersea, a tide of refugees man who does not love King Enguerrand at all.
flowed north to escape the chaos. Unskilled in war and Among the nobility, four great ducal houses com-
unversed in such practical skills as farming or husbandry, mand the most authority, each with their collection of
they died in legions. Only those that attached themselves vassals and allies. While theoretically subject to the king,
to a monastery were able to survive long enough to learn the ducal houses of Chalon, Foix, Montfort, and Vitre
the skills they required. are such that any two of them in concert can command
To maintain public order, the chief abbots and ab- more knights than the king’s personal domains can pro-
besses of these monasteries resolved to choose a king vide. The Duke of Foix, Guillaume the Smiling, is ru-
from among the few nobles who had survived the disaster. mored to be in league with the Black Pact as part of a
In 1399 BL, King Lothair I was chosen as the first King plot to replace the rule of the Giscards with that of Foix.
of Couront, and his most capable retainers installed as
dukes and counts over the various regions of the land. Adventuring in Couront
The royal house has changed fourteen times in the 2,500 Couront is a wild country, with its nobles in control of
years since, but the present King Enguerrand IX is the no more than their ancestral manors and villages. Out in
tenth of his own dynasty, the Giscards. Even today, the the depths of the forest there remain monstrous beasts
crown is not considered legitimately bestowed unless it from prior ages and present Pacter carelessness, and
comes by the hands of the abbot of St. Villiers, oldest of noble knights are often required to slay such creatures.
the surviving monasteries of Couront. Shapeshifting man-wolves are a particular danger.
Ever since the first king of Couront, the rule of the Unlike most nations, Couront has a state church
country has been divided between the noble houses and in the faith of the Bleeding God, and its bishops, abbots,
the Holy Church. Bishops and abbots rule their church and abbesses are both powerful and wealthy. They often
lands much as secular nobles might, and the most power- have need for adventurers to resolve some difficulty with
ful churchmen are almost always kindred of some noble a local lord or a hungry beast. The church’s inquisitors
house. The king himself is theoretically the head of the are not especially demanding about orthodoxy, but there
Church in Couront, but his commands must be tem- is enough dark sorcery from the nearby Black Pact that
pered by prudence. they seldom lack for work, and often need help.
Couront’s isolation has kept it relatively safe from The ruins most often found in Couront are those of
outside invasion. The wilderness of western Kytheron fallen monasteries and crumbling towns, both victims
has discouraged incursions, and the Black Pact has nev- of ancient wars or monstrous incursions. As a matter
er cared for secular expansion. Pelegrin in the Amundi of tradition, adventurers may keep whatever valuables
kingdoms to the south has been known to lay claim to they can recover from such ancient sites, though precious
southern regions of Couront, but their rulers have grown relics and famous treasures may attract noble or clerical
listless these days and their claims have largely lapsed. buyers who are not easily dissuaded.
43
THE GODBLIGHT
The region known as the Godblight is not so much a meekly as the temples wish, and more than a few have
nation as it is a continuously ongoing catastrophe. The slaughtered their creators and now rule portions of the
refugee priests of the fallen Logomachy have rebuilt a Godblight in their own right.
shambling mockery of their former greatness in this des- Every high priest in the Godblight is obsessed with
olate land, and their constant efforts to regain their old the destruction of Sarx and the subdual of any rival
glory have served only to generate disaster after disaster temple. So long as Sarx remains, they know its masters
for all those around them. will never tolerate their continued existence, and until all
their rival priests are crushed their own temple’s security
History can never be assured. Alliances and pacts are formed reg-
When the Logomachy of Nakad collapsed in 378 BL, ularly among the temple-states, and broken just as often
the great majority of its Word Priests were slaughtered when they cease to be profitable.
by their runaway divine avatars or by the enraged temple
slaves that later went on to form Sarx. A certain num- People of the Godblight
ber of them escaped the bloody purge, however, and fled The land’s current rulers were once drawn of the original
across the Bight of Nakad to take refuge in the lands now stock of Nakad, but so many centuries of sorcerous mu-
known as the Godblight. tation and crossbreeding with demihuman or non-hu-
At the time, these lands were little more than a back- man entities has left them of no single discernible type.
water farming province of the Logomachy, its natural Almost any mix of body parts, pigments, and sensory
magical resources limited and its rough terrain devoid organs can be found on a Word Priest, and while most
of most mundane resources. There were few temples to still appear generally human, few are truly so. The most
the Gods of Truth, and so few slaves to subdue and fewer powerful tend to be the most monstrous, having “im-
divine eidolons to dispel. It took the refugee priests two proved” themselves far beyond humanity’s limits.
or three years to crush all local resistance to their rule, Outside the temple complexes, outlying villages and
but desperation ensured their haste. towns are filled by the various demihumans and servi-
In the centuries since, the Nakadi priests have large- tor-summons the temples have called forth.
ly exterminated baseline humanity outside of their own Runomian beastfolk are relatively common, having
temples. In their place, they have crafted dozens of demi- been seized from Runom over the years or taken from
human servitor-races and summoned forth swarms of Sarxian slavers. Unlike in Runom, their communities
beings from far Iterums to serve as their minions and are all of mixed species, usually under the rule of the
warriors. These new creations often fail to behave as strongest warrior.
55
The Tiklak Swarm infests the areas around several Adventuring in the Godblight
ruined temples, having been called by unwise high priests The active temple complexes in the Godblight are
for some centuries until their disadvantages became obvi- near-suicide for an outsider to approach. The crazed
ous. They appear as ant-like humanoids with iron-hard experiments of the mad priests within are often lethal
carapaces and an insatiable hunger for mammalian flesh. to the inhabitants, let alone interlopers. Every so often,
While intelligent and capable of speech, they see no need a runaway avatar-eidolon of some unfathomable deity
to speak unless it will help them acquire more meat. breaks loose and wreaks havoc for a time before it disin-
The Ridden Men were the outcome of temple re- tegrates. Monstrous sorcerous engines, hideous ships of
search into parasitic control; while they are baseline living flesh and bone, and other abominations of arcane
humans, each is ridden by a small, clinging, crab-like science are also common products of the temples.
parasite that forces them to labor and war in the service Abandoned or destroyed temples can sometimes
of their queen. When their originating temples were prove worthwhile grounds for plunder, if the rampaging
destroyed, the queens spread unchecked, and now the remnants of the temple’s god-avatar aren’t still active in
regions they control are locked in constant warfare as the area. A destroyed temple usually creates a wide band
each cruel ruler strives to become the only survivor. of wilderness around it as its death-throes eradicate every
The Godstruck are not a race, but a consequence. At native hamlet and town within a radius of several dozen
times, exposure to the unnatural presence of the temple miles. Long decades must pass before any dare to re-enter.
god-eidolons can trigger a kind of magical evolution in The native villages can be more welcoming, if the
a victim. While the transformation usually drives them species that lives in them aren’t hostile to baselines. They
dangerously mad, the subject can wield incredible powers can serve as forward bases for exploration of the ruined
of sorcery related to the catalyzing divinity. Most God- temples and demolished creations of prior centuries.
struck are quickly slain or driven from their temples, only These villages are almost always hard-pressed by the
to fester as mad cult leaders and demented prophets in environment, however. If they’re not being scourged by
the outer lands. the depredations of an active temple nearby, they’re strug-
These are merely a few of the inhabitants found in gling with the hostile inhabitants or monstrous creatures
the Godblight. Almost every temple has at least one spe- of this unhappy land. Any adventurer who gives them
cies owed to its creation, and countless relic-folk remain help can expect to be welcomed. Some might even give
from vanished shrines and forgotten Iterums. their obedience to a foreign lord who can protect them.
THE GYRE
The nations of the Gyre are discussed in greater length Runom has a very limited commerce with Llaigis
in the Worlds Without Number core book, but it bears and Ka-Adun, the occasional brave expedition crossing
mentioning some of their relations with the outside the Black Spine to bring fleeing beastfolk or precious jun-
world. The Reaping King himself is an exile from Atlan- gle goods to market. The passes through the mountain
tis, and while the Gyre is isolated from most of its neigh- range are few and dangerous, prone to Jikegida attacks or
bors there remain a few old ties inherited from the past. ambushes by other perils. Rumors persist of safer secret
Atlantis has surprisingly little to do with the Gyre. ways, but whoever controls them is inclined to keep them
The Seadevil Coast off the north shore greatly discourag- well-hidden.
es sea travel in the Gyre’s immediate surrounds, and after Tavat sends forth a cloud of pirates on the Atlan-
the Reaping King led his followers to land at Ka-Adun tean Main, and sometimes those pirates need a free port
there has never been any official response from the Prior along the Gyarus coast. Those seafarers with the knowl-
Crown. Atlantean trading ships willing to risk the coastal edge needed to dodge the Polop along the Gyre’s north
waters sometimes land, but it is almost as if the Prior coast can berth at Ka-Adun or Spray on the Sisters. The
Crown would rather forget the Gyre’s existence. officials of the Brass Hegemony have absolutely no reluc-
Sarx has no official ties with the Gyre, though the tance to support trade in piratical goods so long as the
slaver ports in Runom sometimes send a ship east to Ka- tariffs are paid. The bold vessels that bring these goods
Adun. Sarxian renegades and runaways sometimes make are often the most reliable way for locals to catch a ride
for the Gyre to escape the Flame of Heaven’s attention; out of the Gyre.
one went so far as to found a city in present-day Llaigis. Other nations deal with the Gyre only occasionally,
The Fifth Dynasty is heir to an ancient rivalry with and generally have no interest in anything more. It’s all
the Vothite Empire that once ruled the Gyre, but with but impossible to move an army of invasion into the re-
the forming of the Anak Wastes and the seizure of the gion, and the locals seem chiefly interested in preparing
Gadavin Coast by Polop invaders, there is no longer any for self-immolation, so foreign kings find little to interest
real contact between the two. Any Dynast who wanted them here. Should the Gyre become united and a clear
to get to the Gyre would have to cross a wasteland of path for travel be opened, that disinterest may change
bloodthirsty Anak or navigate the Gadavin swamps. swiftly.
56
HANTU
A faded remnant of the Fourth Dynasty, Hantu is a The foreign spies in Hantu are uncertain as to the
troubled nation that has never quite recovered from the empress’ current plans. Some think she means to invade
collapse of the former regime. While it prides itself on its the Free Clans and use plundered gold to bribe the Xin-
guardianship of the heirs of the last dynasty, the current dai warlords once more. Others believe that her current
“true empress” wishes more from her dutiful ministers enthusiasm for naval construction is the prelude to a sea
than their mere protection. invasion of the Fifth Dynasty. A few even whisper that
the agents she has searching ancient ruins are actually
History acquiring components for an awful summoning ritual
When the armies of the Xindai Commanderies helped an meant to destroy her foes.
upstart noble overthrow the Fourth Dynasty in 802 AL, As it stands now, Hantu is a land united only at the
the last surviving heir of the imperial house was spirited very top. While most of its governors are utterly under
south to Hantu Province. The surviving bureaucratic loy- the empress’ control, their mutual relations range from
alists hoped that the presence of the true emperor would wary courtesy to constant raiding. The peasantry merely
rally his people and summon forth an unstoppable tide keep their heads down and hope for better days, yearning
of righteous peasant soldiers to right the usurper’s wrong. for the hour when the empress might bring the governors
This did not happen. Most of Hantu’s regional gov- to heel and ascend to a peaceful and serene rule.
ernors were privately relieved at the elimination of their Their wishes are unlikely to be fulfilled.
superiors in the capital and looked forward to their new
independence. The common folk had been so thoroughly People of Hantu
separated from any participation in the intelligentsia’s Hantu shares the same base population as the Five Dy-
rule that they had little interest in who, exactly, was to nasties, though some say they are a little paler and taller
be collecting taxes so long as the rate did not change. The than their northern cousins. A number of foreign exiles
few idealists who hoped to reform the decadent bureau- have also ended up among them, fleeing the anger of the
cracy and renew the dynasty’s virtue were left to suffer emperor or looking to make deals with a pliant governor.
their disappointment. Hantuan folk tend to pride themselves as being
The best that could be accomplished was the in- “more Dynastic than the Dynasty”. They jealously guard
stallation of the imperial seat at Hanlong and a pro-for- old traditions and obscure customs, even when their
ma declaration of obedience by the regional governors. meaning or purpose has been long lost. The empress
Hanlong’s governor looked forward to the prestige that herself has no such inclination, and twists customs to
hosting the emperor would give him, but no one seriously her own advantage whenever the opportunity arises.
expected to obey the figurehead. Profitable yet gracefully In theory, Hantu is run by the same examina-
deniable trade ties with the new Fifth Dynasty were far tion-chosen corps of literati that run the Fifth Dynasty.
more important. In practice, the intelligentsia of two centuries ago have
For more than two hundred years, Hantu slowly become a hereditary caste, and the only ones allowed to
unraveled. Governorships became hereditary, local rul- take the examinations are their own children. Still, the
ers turned absolute, and Hantu gradually became more ceremonies are just as they were centuries ago. Even the
and more a mere geographic figure of speech, with no answers to the test questions are the same. Every gov-
centralized authority worth mentioning. ernor, magistrate, and petty official has faith that their
This changed ten years ago with the ascent of the favorite son or daughter will take their place, and the rest
radiant Empress Mei, the sole legitimate offspring of her will become prosperous state-licensed merchants.
father. Graceful, courteous, temperate, and absolutely The ruling philosophy of Hantu’s chiefs is the so-
ruthless, the empress is obsessed with reclaiming the called “iron and sorghum policy”, whereby the common
throne, regardless of the cost in blood and treasure. folk should be permitted to think only of warfare and
She has been aided in this purpose by a positive ge- farming. Artisans and craftsmen are an unfortunately
nius for rule. She possesses an almost supernatural ability necessary class, but the great majority of peasants should
to discern the characters and capabilities of her subordi- be kept in their governor’s army or their governor’s fields.
nates, and her choice of personnel is flawless. Even the The money made from such productivity should be bro-
vices and failings of a minion often turn out to be useful kered by state-sponsored merchants of the literary class,
in the roles she selects for them. who will use it wisely and keep it available for their lords.
Through the past ten years of careful negotiation, When this policy was established in 833 AL, a num-
suggestion, conspiracy, and selective assassination, she ber of peasants protested to Hanlong’s governor. They
has ensured that three-quarters of the governors of Han- were executed. A second group then declared their great
tu are her creatures, even if they themselves fail to realize approval of the new policy. They were enslaved. The peas-
it. With a note to a minion or a flash of blackmail, she antry has since come to understand the virtue of silence
can obtain absolute obedience when her plans require it. when it comes to commenting on government policy.
57
KYTHERON
Home to the exiled nobility that once ruled the kingdom
of Carce, Kytheron is a perpetual thorn in Atlantis’ side. Geography
Its “Zakathi” nobility are forever eager to bedevil the Pri- Kytheron has a temperate climate south of the Marchen-
or Crown, though the natives who dwelled here before peaks, while its northern half is cool and damp. The bleak
their arrival have made Kytheron an unsteady seat for muskeg surrounding the Lengtarn is occupied only by
their ambitions. fiercely independent Riu swamp-folk and a wide variety
of hostile Blighted and demihumans. The pine forests
History around Sauvais and Dassar are drier ground.
When the Prior Crown overthrew the Kings of Carce The Marchenpeaks are a weathered branch of the
and made their land into the present Atlantis, most of Lakaian range to the south, worn down save for a few
the Zakathi nobility of that age bowed to their new king. jagged peaks of buckled white ceramic thrust upward by
Some were not content with this, and fled over the sea to some ancient sub-surface collapse. The Red Fields be-
the rough and primitive mainland. yond are the breadbasket of Kytheron, its plains dotted
There, a remnant of the pre-Confederate Marchen with Marchen villages and small forests. All are walled
free states in the plains and hills squabbled with Couron- against the inevitable raids from the Shinbu Anak south
tine colonists in the western forest and swamps. These of the River of Spears.
divided peoples were far less magically and martially While the northern part of Kytheron is webbed in
sophisticated than the Carcean invaders, and far less small streams and rivers, the great Weiss is the only ma-
desperate as well. By 490 BL, the Carcean nobility had jor river in the nation, bringing down barges from the
broken all significant resistance to their rule. Marchenpeak mines to the forges of Yad Zakath.
Their numbers, however, were not great enough to
maintain their rule by brute force. Out of necessity, the Peoples of Kytheron
Carcean nobles wed into the local ruling families of the When the Zakathi arrived fifteen hundred years ago,
plains and forests, bringing their chieftains and nobles Kytheron was split between Corountine Riu abbey-col-
into a web of alliances that persists still. onies in the north and Amundi Marchen freeholds in
The centuries of steady mixing between baseline hu- the south. The latter claimed to be the last remnants of
man and Zakathi gradually eroded the Blight of constant a “Holy Empire” that predated even the Seven Rivers
toil that afflicted the Carceans. In time, the distinction Confederacy, but by 480 BL they were little more than
ceased to exist. In the present day, the ostensibly “Zakathi” scattered, uneasy partners against the Shinbu Anak.
ruling families of Kytheron are entirely baseline human. The pale Riu and the bronzed Marchen were joined
The ruling families refuse to acknowledge this. They by the Carcean exiles and their Zakathi lords. The Riu
instead spiritualized the Blight that affected their ances- abbey-villages switched their allegiance from Couront’s
tors, asserting that it was mere physical virtue that com- king to the monarch at Yad Zakath once assurances
pelled them to work or perish, whereas the present “True were given that they could maintain their worship of the
Zakathi” are instead impelled by spiritual longing to at- Bleeding God, and the Marchen found more wisdom in
tain great virtue and prowess. Thus, despite having no nominal obedience than costly war; to bow to an outsider
actual physical qualities of the Zakathi of Atlantis, they was more tolerable than submitting to a grudged rival.
are in truth superior examples of “True Zakathi” lineage. Since then, the ethnic groups have remained largely
As a consequence, the entire ethos of the Kytheroni- static, with the original Zakathi lords having spread out
an nobility revolves around relentless pursuit of personal and intermarried into both Riu and Marchen families.
excellence and splendid achievement. Failure in this is Those who could not tolerate these lords from over the
not just a personal shame, but an implication that they sea fled into the cold swamps of the Lengtarn, where
are not True Zakathi at all, unworthy of their rank and their blood mingles in the present-day swamp clans.
position.
The present Queen Zenobia is obsessed with mak- Demographics
ing a marriage with the rebel King Agreus in Atlantis. Queen Zenobia does not have a wholly reliable census,
She views him as the best chance of regaining her rightful but most estimate the population of Kytheron to mea-
place as Queen of Carce, and enough support and sup- sure about 6,000,000, concentrated mostly in the rich
plies have been sent over to Zenopol to cause a severe farming lands of the Red Fields. The northern forests
weakening of the royal house in Kytheron. Local lords are much more sparsely populated, and no one knows for
grow restive under the demands of fresh contributions, certain how many mean villages and wretched hamlets
and royal justice has grown distracted. King Agreus hu- eke out an existence in the Lengtarn muskeg. The March-
mors Zenobia’s dreams for the sake of her aid, though he enpeaks house several settlements of demihumans and
privately considers her and her royal family to be farcical Blighted, though most prefer aggressive solitude when
imitations of true Zakathi royalty. not coming down to raid the lowlands.
61
MAQQATBA
This icy southern land is a realm largely forgotten by With the end of the First Dynasty, the northern-
the rest of the world. Its neighbors have no appetite ers had little to do with the people of Maqqatba. Their
for claiming such unwelcoming land, and its natives are guardian knights remained at their posts, their peasants
wholly absorbed in their own obscure pursuits. Even so, continued to work the land, and there was no further
the fame of its knights has lingered for more than one age. profit in pressing Dynasty rule over them. They and their
cold mountains and empty taigas were left to their own
History devices.
The initial wave of First Dynasty conquest washed over In the ages since, the initial guardian knights became
Gyarus, breaking almost every nation south of the Gyre the martial elite of a new noble class in Maqqatba. Each
to obedience over the course of a few centuries. In time, tomb-chapter came to revere its emperor or empress
their armies came to the southern tip of the continent, as their patron god, glorifying their name with feats of
brushing aside the few petty kingdoms that had sprung mighty martial skill. Each chapter spent centuries refin-
up amid the cold mountains. Grieved by the lack of any ing esoteric martial arts and exotic combat techniques, all
further lands to conquer, the twelfth emperor of the the better to show the worthiness of their lineage. Their
First Dynasty decreed that his tomb would be laid at the lives were austere, disciplined, and absorbed in war.
southernmost point of his realm, that he might forever The commoners focused instead on fishing the sur-
gaze south in search of new domains to claim. rounding seas, mining the Shangu foothills, and growing
The Dynasts, being who they were, hastened to the “frost barley” that is the staple food of the populace.
construct a magnificent tomb complex for their emperor, As the barley only grows in relatively close proximity to
bringing materials thousands of miles in order to adorn the blessed tombs of the emperors, their population was
the palace-sized edifice. Such a place required protec- constantly limited by the amount of food they could grow.
tors, and so a detachment of the emperor’s elite guardians The chapters serve to cull the excess. Ritualized wars,
were dispatched there to maintain an eternal vigil over ancient grudges, and sudden raids between rivals all cost
their deceased lord. Of course, a supply of commoners many lives every year. The chapters replenish their num-
were required as well to work the cold soil and fish the bers with the most capable and promising young com-
seas that the knights might not starve. moners, thus lessening the population pressure. Every
As the decades rolled by and successive emperors settlement knows the number of people it can support,
perished, they too had their tombs erected in the south, and those excess who do not die in battle must accept
the better to share in the luster of the great twelfth em- exile from their ancient home.
peror. Every tomb had its share of guardians, and its These exiles have brought some of the Maqqatban
collection of attached peasants, and by the end of the arts north, to lands where they are held as wonders and
First Dynasty there were over a hundred tomb complexes marvels. Even now, many sword-teachers promise to
scattered over Maqqatba, some as grand as a small city impart the secrets of the “Maqqatban knights” to wor-
and others as humble as a modest village. With the fall thy pupils. Most are liars, of course, but some really do
of the old martial First Dynasty, however, there came an have knowledge of those esoteric skills, and it is not un-
end to the tombs of emperors, as the Second Dynasty heard-of for a foreign blademaster to show off arts that
had different plans for the repose of their priest-kings. were born in a far colder clime.
67
NINTH LENG
Grim Ninth Leng is a hermit-land of bleak skies and Countless Lengan cities were established along the
cursed earth, its people resigned to the desperate worship fertile northern coast, with the records of Ultima Ondas
of alien gods in an attempt to escape the wrath of their claiming that the climate was nearly tropical at the time.
former deities. Their empty cities and blighted ruins are This period of prosperity lasted for a little over two hun-
rich with the hellish treasures of their former glory, but dred years, fueled by stocks of human sacrifices drawn
few are willing to dare their awful guardians. from the remaining native population.
By 1420 BL, however, Lengan expansion had halted.
History Their neighbors were either too well-armed or too thin-
Lengans do not discuss their history with outsiders, but ly-populated to be effectively harvested for new sacrifices,
the determined labor of sages and adventuring historians and the Lengan gods were growing ever-more rapacious
has pieced together a limited glimpse of this ancient na- in their demands. It would not be long before the Len-
tion’s antecedents. The records of their interactions with gans themselves would be consigned to the unending
outsiders are almost all that these scholars have to go on, Hells by their impatient masters.
as modern Lengan texts are almost exclusively religious In 1414 BL, a new way was shown to them. The
in nature, and not overly helpful for historians. First Illuminator, holy Saint Khadroma, revealed the
The first recorded involvements with the Lengans “ten thousand bright names” of a new pantheon of gods,
are found in certain ancient cartularies preserved by Cou- ones willing to extend their protection to the Lengans in
rontine monasteries and salvaged historical texts from exchange for their worship and obedience. Her teachings
the ice of Ultima Ondas. According to these documents, swept over the desperate land, and strange and awesome
the Lengans burst like a plague upon a former empire miracles erupted wherever her cult prospered.
of “shining lords of living gold” some time around 1630 The hungry gods of old Leng were not slow to ex-
BL. Their legions appeared as if by magic, sweeping over press their disapproval. Throughout the rich northern
the land and slaughtering the inhabitants in grim rituals, cities, vast eruptions of infernal wrath blasted the popu-
their lives used as sacrifices to the Lengan gods. lace and cursed the soil, while a burning stone from the
Even at the time, the Lengan invaders referred to heavens smote the old capital of Kundu Ched and left it a
themselves as “Ninth Leng”, the prior eight having existed poisonous crater. The remaining devotees of the old gods,
in some different world or pre-incarnational sense. Their desperate to win their favor, made war upon the followers
devotion to their devil-gods was absolute, and in return of the Bright Names until the old adherents were driven
for human lives sacrificed to eternal torment they granted away into the desolate northeastern wastes, to subsist on
prosperity and power to their Lengan servants. the black blessings of their masters and forever seek the
damnation of their traitorous kin. In the end, the surviv-
ing Lengans were forced into newly built temple-cities,
the lands around them reduced to fearsome wildernesses
of monstrous beasts and divine miasmas.
Since that day, the people of Leng have had little
friendly contact with the outside world. Their black ships
ply the Sea of White Teeth, sometimes raiding for slaves,
other times bringing the strange goods that are made
only within their lands. Lengan traders are held in deep
suspicion wherever they go, but the drugs and sorcerous
treasures they bring and their precious plaques of blue
jade have won them the forbearance of rulers even in
lands where Lengan slavers scourge the coasts.
Foreign diplomats and traders are not generally wel-
come within the borders of Ninth Leng. Its people are
wholly devoted to the Bright Names that still protect
them from the damnation threatened by their former
masters, and outsiders cannot be expected to understand
or appreciate the importance of pious behavior. Adven-
turers are an exception to this rule, however; their will-
ingness to venture into god-cursed ruins and blighted
lands make them too useful as expendable scouts and
monster-slayers. So long as they continue to do their
work, the priest-lords of Leng are inclined to be charita-
ble about their inevitable shortcomings.
69
ONDAS
Formerly a wealthy and powerful nation blessed with ex- capital of Royston to reflect on policies appropriate to
ceptional technical capacity, Ondas suffered dearly from a their newly-forged nation’s interests.
brutal incursion of automatons some two hundred years The nation was not as solid as its rail lines. While
ago. Now its pioneers and explorers go westward to re- the Ondasi formed the bulk of the population, native
claim their fallen glory, despite the local resistance. Marchen immigrants from Kytheron had poured in and
been welcomed for the additional labor they provided.
History The native hillfolk had been reduced to a harsh existence
The original home of the Ondasi was the then-temperate on the borders of the new state, eking out a living herd-
isle of Ultima Ondas, a marvelous nation of sophisticat- ing goats in the Pale of Leng or seeking employment as
ed sorcery and wondrous artifices. A network of potent menial laborers in the cities. While the Ondasi stood at
Workings maintained a warm climate and a friendly Leg- the top of the hierarchy, their position was not welcomed
acy allowed certain devices and engines to function that by the other groups.
would be inoperable elsewhere. This inward unease left Ondas disinclined to turn its
Around 1677 BL, however, toward the end of the attention outside its borders, as their culture and society
First Age, a catastrophic expansion of the Boras Mur ice was reliant on engines and firearms that ceased to operate
sheet forced the Old Ondasi southward to present-day ten miles offshore. They traded with Kytheronian and
Ondas. The expansion of the sheet was so swift that the Atlantean merchants and warily regarded Ninth Leng
island’s king had no time to prepare countermeasures. over the mountains but they never turned outward.
The royal family and most of their greatest mages per- In the centuries that followed, these divisions hard-
ished in a vain attempt to hold it back. ened. The southern states established in the Ondwald
The refugee remnant landed at the current site of were firmly controlled by the Marchen, who ensured
Norbury, establishing a beachhead in the untamed wil- that all the important businesses and governmental posts
derness for their fellow survivors. It was not long before were likewise occupied by their kind. The eastern states
the exiles discovered survivors of a former pre-Colliga- were Ondasi-controlled in the same way, and usually end-
tion empire in the western mountains. These “hillfolk” ed up picking the republic’s president by sheer numbers.
seemed to be related to the Marchen peoples of Kytheron In the west, the “new states” were a mixture of March-
and the eastern Amundi kingdoms, though their material en and Ondasi, with a considerable number of hillfolk
culture had regressed to little more than well-fortified hill chieftains acting as power brokers through their control
villages and disquieting stone shrines. They lacked the or- of their clansmen. There were periods of eastern domi-
ganization to overcome the desperate Ondasi, and most nation, a lesser number of southern-controlled eras, and
were rapidly driven back into the foothills of the Pale. towards the end of this peaceful age the western states
The same disaster that had swept over Ultima On- were looking to obtain preeminence through a wary alli-
das appeared to have displaced its Workings as well as ance among their various ethnic groups.
its people. The northeastern corner of Agathon proved This all ended two hundred years ago, in 860 AL.
considerably warmer and more temperate than records From the depths of the Pale marched a legion of cor-
had indicated, with four distinct seasons and warm sum- roded iron automatons, all bearing seals of a long-dead
mers. More than that, some of the artifice-ease of the empire and all working to exterminate the Ondasi inter-
island appeared to have been transferred south as well, lopers. The hillfolk villages were spared so long as they
and Ondasi hurlants, steamwagons, and other advanced did not interfere, but every Ondasi city west of Salburg
devices functioned southward to a line that became the was wiped off the map in a few short years.
border with Kytheron. For two hundred years, the surviving Ondasi and
The power of Ondasi hurlants and the remnant ar- Marchen towns fought off the Iron Men. The limits of
tifices of her master engineers quickly made the Ondasi Ondasi engineering were pushed to the very edge of what
masters of their newfound land. With the death of their the Legacy allowed as the survivors struggled to drive
royal family and the heroic efforts of the seafaring mer- back the rusted legions. In the end, their victory came not
cantile families that had saved so many of their people, from their own strength, but from simple entropy. The
the merchant class became the core of a new republic in Iron Men wound down, their enchantments depleted,
the north. and now only isolated bands of them yet lurk in the wilds.
The Ondasi steadily spread westward, driving back In the past ten years, the Ondasi have begun a great
the native monsters and Outsider remnants and planting westward migration, their overcrowded eastern cities
new cities as they grew. Their new nation was divided emptying out as countless men and women seek a bet-
into multiple states, each centered around a bustling new ter life in the west. Many among the surviving hillfolk
state capital. The iron rails of steamwagon lines were clans have no intention of letting them return. And all
driven into the wilderness to connect these new states, the while, men murmur of iron shapes in deep mountain
and representatives from each were gathered in the new vaults and of a magic that may not have run its course.
73
Adventuring in Ondas
Ondas does not really recognize “adventuring” as being a
particular profession, largely because much of the present Antagonists
populace is engaged in much the same activity. Thou- In a nation full of as many desperate strivers and ruth-
sands of men and women venture forth each month to lay less survivors as Ondas is, an adventuring party does not
claim to land in a perilous wilderness, ready to fight off need to look far to find an antagonist. Several common
raiders and abominations in order to make their fortune. possibilities bear mentioning.
Conventional adventurers are different only in that they
usually have fewer legal documents to justify their claims. Bandit Boss: Demobilized soldiers sometimes find out
Even so, there remains a considerable supply of the hard way that they make poor farmers. Without
bounty hunters, gamblers, trappers, explorers, and hired prospects or supplies in the wilderness, they often
guns drifting through the western lands, ready to take form bandit crews, often under the leadership of the
on work too dangerous or too immoral for ordinary pio- cruelest and least scrupulous among them.
neers. They fall by the hundreds to the perils of their pro- Corrupt Politician: State and federal representatives of-
fession, but while the silver keeps flowing from newfound ten get their posts through a certain degree of un-
western wealth, their replacements will never run short. scrupulousness. Bribes, threats, financial pressure,
and more direct violence might all be used, partic-
Exploration Adventures ularly if the community is considered unimportant
Adventurers are often engaged for survey work, either to by the federal government.
be performed by a knowledgeable scholar in their group Hillfolk Chieftain: Not every western hillfolk clan is
or by a government agent they are to escort. The federal hostile, but most detest outsiders on principle. The
government has little idea of what lies out west after two only people they despise more are their neighboring
centuries of Iron Men control, and reliable maps and site rivals, and sometimes the threat of Ondasi help to
reports are precious to them. Aside from government an enemy will be enough to spark violence. Their
employers, private land owners back east often commis- priests, too, sometimes demand red sacrifices for
sion adventurers to go scout their claims, both to ensure their hero-gods, and outsiders are better spent than
that nothing exceptionally dangerous is lairing there and kinsmen.
to discourage any claim jumpers from digging in. Iron Man Captain: Squads of these rusted automatons
Freelance adventurers will often venture forth to still remain in the wilderness, their vital powers
“salvage” the ruins of towns and cities recorded before the yet undepleted. They exist purely to destroy all
Great War. The invasion of the Iron Men was so swift non-Wier within Ondas, and their cruel cunning
that many valuables were left behind in the rush to escape, is directed exclusively to that end. They do not fight
and many rich refugees were killed along the way. Un- with robotic stupidity, but methodically and effi-
fortunately, these sites are also the most likely to retain ciently work to slaughter their foes.
contingents of still-active Iron Men. These automatons Ondasi Troublemaker: It’s a hard job keeping the peace
are cruelly intelligent and wholly implacable, each one between hillfolk and Ondasi on the frontier. It’s
a match for two or three ordinary soldiers. Their steely even harder when some Ondasi won’t be happy
officers are worse still. until every hillman within fifty miles is dead or
gone. A community often needs to deal with these
Dungeon Adventures zealots before they bring down more trouble than
The ancient Deeps of Ondas are few and well-concealed, their neighbors can handle.
evidently buried by the ancient empire that ruled here Robber Baron: Money has always meant much in On-
before the Colligation. Even so, some truly venerable das, with every luxury and indulgence available to
delvings are uncovered by chance or time’s slow erosion, those who have the silver. Some merchant princes
and can contain secrets and treasures beyond present like to keep prosperity to themselves, and will go
imagining. It is also likely that they contain Iron Men. to brutal lengths to ensure that troublesome things
Aside from the Deeps, abandoned hillfolk villages like “unions”, “safe job conditions”, and “non-compa-
and fortresses are also to be found in the foothills of the ny-owned stores” don’t trouble their holdings.
Pale of Leng. These villages had to be abandoned when Sorcerous Abomination: There are terrible things in
the Iron Men commandeered them for their own inscru- the woods and the hills, and even the hillfolk don’t
table purposes, and some of those rusted soldiers might know all their names. Every so often something
still inhabit these places. hideous comes out of the pines, and villages that
The most daring adventurers will ascend the Pale to don’t find a protector against them will seldom last
seek out the Lengish temples that are said to crown their out the season. Many of these creatures wield dark
peaks. The treasures they might hold cannot be guessed, sorceries that draw on the malevolent power of a
but their divine guardians are surely terrible to behold. hostile land.
77
9 James Ella Jones High Ridge Gun for hire drifting from town to
town
10 John Elsie Lee Kingsfield
Missionary reformer with a god-
11 Joseph Emily Royall Moreton given task of civilization
12 Louis Emma Scanlon Morton’s Hole Roaming peddler willing to dare
13 Luther Esther Shipton Oatman the wilderness
14 Peter Florence Smith Ochre Canyon Grizzled prospector seeking gold
in parts unknown
15 Robert Helen Tarrington Railville
Highly civilized Easterner on more
16 Samuel Laura Taylor Redding
of an adventure than they realize
17 Theodore Mary Wilson Silverfield
Hillfolk native often employed by
18 Thomas Rose Woodward Sourwater Ondasi in need of local aid
19 William Ruth Wright Taylorville Wilderness scout accustomed to
20 Zachariah Sarah Young Wreckton perilous ways
RUNOM
Runom is a demihuman land, one where scores of hu- Harvest comes from the north. Some kindreds resist
manoid kindreds dwell amid deep jungle boughs, fetid the Sarxians, retreating from their villages and harrying
swamps, or broad grasslands. Its peoples war amongst the invaders as best they can, or meeting them in open
each other as often as they trade, and alliances are made battle when the odds seem endurable. Others are more
and broken with quicksilver rapidity. This turmoil is not cooperative, willingly guiding and aiding the humans in
entirely the work of the Runomians, however; the brutal exchange for being spared their quota. Most simply en-
demands of the Sarxian slavers to the north ensure that dure it, haggling with the Sarxian commanders over how
this tormented land never has much leisure for peace. many of their young men and women are to be carried
away, threatening resistance and flight if too many are
History required, but grudgingly bearing the loss if it is not too
During the Logomachy of Nakad, some fifteen hundred great. Criminals and prisoners of war go north first, and
years ago, Runom formed the southernmost province so the Runomian kindreds have ample reason to raid
of that sinister theocracy. Unlike most of Nakad, it was their own neighbors.
almost exclusively under the control of a single priest- Sarx is not blind to the dynamics of the kindreds. If
hood, the flesh-bending acolytes of Gashaq the Progen- Runom truly came together in joint defiance, the Sarx-
itor. These amoral sages ruled the land from their tem- ians would be unable to plunder them, and the altars of
ple-laboratories, each one claiming the rule of a particular the Red Gods would grow weak. Its agents spend much
domain and all the “lesser beings” that lived within it. time ensuring that no single people grows strong enough
Rather than burden themselves with the tedious to weld the others into a united resistance. Sarx supports
work of subsistence, these priests utilized the secrets of the weak kindreds with secret aid or lessened quotas, and
their god to twist baseline human slave stock into more brokers alliances against neighbors who might someday
suitable minions. Scores of demihuman races were prove troublesome. Many Runomians know perfectly
forged in their bleak shrines, each one fashioned to serve well the ultimate end of all this, but survival today for
the needs of its progenitor-temple. them and their loved ones seems better than freedom
Around 378 BL, the Logomachy collapsed when its for the remnants of a different time.
Gods of Truth ran berserk, countless divine tulpas break- The greatest worry of Sarx are the kindreds of the
ing free of their temples and rampaging across the land. southern pampa, the lords of the three great cities of
Most disintegrated or fell into torpor soon enough, but Kayu, Panqui, and Relonche. These cities are too strong
not until almost all of the Gashaqi temples were ruined and populous to easily raid, and their neighbors too few
and their priesthoods slain. The few clergy that survived to easily forge into a hostile alliance. More than once, the
the disaster were torn apart by their erstwhile slaves. Sarxians have made bargains with the jungle kindreds to
The kindreds of Runom had a scant few decades in allow their legions passage south to attack the lords of
which to form some crude local order before the wreck- the Nalca, wounding them before they grow too strong.
age of Nakad to the north coalesced into the new state The occasional naval assault from the western coast has
of Sarx. The human servants of the temples had replaced been attempted, but the seas there are treacherous and
the Gods of Truth with their own apotheosized rulers, teem with Outsider life.
and these new Red Gods were endlessly thirsty for hu- Currently, Runom is a patchwork of petty kingdoms
man sacrifice. The Sarxians offered a hecatomb of their and minor states, the jungle kindreds of the Machimallin
own people every year, but more were needed. divided up into more than twenty different demihuman
Runom provided the lack. The bronze-mailed le- tribes, the swamp folk of the Zapalla into a half-dozen
gions of Sarx marched down from the Lal hills and came more, and the Nalca grasslands ruled by three great cities.
ashore in the deltas of the Zapalla swamps to gather up The lords, chiefs, elders, kings, and princes of these do-
luckless Runomian people in their coils, carrying them mains all duel with each other for preeminence and the
north to slavery and the bloody altar. The strength of the prosperity of their own people, and all are quick to clutch
Sarxian legions and the blessings of the Red Gods over- at any help they can find. Sometimes that help comes
whelmed the disorganized defenses of the Runomians from Sarxian hands, and sometimes it springs from un-
and thousands were carried away. likely bands of freebooters, vagabonds, and heroes.
This yearly campaign for slaves and sacrifices became
the defining political reality of Runom. Every year, the
79
Adventuring in Runom
While the demihuman kindreds of Runom have no spe-
cial love for baselines, non-Sarxians can generally pass Antagonists
without hindrance among the tribes. The pragmatic Runom does not lack for trouble, and some groups are
approach of most domains has them willing to hire out- more likely to give it to the PCs than others. Given that
siders to do work that might otherwise cost Runomian most of the groups below hate all the rest, a party can
lives. A party that makes enemies in one domain can of- sometimes find themselves trapped in the middle of a
ten flee to their neighbors without worrying about their fight they have no interest in.
reception, though canny Runomian lords are known for
requiring “favors” in exchange for diplomatic protection. Agents of Sarx: The Sarxians want the Runomians to
be weak, divided, and hopeless, and they pay their
Exploration Adventures agents well to make sure things never go too happily
The vast green expanse of the Machimallin is not as for the kindreds. Some agents hate the northerners
well-explored as an outsider might think. The dangers as much as any, but the safety of enslaved relatives
of the jungle are many, and the Runomian kindreds gen- hinges on their successful service.
erally stay within the ancestral boundaries of their lands, Cultists of Truth: The Logomachy promised the powers
where they and their forebears were able to beat back the of divinity to those who would master the secrets of
local perils. Some tribes are so embittered by the Harvest the Gods of Truth. Some Runomians are desperate
that they have sought hidden refuges within the deepest enough to perform any acts they must in order to
green, there to prosper in solitude or leave their ruins to drive back the Sarxians or ensure the survival of
the beasts of the jungle. their kindred. If such power requires the sacrifice
The Huenu hill range is studded with numerous of countless other Runomians or the beckoning of
ancient Logomachy temples, most of them shattered by unholy beings, then so be it.
the eruption of their eidolon-gods and the rampages that Feral Warbands: Some few Runomians are so over-
followed. Most of these avatars of Gashaq have disinte- whelmed by their feral instincts that they find it
grated in the centuries since, but a few still lurk in the impossible to live within the bounds of civilization.
deep hills, making monstrous abominations of unclean Others merely find it profitable to prey on their
life and twisted humanity. Small cells of renegades, refu- neighbors. These savage warriors band together
gees, or outcasts huddle in hidden gorges, avoiding both in packs ruled only by brute force and become a
the terrible beasts and Sarxian raiders. scourge to their more civilized kindred.
The Zapalla swamp is a shifting land along the riv- Runomian Lords: No kindred survives in Runom by be-
erbanks, but within the deep fens and marshes can be ing soft-hearted and self-sacrificing. Even the Choe-
found ancient Logomachy ruins, along with the bones of ru broker deals that benefit both sides, as they have
old towns and settlements driven to ruin by the Sarxian no interest in selfless generosity. Some Runomian
slavers. Some still have unwelcoming inhabitants. rulers take this principle too much to heart, and
become ruthless tyrants interested only in the ad-
Dungeon Adventures vancement of their own people, heedless of the cost
The most ancient ruins in Runom are those of the Logo- to anyone else.
machy of Nakad and their temple-laboratories to Gashaq Sarxian Slavers: Every year the bronze-mailed legions
the Progenitor. These temples were invariably filled with come down from the north, and every year a fresh
infernal sorceries and dark engines of creation, all fueled tribute of slaves are taken back. Some Runomian
by an avatar-fragment of their terrible lord. All mundane lords cannot afford to officially resist the invaders,
labors were undertaken by Runomian slaves, who also but if some foreign adventurers should strike at the
formed the feedstock for their experimentations. Sarxians, how could they be blamed?
Later ruins tend to date back to the golden age of
Runom, before the Sarxians had made a custom of their
Harvest. The work-camps of the Logomachy’s slaves had
been rebuilt into fine cities, some of which incorporated
stolen fragments of Logomachy magic. These cities were
abandoned when it became clear that they were indefen-
sible against the Sarxian raiders.
Perhaps most disquieting of Runom’s ruins, howev-
er, are the Deeps and dens of those tribes that have failed
to survive. Entire kindreds have been wiped out in places,
leaving behind only their bones and their empty homes.
Angry shades are not unknown in such places.
83
SARX
Sarx is a grim and powerful nation on the southern end wreckage. The greatest among them became the ruler of
of the continent of Agathon. Its society is ruthlessly Sarx, the Flame of Heaven, and the other lords became
well-ordered, all life revolving around service to the Red his obedient ministers. Great trials were established to
Gods of Sarx, deities who were once their living ances- winnow the next generation’s leaders and allow only the
tors and now act to bless its people with prosperity and most worthy to ascend to rule, while the common people
abundance. These blessings come at the price of human were left to the work of war and farming, the only two
lives, and the red altars of Sarx are seldom dry. things that mattered for their kind.
The prosperity and security of the common people
History became the ultimate end of Sarxian government and so-
When a final catastrophic crusade brought ruin to the ciety. Everything which advanced the common good was
Logomachy of Nakad in 378 BL, the only remaining or- to be praised, and everything that wounded it was to be
der was to be found in the viceroys of its Word Priests, eliminated. Even the Flame of Heaven ruled not by di-
the reeves and governors of the vast temple-lands that vine license, but because he or she had been proven most
had once supported the priests. These men and women capable of directing society to its ultimate improvement.
had been entrusted with overseeing the labors and trib- Every governor, official, priest, and general was expend-
ute of the peasantry and fending off the incursions of able in the public service.
troublesome outsiders. While their military and financial Sacrifice was the means by which every Sarxian
resources were often considerable, the eldritch power of served the common good. In life, they sacrificed goods
the research temples had kept them cowed and obedient. and labor. In death, they offered their bodies on the altars
With the Word Priests dead or utterly discredited, of the Red Gods, that their divine blessings may continue
they moved to fill the void. Their armies fought the ram- to empower the nation. Those who sacrificed the most
paging abominations that the broken temples had left in and labored the hardest were most worthy of honor and
their wake, and their granaries fed a desperate populace deference. Those who do not sacrifice for their people,
until the survivors could establish new farms in safer whether Sarxian or foreigner, are worthless parasites who
places. A few dared to strike at their neighbors for the should be put to more beneficial uses by their betters.
sake of plunder or old grudges, but for the most part Sarxians have the right to the lives of foreigners be-
these viceroys were too hard-pressed by the Logomachy’s cause those foreigners are at best useless and at worst
fall to afford such quarrels. Their defense of the surviving an active threat to humanity. Pagan service to inhuman
population won them popular adulation. gods and their pursuit of selfish interests can only result
The Gods of Truth that the Logomachy had revered in horrors like the Logomachy. In order to prevent that,
were swiftly banned by the viceroys. Studying the old arts every nation must be made to think like Sarx and become
of the Word Priests was made punishable by death, as- strong through Sarx’s philosophy.
suming the surviving populace didn’t lynch such offend- While such is the nation’s hypothetical ideal, the
ers first, and the wreckage of their ancient research tem- practice tends to be different. If Runom and the Amun-
ples was forbidden to the populace. The Gods of Truth di kingdoms became as unified and strong as Sarx, they
had been too terrible for humans to endure, their wills could fend off the raids that reap a substantial portion
too inscrutable and their demands too dear. Never again of Sarx’s yearly sacrificial victims. If that happened, the
would the people of Sarx be permitted to serve them. divine blessings that Sarx relies upon would weaken, and
Instead, the gods of Sarx were to be human gods, its people would begin to suffer grave privations and
men and women apotheosized by their mighty deeds poverty. Sarx relies on the weakness of its neighbors to
and the devotion of their people. By ensuring that every maintain its own prosperity, and its high officials view
god of Sarx had once been a living human, they would international Sarxism as a glorious prospect that is pref-
never again be subject to the mad whims of alien deities. erably forever on the horizon.
The viceroys who had saved the populace would become In the centuries since, Sarx has become a stern and
the first generation of such gods, and their power would mighty nation, the strongest on the continent of Aga-
be established with the blood of surviving Logomachian thon. Its bronze-mailed armies march regularly to raid
priests and believers. The inquisition that followed was Runom and to strike deep into Amundi lands, and its
exceedingly thorough, with a fifth part of the surviving farmers toil endlessly to bring forth food for each new
populace eventually dragged to the new altars. generation. Traders, wanderers, and other outsiders have
The power these blood rituals imparted to the new a place within its borders, but all such strangers are ad-
lords of Sarx was impressive, and with their strength they vised to step lightly, and to have a care not to draw the
were able to tame at least a portion of the Logomachy’s red attention of its masters.
85
Adventuring in Sarx
Sarxians think little of foreigners, and even less of adven-
turers. Unless they commit some serious crime, however, Antagonists
adventurers are not normally selected for the quotas; they Sarx doesn’t lack for antagonists, but most of them will
often fight back, unlike Sarxians, and cost more lives keep their more violent activities well away from public
than they provide. Instead, adventurers in Sarx tend to view. Savage fights in the wilderness or knives in a city’s
be treated as disposable tools of the state, to be hired for hidden alleys are much easier to slide past a magistrate.
work too dangerous to risk losing the lives of civilized Even an official who theoretically has the right to order
people. Some Sarxians also take advantage of their status the imprisonment or execution of a troublesome foreign-
as outsiders in society to get work done that would be er often finds it safer to handle things through informal
impossible for someone in a more carefully-monitored channels, lest his rivals seize on his actions to denounce
social position. them for some irregularity.
Exploration Adventures Bandit Rebels: Some can’t endure the rigidity of Sarxian
Sarx’s “civilized” areas are unusually safe for a nation in life, or might flee their destiny to let some relative go
the Latter Earth, and there are seldom any real perils beneath the knife instead, or simply want more than
closer than a day’s ride from a village or town. The pop- their role in life would ever let them have. Escaped
ulation’s inability to grow has calcified these boundaries, slaves and renegades often band together to ravage
however, and the wildernesses of Sarx have even fewer the more remote villages, taking lives that even the
of the hardscrabble villages and daring borderland keeps quota would not claim.
that other lands know. Foreign Agents: Sarx is widely hated, and numerous
The great jungles of the south are full of Logomachy rival lords and powers have agents working there.
temple ruins, and equally full of Logomachy monsters. These agents find adventurers to be useful patsies
While the god-avatars that once powered each temple and scapegoats from time to time.
are usually long-vanished, hideous beasts and unearthly Sarxian Privateers: The state issues letters of marque
horrors still haunt these untamed places. Escaped slaves for the taking of ships from Atlantis, Yain, or the
or renegade Sarxians who somehow find safety within Godblight. In practice, these “privateers” are outright
such places can expect to be ignored by the magistrates pirates when it comes to foreign shipping. Any craft
unless they’ve done something so infuriating that the cost that promises a good haul will win their cruel atten-
in legionary lives to capture them is deemed acceptable. tions, with the survivors sold off into slavery.
The Black Glass Mountains were once the industrial Sarxian Slavers: The military raids into Runom and
center of Nakad, and ancient forge-temples still can be the Amundi kingdoms each year produce a host
found in their highest regions. Taboo to Sarxians, their of victims, and the slavers of Sarx are in charge of
locations are seldom recorded, their treasures are seldom confining and distributing these wretches to state
despoiled, and their exploration is seldom safe. enterprises and private buyers. Every market town
has a guild of them, and their allies are many and
Dungeon Adventures ruthless.
The most common ruins in Sarx are the ancient tem- Sinister Priests: The clergy of the Red Gods have sub-
ple-laboratories of the Logomachy of Nakad. Some such stantial sway in Sarx, even if they aren’t formal
temples were little more than research outposts consist- members of the bureaucracy. Remote temples may
ing of a single shrine and a few outbuildings, while others get away with certain acts that would be censured
were the size of small cities. Sarxians are forbidden from under more watchful eyes, and they can employ
entering them, which leaves them a favorite refuge for zealous believers to handle bothersome adventurers.
bandits and escaped slaves... assuming those exiles are Troublesome Officials: Sarxian bureaucrats are con-
not eaten by the beasts that lurk there still. stantly balanced on a knife edge, the blade growing
Other than the temples, numerous ancient Nakadi sharper as they rise in rank. Adventurers who make
cities and towns were destroyed in the nation’s downfall, trouble for such an official can expect to face conse-
and have yet to be reclaimed by Sarx. In some of the re- quences, often ones delivered second-hand through
mote regions, extremely ancient ruins of the Speakers of the official’s allies or underlings.
the Storm can sometimes be found, ones lost before the Word Priest Cults: Every so often, some Sarxian is mad
Speakers became the later Logomachy. The very earliest enough or amoral enough to seek out the occult
surviving ruins are those of the Tempest Horde, with secrets of the Logomachy. Escaped slaves and rebels
a few rumored to still retain working examples of the are notorious for this, being willing to seize any tool
terrible iron steeds they rode into battle. The Horde only to strike back against the Sarxian state. Unfortu-
ever built permanent structures to house their forges and nately, the arts of the Word Priests tend to require
thunder-priest temples, so such remains a possibility. atrocities that are worse than what they fled.
89
SATH INGIT
A people obsessed with strength, the clans of Sath Ingit
are famed for the prowess of their savage warbeasts and Geography
the skill of their arcane fleshmolders. The arts of the Sa- Sath Ingit is a steppe land, long miles of tall grasses from
thans are said to be able to give a petitioner any grace the foothills of the Carven Peaks to the Moebian Sea.
they could desire... though often at a price that only a Thin traces of forest linger in the hills, while the sinis-
madman would pay. ter green of the Verdancy is constantly pushing over the
northern border. Sathan warriors must regularly take fire
History and axe to it to keep it from claiming more land, though
Records are few and indistinct of the final years of the it makes for ample timber for the clans.
Tempest Horde and their ancient foes, the Intoners. Leg- There are no major rivers in Sath Ingit. The moun-
end claims that the horde finally breached the bulwark of tain streams sink away into the dry plains, and only occa-
the Carven Peaks by riding the “thunder road”, unleash- sional springs, pools, and creeks dot the land. The clans
ing an unstoppable host of iron beasts on their age-old mark their territory by possession of these watering-plac-
enemies. When the invasion finally reached the sea, the es for their herds, and wars are fought over muddy ditch-
Intoners were shattered, half driven north into what later es and silty streams.
became Vitrum and the Hyperborean lands, and half The climate is warm and dry, with snow unheard-of
forced south into what later became the Logomachy of below the higher elevations and rains coming seldom.
Nakad. The soil grows little but grass, and farming occupies only
The southern remnants were swiftly conquered by a few slaves near the larger waterways. The steppe grasses
the Horde, and the arts of the storm-priests mingled with feed great herds of fleshbeasts, many terribly human in
Intoner lore to give birth to the Speakers of the Storm. their appearance.
Northward, the Intoner survivors held the line at the
Leucris River, while further north the choirs most weary People of Sath Ingit
of the war established the colony-cities of the Remnant Sathans, both men and women, average a foot taller than
Chord in Hyperborea. Between the two, the Tempest their Vitrumite neighbors, with some giants among them
Horde held the plains that were to become Sath Ingit. reaching eight feet in height. Coloring of skin, hair, and
With no easily-met enemies to test them, the Horde eyes tends to vary wildly, each clan favoring a different
swiftly collapsed into savage infighting. Losses among the combination. Hereditary birthmarks often show ances-
storm-priests and their sacred foundries were so great tral affiliations.
that the iron mounts of the Horde could no longer be Ambitious Sathans sometimes seek out the favor
produced, and the nomadic traditions of their people of the flesh-priests in their camps, trading riches and
were threatened with extinction. services in exchange for an improved body. These im-
Against this threat, a sect of surviving priests min- provements always come at a cost, often mental in nature.
gled forbidden secrets of life and death stolen from the Some such “blessed” are left half-moronic, while others
Pale Empire with their arts of forging and molding. If are touched with terrible madness or unclean cravings.
they could no longer force lightning and iron into their Aside from the Sathans, the raiding habits of the
service, flesh and bone would have to suffice. clans have led to the presence of many slaves from Vit-
The “Red Lore” these priests passed down soon rum, the Godblight, and Yain. A slave who shows mettle
spread throughout the surviving clans, each one shaping enough to ride with the clan can hope for adoption into
not only the wild beasts of the steppes, but also their own its ranks. Those without such prowess are treated little
clan members in pursuit of ultimate hegemony. Many of better than cattle.
these experiments were catastrophic failures, and others Most disturbingly, some of them are cattle. It’s not
granted their gifts at too dear a price. Even so, many came unknown for flesh-priests to transform prisoners and
at a cost their chieftains were willing to bear. criminals into Blighted half-men or worse, making old
Now the sixteen Great Clans contend among them- enemies into new tools for their victorious conquerors.
selves, the greatest of their khans striving to be recog- Sometimes these alterations can be reversed, but many
nized as Khagan of all the clans. Such a hegemon rises poor wretches are permanently born into their state.
only once a generation, but while they ride no man’s life
is safe in the lands between the crown of Hyperborea and Demography
the heel of the Godblight. Vitrumite scholars hazard to guess that two million Sa-
In the centuries since Sath Ingit came to be, the clans thans can be found between the Leucris and the Yandol,
have held to their ancient traditions. Strength, loyalty, though their nomadic habits make it impossible to be
and freedom are the only virtues they have ever cared to certain. The number of slaves is supposed to be little
name, and the few cities they raise have never been much more than a tenth of that, most of their labor reserved
more than gathering-places for the clans. for such degrading work as farming or menial toil.
91
Sathan Society
Sathan culture recognizes only three virtues
worth praising: strength, loyalty, and freedom.
Compassion, honesty, industry, or generosity are
worthwhile only in the context of increasing one’s
own strength, aiding a sworn ally, or expressing
one’s own personal desires.
A Sathan is expected to seek strength.
Physical strength is merely the most fundamen-
tal form of this; cunning, wisdom, and skill are
all recognized as worthy forms of strength, and
while a weakling or crippled Sathan will never
gain great honor, they can at least get tolerable
respect through some useful capability. The most
ambitious Sathans undertake fleshmolding to in-
crease their power, despite the grim cost.
92
States of the Scarlet Princes Wei: This state’s Marquise Lu has only a large population
There have been hundreds of states established among as a considerable resource. She is averse to leaguing
the Scarlet Princes since it was first made a place of exile. with the unpredictable foreigners of the Inner Fron-
The vast majority last for a century or two before being tier, but many ships have gone south to Tseb Hwii
dragged under by greedy rivals or their own internal strife. of late, and rumors persist of certain unrighteous
The present eight states are merely the latest survivors. bargains being struck with those strange folk.
Wen: The grasping Duke Chu of Wen sweats over the
Cho: The breadbasket of the eight states, Cho’s rich sor- perils of resting between Ru’s unpredictable sorcer-
ghum fields feed multitudes. Its Marquis Ai seeks ies and Cho’s well-fed army. He seeks control of Lan
hegemony by playing weak against strong, selling and its overland route to Taimen, bullying its ruler
his crops cheaply to the weak states to support them with deniable raids and threats of war.
in their resistance. In time, he plans to swoop down Zin: Marquis Lao has much to worry over with the con-
on any who remain. stant threat of incursions from the Anak Wastes to
Lan: Gateway to the western states, Lan is constantly the north. Yet he seeks to conduct illegal trade with
harried by its neighbors. Its young Duchess Rin is merchants brave enough to venture through the
desperate for allies to hold off the destruction of wastes in order to bypass the Dynastic river guard.
her state. Precious gems, forbidden drugs, and rare extracts
Ru: Famed for its traditional learning and venerable are peddled through this black market.
schools, the scholars of Ru are considerable sorcer- The Inner Frontier: The customs and habits of the several
ers. Lacking any other notable resource, its Prince petty kingdoms of the Inner Frontier are largely a
Wu seeks magical artifacts to smooth his path to mystery to the Dynasts around them. Their land
hegemony. is unattractive, so close to the dangerous Shangu
Taimen: With Yantu the only approved trade city for mountains, and their cultures are largely incom-
merchants from the Fifth Dynasty, Taimen is the patible with Dynastic mores. Warriors and sorcer-
richest of the states, but also the one most tightly ers who can be spared from their regular internal
bound by Dynast rules. Its Duke Meng labors to squabbles often find service in the armies of princely
bribe or suborn his Dynast minders into aiding his states, and some who are more adept at fitting in can
ambitions. even hope for generalships.
96
SHINBU ANAK
Since the first days of Carce and the Grand Harmony’s
fall, the Blighted of Shinbu Anak have been a plague on Shinbu Society
their human neighbors. The reckless sorceries of their Shinbu Anak society is based on violence. Its “tribes” are
Outsider creators have made them stronger, smarter, and built exclusively around loyalty to a war-chief or pirate
more cohesive than their brethren in the southern wastes, captain, disintegrating as soon as that leader dies or is de-
much to the eventual grief of those who made them. posed. Familial relationships mean almost nothing once
a whelp is too big to be bullied into obedience by its
History mother. Like most Anak, their lives are defined by hatred,
When the Outsiders of the Grand Harmony were forced fear, and spite, punctuated by brief occasions of sadistic
to abandon the great island of Carce and retreat to the amusement or cruel indulgence. Only a powerful leader
mainland, their bitterness was expressed in the legions who promises both rich rewards and savage punishments
of monstrous Anak they forged to reclaim their wayward can keep a tribe together for long.
slaves. After futile centuries of war, however, this hope The Shinbu economy is built on chattel slavery. They
faded, and their Anak warriors were turned on each other have repurposed the ancient identity tags once used to
in a struggle for rule over what remained of their empire. mark their ancestors, and now use these small rectangu-
Their masters pushed numerous ill-tested modifi- lar metal slips to mark the human, Outsider, and Anak
cations and sorcerous imbuements on their war-slaves, slaves they take. A brief, painful ritual bonds a tag to a
warping them and changing them to better bring down living subject, whereupon it will emboss itself with an
their rivals. Eventually, to fight other Outsiders effectively image of the target’s face that will remain until the subject
it was necessary to degrade the psychic shackles that pre- dies. As only one tag can bond to a slave at a time, these
vented them from attacking their own creators. “faces” form the main currency between Anak tribes, trad-
The consequences were entirely predictable, and ed back and forth for plunder and aid in battle.
within a few more centuries their pet legions rose up As it is impractical to herd large numbers of slaves
and slaughtered them. With equal predictability, the around with their roving owners, most are dispatched
victorious Anak did not cease the terrible experiments to large plantations on the Shackled Plains, where sla-
on their brethren, but seized the tools and the Outsider ver tribes maintain them in exchange for a share of their
artificers for their own use. production. A complex system of loans and brokerage
To the south, the Anak who would become the Aris- dispatches a slave’s surplus production twice-yearly to
toi Principalities butchered all their Outsider prisoners, whatever tribe the slave’s owner belongs to. Valuable as
relying only on their own sorcerers to enact the rites and they are, these slaves are seldom killed out of hand, but
oversee the experiments. Their progress was slow, but their lives are generally brief and wretched under their
the vision of their tribal leaders eventually gave birth to Anak overseers. Few ever escape, as the tags can be used
a species of Anak with greatly lessened Hate and vast- by a sorcerer to track them halfway across the world.
ly improved cohesion. Their heirs broke away from the Every Shinbu tribe has a profound interest in sor-
other Shinbu Anak in 500 AL, and even now they make cerous eugenics and augmentations. The molder-tribes
constant war on their savage cousins. of the Birthing Hills control most of the ancient arcane
In the north, however, the chieftains had no patience equipment for modifying Anak, along with the Outsider
for puzzling out the Outsider tools. Surviving Outsiders slaves necessary to make the devices function. These tools
were forced to serve new masters, their lives dependent can imbue an Anak with tremendous power, both physi-
on operating the arcane devices and performing the cal and magical, though often at a terrible price in sanity
rituals that would make their new lords stronger. Ever or health. Tribes gamble their most reckless warriors on
since they have been a caste of slave-priests, tormented the process in hopes of gaining heroes, or send their most
for every failure. hated enemies to be defiled by awful shapings. The most
In the centuries since, the Shinbu Anak have splin- successful alterations are sometimes inheritable, forming
tered into dozens of sub-species through these arcane the seeds for new sub-species of Anak.
modifications. Some varieties are tremendously strong The Shinbu Anak are universally hated by their
and ferocious, but the changes never come without price, neighbors. The Aristoi to the south view them as de-
and the fiercest are often the most stupid or sickly. An- spicable degenerates who insult the Aristoi by their very
cient tribal bonds have largely disintegrated, with each existence. The Kytheronians hate them for their constant
Anak loyal only to a successful war-chief and the entire raids and invasions north of the River of Spears. The
country operating like a confederation of mercenary cap- states around the Herondeep fear their raiding ships and
tains and pirate kings. Human and Outsider slaves work the incessant slave-taking expeditions, and virtually the
the fields and perform menial labor when not taken for entire Carcereal coastline dreads the sight of their black-
the cookpot, and this hunger still sends many grim ships sailed ships on the horizon. The Shinbu delight in this
to far human shores. hatred, and their only wish is to make it more bitter.
99
The Cities of the Dead Mutina: A forge-city of smoke and iron, the latter ore
The sorcerer-lords of the cities are all nominally equals, being hewn from the Suthi hills. Vast heaps of ar-
but this does not prevent the occasional season of inter- mor and weaponry are stacked up, only to rust or
nal strife or subtle violence between domains. Now and be melted down once more. Prince Raska directs
then one rises to be named king for a century or two his commoners to bring their wares to his allies in
until they are brought down by their rivals. Most of the exchange for their own considerations, and tends to
lords have perished five or six times, but yet retain much support the weaker side of a quarrel.
memory and cunning. Even so, all dread the prospect of Tarchna: Ruled by Princess Thanusa, the Witchbane.
a century or more of torpor should they die again. The Hinthial Academy she leads here is staffed
with numerous undying sorcerers versed in foiling
Capeva: Iron-handed Prince Laris leads several undead and plaguing the dark wizards of the Black Pact.
legions of horsemen and foot soldiers, most often Their arcanists are especially skilled at killing living
employed in fending off raids from the Black Pact necromancers.
or rooting out nests of adventurers. While an un- Tlamu: A trade-city with few to trade with, under the
remarkable wizard, he is renowned both for his hand of Princess Arathia. Its citizens fashion goods,
martial prowess and his unrequited love of Prin- only to let them rot or be destroyed when space is
cess Thanusa, who has thought him dull for an age. needed for more. Arathia is actually willing to deal
Inarime: Ruled by Prince Aranthur, present first among with living merchants and traders, provided they
equals. His navy of black galleys is a scourge on the come under the correct flags and conduct them-
Gebed Mur, and numerous shrine-villages along the selves appropriately within the walls. She craves
coast provide a steady flow of fresh undead from the novelty and rewards well those who bring it.
prisoners those galleys take. Vetluna: Distant and strange, Princess Sethra’s city has
Manthva: The city is lordless at present, its prior Prince the most likeness to a living one, being thick with
Cai having been murdered by a band of adventur- plant life and greenery. She revels with her people
ers. Regency is uneasily divided between three noble in an endless celebration of their immortality. She
houses: Hathli, Lucini, and Satlana. Rumor among thirsts for the fire of living excitement, and people
the more sapient locals says that one of those houses say that she has struck bargains with the powers of
was actually in league with the living assassins. the Verdancy to taste true life once more.
102
TAVAT
The greatest den of pirates and exiles in all the western
lands, Tavat is a haven for those that other lands would People of Tavat
prefer to see dead. Its prince-admirals rule their ram- The bulk of Tavat’s populace is made up of Atlantean
shackle coastal cities while the jungle interior has been stock, with a healthy number of Aristoi exiles and po-
given over to vile beasts and viler humans. litical losers from the mainland. Their natural cunning
and political talent often leads the Aristoi to positions of
History authority and the captaincy of ships.
Tavat was once part of the Grand Harmony, the last great Even so, there have been so many waves of exiles,
Outsider nation of Agathon. When the Liberator Queen refugees, slaves, and freebooters on the island that almost
broke their power and drove them from Carce around any demihuman or human ethnicity can be found in one
1650 BL, they sought to make Tavat a stronghold against port settlement or another. Most have left their native
the accursed humans. Entire Deeps were depopulated by cultures far behind, melting into the general habits of vio-
their awful sacrifices, but in the end they were successful lence, revelry, debauchery, and theft that define native life.
in laying down the Sevenstorm, a terrible curse on the
waters surrounding the island. Government in Tavat
The Sevenstorm was a zone of sorcerous peril in- Tavat has nothing resembling a coherent government.
scribed around the island, extending seventy miles off- Important port settlements like Helikon, Misha’s Rack,
shore. If seven or more ships congregated within a given Shangwen, and Redport are run by “prince-admirals”
seven-mile radius within that zone, a terrible witch- who command the fearful deference of numerous pirate
storm would suddenly leap up to smash the offending crews and extract a healthy tax from the merchants and
fleet. Ships within a mile of the island coast were ex- artisans who serve the pirates there. Troublemakers are
empted from this ban, but it became all but impossible dealt with in typically brutal fashion if they can’t find a
to sail an invasion fleet anywhere near Tavat. Combined way to pay off their injury to the admiral’s patience.
with the treacherous coral reefs and ancient sea-obstacles There is no law whatsoever in the inland jungles.
set by the Outsiders, Tavat became an invincible citadel. Hidden villages of runaway slaves, towers raised by mad
The Outsiders were not long in their possession, sorcerers, empty Deeps gutted by ancient Outsider sac-
however, for the ongoing effects of their Working proved rifices, and stranger things still lie largely undisturbed in
lethal to the aliens. Their life energy was drained away, the forest. Those who would seek them out must bring
and only through the consumption of human vitality their own security with them.
could a handful survive. They retreated into the volcanic
southern mountains of the islands with their herds of Adventuring in Tavat
wretched slaves, and are now but seldom seen. Tavat’s port settlements welcome almost anyone, provid-
It was at this time that the Liberated Republic ed they look capable of defending their own interests.
crumbled and the first Kings of Carce were established. Vulnerable refugees are quickly enslaved, but capable
That process left numerous political losers and broken crew can expect to get by with minimal peril, provided
Republic factions in its wake, and many of these fled to they can keep from offending important locals. Better
Tavat with their allies. In bitterness, their surviving ships safety is had by affiliating with a successful ship’s crew;
were set to prey upon Carcean trade, becoming the first many of these “crewmen” never actually set sail at all, but
organized pirates of the era. simply make themselves useful or profitable to the cap-
As the centuries ground on, innumerable new faces tain in exchange for their protection.
fled to Tavat, seeking refuge in the jungles and coastal Aside from the obvious potential of seagoing theft,
settlements. A little slave-driven agriculture was possible, adventurers can also seek wealth in the island interior,
but the perils of the jungle forced many of these refu- where many a generation of pirate captain has hidden
gees to seek their sustenance in the holds of foreign ships. their loot against a retirement that never arrived. All the
Even today, the greater part of Tavat’s wealth comes from strangest and most vicious castoffs of three ages have
seagoing theft. migrated landward as well, and they tended to bring their
Atlantis, Sarx, the Aristoi, and the Amundi king- treasures with them. Combined with the many ancient
doms would all be glad to see Tavat drowned in the sea, Deeps and Outsider ruins within the jungle, there’s no
but their plans to break its lords have always come to lack of gold beneath the green canopy.
naught. They cannot bring enough forces ashore to defeat Nor is there any lack of guardians. Savage Outsider
the savage natives, so they rely instead on intrigues, trai- warbeasts still prowl the jungle, and a half-dozen awful
tors, and bribery to minimize the damage. Bold agents alien species still come down from the mountains now
are always needed to do this work, though the island and then to replenish their stock of human prey. There
often proves fatal to such interlopers. are even rumors that certain prince-admirals trade hu-
man slaves to them in exchange for eldritch treasures.
104
THE TOMBFELL
The Tombfell is a lawless land of alien graves and ruth-
less plunderers. Ever since the First Age, this treacherous People of the Tombfell
region has been a temptation to those adventurers who There are only two known major human settlements
seek the wealth of fallen races and care little for their within the Tombfell. Both are little more than trading
still-perilous guardians. ports for the adventurers who seek plunder in the inte-
rior and the merchants who buy their loot and sell them
History their provisions. Neither have more than a few thousand
The ancient rise of human power has left few historical inhabitants at any one time, most of them transients.
records of the former Outsiders, as even the desperate Lauriacum is a Vitrumite town, the walled rem-
stand of the Grand Harmony was merely the last coher- nants of an Outsider sea-fortress now ruled by Vitru-
ent resistance to the burgeoning rule of humanity. Nu- mite merchants. They have a lock on all trade within its
merous alien nations had already been exterminated or walls, and provisions and housing come dear. Those who
driven into exile by the time the Harmony’s rulers fell. cannot pay must seek their fortunes in the wilderness
Many of these alien polities had been forced into outside, or risk dealing at certain smuggler’s coves along
the uttermost north, fleeing from such foes as the Pale the coast where less favored merchants cut deals.
Emperor, the proto-Amundi god-rulers, the mighty sor- St. Ignace is named for the Courontine saint who
ceries of the Intoners, or the savage might of the Tempest aspired to bring the word of the Bleeding God to the hea-
Horde. Only in the unwelcoming shadow of the White- thens of the Tombfell some six hundred years ago. His
skulls could the aliens find any refuge. eventual and dramatic martyrdom on the heath north of
There they worked what sorceries they could to the city was commemorated by numerous moving Cou-
xenoform the land into something habitable to them. rontine ballads and the monastery of St. Ignace. The ab-
Hundreds of pocket arratus were established around as bot is the nominal lord of the settlement, but in practice,
many alien cities, the last survivors of each foreign species he and his monks merely try to avoid the worst of the
eking out what time they had in land that no human trouble brought by the pirates, thieves, criminals, exiles,
nation desired. and adventurers who gather in the shanty-town below.
Their time came to an end some sixteen hundred Aside from these two “cities”, the interior of the
years ago. By 600 BL, the last organized Outsider pres- Tombfell sometimes sports the occasional isolated hu-
ence had collapsed in the Tombfell, their arratus decay- man village, or even something that might be construed
ing and their populations depleted by warfare, privation, as a city-state or minor domain. Whole generations of
and inbreeding. Some Outsider species were wiped out colonists and exiles from Vitrum, Couront, Leng, and the
entirely as they were exposed to the unendurable atmo- Hyperborean tribes have fled to the Tombfell in search of
sphere of baseline Earth, while others were driven into sanctuary or unclaimed lands, and not all of their heirs
degenerate savagery, changed or crippled by the hostile have perished. Even so, the dangers of the wilderness
world around them. ensure that few of these small settlements have much
Yet their sorceries were not without lasting effect. contact with the outside world.
The consequences of so many wildly-different arratus
in such a restricted geographic area caused permanent Regions of Interest
environmental shifts throughout the Tombfell. Pockets There are dozens of ancient Outsider cities scattered
of inexplicable climate and bizarre geography formed throughout the Tombfell, each of them once the last ref-
under the influence of these magics, with patches of uge of some wretched alien remnant. These cities were
jungle, the occasional small volcano, stretches of cursed often designed to suit physiologies wholly unlike that
desert, and stranger micro-features bubbling up without of humankind; tentacled masses, six-armed insectoids,
warning. Many of these zones were no more than a few winged reptilians, half-metallic centaurs, and other
miles across, but they persisted in defiance of the cold alien body plans were not unknown here. Particularly
taiga that surrounded them. Even today, cartographers for those species that flew or floated, their ruins can be
can only guess at the precise nature of the lands within so inconvenient to ground-bound humanoids that ex-
the Tombfell, and fresh maps are eagerly desired by all. ploring them is a major challenge.
In the centuries since, countless brash adventurers Aside from topography, some of these cities still
have sought wealth and glory in this treacherous place. retain remnants of their ancient arratus, creating zones
Some have sought to cut new kingdoms out of masterless of lethal cold, infernal heat, toxic miasmas, unendurable
land, while others seek to pillage the poisonous cities of radiations, or other environments that unprotected hu-
the vanished Outsiders. Yet for all their zeal, no human mans cannot survive. Only the most careful preparations
master has been able to wholly overcome the endless and the most prudently-chosen sorceries can equip ex-
stream of alien abominations and furious remnants that plorers for the plunder of such places, though they often
still haunt this shifting, cursed land. have the best and least-pillaged wealth to be had.
105
Some of the larger alien ruins are marked on the Adventuring in the Tombfell
map, but several other regions within the Tombfell have Most adventurers enter the area through Lauriacum or
their own particular hazards. St. Ignace, paying extortionate sums for bad housing and
The False Moors greeted the earliest Vitrumite ex- worse provisions brought in by the few traders willing to
plorers. While they appear to be endless heathy grass- run the risks of those lawless towns. Lauriacum’s security
lands punctuated by the occasional cold bog, former is exclusively in the hands of mercenaries hired by the
explorers have reported numerous pockets of broadleaf ruling merchant council, while St. Ignace’s shanty-town
forest, humid jungle, broken hills, and other terrain whol- has no law to speak of save a universal aversion to being
ly out of character for a cold moor. Most of these anom- stabbed by an enraged crime victim.
alous pockets center around alien ruins of some kind. Most expeditions into the Tombfell are wilderness
Udun’s Watch is a ridge of jagged hills south of the forays to seek out unplundered ruins or valuable Out-
ancient Outsider city of Bas Udun. Numerous insectile sider artifacts. Maps are wholly untrustworthy, so most
abominations infest these low peaks, flying down from adventurers must plot out their own travels or barter for
the heights to scourge any interlopers in their territory. firsthand scouting reports.
The Pactwald is named for the southern neighbor The lands closest to the coastlines are the “safest”,
to the Tombfells. While its native dangers are consider- though that just means the abominations and horrors
able, worse still are the eldritch horrors called up by the to be found there can usually be killed by normal swords-
Pact, some of which flee north into this forest. Once out- men, rather than being the hideous titans that are said to
side their borders, the Pact does not bother to hunt them. lurk in the deep interior. Some ruins are still inhabited
The Duchy of Bones earned its name from several by the remnants of their Outsider creators, few of which
waves of attempted colonization by lesser sons of Cou- have been rendered any more peaceful by the years.
rontine noble houses. A few ragged baronies remain from Other would-be lords seek to take advantage of the
centuries of futile effort. absence of any greater ruler to carve out their own pet-
Saint’s Heath was consecrated by the hideous death ty kingdoms in the depths of the Tombfell. Sufficiently
of Saint Ignatius in 550 AL. A few stubborn Courontine desperate colonists from the Black Pact or exiles from
monasteries seek to preserve the few remaining relics of Couront or Vitrum might be willing to seek a new home
the saint and maintain a secure zone for the faith, but in the land if enough of its perils are tamed. Of course,
they are constantly beset by alien horrors, and only the no one to date has been successful in achieving that peace
most ferociously pious are willing to maintain their work. for long.
106
TRIBES OF HYPERBOREA
Heirs of the ancient Intoners, the Hyperboreans are
a hard and ruthless people. Countless small clans and Geography
tribes dwell within the cold northern forests, quarreling Hyperborea is a cold land, with six months of deep snow
and raiding as the spirit takes them. All dread the strange and only three of warmth. Deep pine taiga covers much
inhabitants of the ancient Remnant Chord cities, howev- of the land, with the vast cold swamp of the Weeping Bog
er, for the price for their survival was a dire one. filling the central lowlands. Elsewhere, the grassy tundras
of the Cold Coast and the Haumoors are flecked with
History pockets of cold-climate trees.
When the Tempest Horde finally broke the Intoners of South of the Marchwall mountain range the cli-
western Agathon, a portion of the exiles fled north. Some mate is gentler, with longer summers and shorter winters.
held the Horde at the Leucris, becoming the ancestors These borderlands are dotted with Vitrumite villages and
of the Vitrumites, while others continued far beyond pioneer settlements, most depending on the garrison at
into the deep forests of the north. There, this “Remnant Lacunis for protection from mountain tribes and mon-
Chord” raised many cities of soaring towers and wind- strous beasts. Every few centuries some calamity from
blown song, recreating in faded fashion the glories of the north invariably sweeps over the borderland and
their past. wipes it clean anew, but the Vitrumites refuse to give up
With proto-Vitrum distracted by the depredations their dream of northern conquest.
of the Horde, there was little to threaten the Remnants. Throughout Hyperborea, there remain rare pockets
They threw great iron bands across Hyperborea to con- of strangely clement land, some with an almost tropical
nect their cities, road-wide ribbons of metal that even heat. These ancient Working-remnants are often inhab-
now survive in fragments deep within the forest. Occult ited by settled Hyperborean tribes, but many are too
vibrations and eldritch sound flowed through this “iron raddled by ancient monstrosities and poisonous magic
weft”, knitting the scattered cities into an arcane whole. to be safe for common inhabitants.
Yet the world was not as it once was, and the mag-
ic of the weft was not enough to sustain the Remnant People of the North
against the oppressive northern cold. As the ages passed, Hyperboreans resemble their Vitrumite kin, though
cities and their enchanted fields crumbled one by one, most are taller and broader. Black or red hair, olive skin,
their inhabitants forced into the forest to hunt their food and sharp features are shared by most tribes, though
and scratch out what brief harvests they could during Pacter and Sathan slaves taken in sea-raids have left their
the warmer seasons. These exiles formed a mixture of mark on the locals.
nomadic tribes and sedentary clans, the latter clinging Aside from these forest nomads and settled clans,
to pockets of temperate land still warded by Workings. however, there remain the Remnants in their crumbling
To add to Remnant troubles the newly-strength- cities. These humans have almost all been terribly altered
ened Vitrumites of the south pressed north over the by the magics they use to sustain their cities, some being
border, seizing land and decreeing all Hyperborea the scarcely human. They are feared by the forest dwellers,
rightful possession of the Gaian Voices. The iron weft who count their cities as the mothers of curses and plague.
was used as a weapon to harry the intruders, but every
killing tone and catastrophic resonance it produced was Hyperborean Life
that much less energy to sustain the cities. Hyperboreans are divided into nomadic forest tribes and
Desperate to halt the decay of their magic, the settled clans that eke out a scanty harvest from the land.
city-dwellers conducted many terrible experiments and Both are hard and violent people, prizing strength, hon-
accepted awful prices for their power. Those Remnants esty, courage, and cunning above all other virtues. They
who refused to take part in these things fled to join their strike alliances and make war on each other as their needs
forest brethren, until the only dwellers of the cities were require, with broken clans scattering to join extended
those who accepted their new existence. Even now, the kinsmen or seek employment in the south.
forest tribes fear and shun the city-dwellers. Hyperboreans are notorious raiders and pirates.
Vitrum has never wholly abandoned its claim on The clans of the Cold Coast and the Gebed Mur coastline
Hyperborea, and a broad strip of its southern reaches make raids as far as their longships can sail, bringing back
are counted as Vitrumite provinces back in the capital. slaves and plunder to their villages. Their landbound kin-
The natives think otherwise, and the foreign settlers have dred reave the Vitrumite borderlands or sell their services
reason to fear the mountain tribes and their relentless as mercenaries in their southern wars. Many a young Hy-
raids. Even so, other clans have made provisional alli- perborean travels far from their cold home to seek glory
ances with the imperial forces, either for the sake of re- and gold. When too many mouths gather around the
wards or the chance to crush a rival tribe. Their loyalty longhouse fire, such a journey may be the only alternative
is seldom exemplary. to starvation.
107
Places and Cities of the Snow Setos: Cursed city of a cursed land, the terrible Deso-
There yet remain several dozen Remnant cities scattered lation of Bells rings with wind-tones that poison
around the interior of Hyperborea, few of them housing those who hear them. The beautiful, once-human
more than a few thousand terribly-altered citizens. The inhabitants of Setos are nourished by all things
Hyperboreans shun anything resembling urban centers, toxic, with fountains of venom and gleaming pools
living in small villages and nomad camps throughout of acid shining amid their towers. Their touch is a
their land. Even so, some places have a special significance, lethal poison.
and a few of the most important cities bear mentioning. Tigata: The pale and long-limbed dwellers of Tigata wor-
ship a spider-goddess unearthed from the roots of
Haumoor: A cold grassland rising into frost-crowned the Gebed Hau. Their city towers are webbed to-
hills, the Haumoor is the barrier between the Des- gether in a mesh that moans when the winds blow.
olation of Bells and the southern lands. A few hardy
tribes dwell here, but few can endure the icy clime Adventuring in Hyperborea
or the broken Remnant cities that haunt the hills. While the Hyperboreans are great raiders, small groups
Kemetos: The City of Silence, where the iron weft eats all of strangers in their lands are not necessarily viewed with
sound for miles around. The inhabitants communi- hostility, provided they have a local guide or some proof
cate by gesture and pose, limbs stained by the bright of affiliation with a nearby clan. Strangers must take care
colors of the tropical flora that surrounds the city. not to fall foul of the constant tribal quarrels, however.
Madytos: The inhabitants here twisted the iron weft that Many adventurers seek profit in the borderlands,
runs through the Weeping Bog, using it as a sink to fighting to defend Vitrumite keeps and settlements or
drain the life force from much of the swamp. They loot Remnant ruins that are closer to nominal civiliza-
are immortal, as are their cancerous tumors and tion. Others venture further north to find greater wealth,
growths, and they disport in sea raids and hideous daring the ruined cities and pre-Intoner Deeps that still
pleasures. await plunder.
The Marchwall: A ridge of low mountains that sepa- It is not unknown for a powerful outsider to become
rates the nominally Vitrum-held borderlands from a tribal warlord, if they can impress a clan sufficiently
Hyperborean clan lands. The peaks are a veritable with their prowess and cunning. Some such chieftains
highway for northern raiders. have led their men south to profit and to woe.
108
TSEB HWII
An enigmatic land of sorcerers and their Outsider slaves,
Tseb Hwii is an unwelcoming place concerned chiefly Geography
with the affairs of its wizardly masters. Even so, foreign- The sky-piercing Shangu mountains are the defining fea-
ers with sufficient daring or utility can hope to find trea- ture of Tseban lands, their peaks so high that only sor-
sures here unknown to merely human nations. cery can allow a baseline human to survive their heights.
Several massive tunnel-roads pierce the range, each one
History under the control of a different wizardly house and their
The First Dynasty mastered almost all of the continent Outsider slaves. Entire underground villages and towns
of Gyarus, and ancient Tseb Hwii was no exception. Im- line these roads to serve those who travel and to mine
perial knights brushed aside the ancient Deep-cities that the range’s depths. Expeditions into the ancient tunnels
had emerged after the fall of the Outsiders and planted that lead off from the roads are often lethal, but can be
new provinces for the glory of the emperor. The native greatly rewarding for survivors.
Indur population was swiftly brought under their rule, The climate of Tseb Hwii is cool and temperate in
though they retained certain curious customs. the north, giving way to harsher southern cold and fewer
The Second Dynasty largely ignored the province, stands of forest. The Bassad river is the only great wa-
treating it as something of a punishment-post for sec- terway in the land, though many small, swift mountain
tarians and troublesome scholars. Numerous theurgic rivers stream down on both sides of the range.
sorcerers were banished there to find what companions
and students they could from among the natives. When People of Tseb Hwii
the Second Dynasty started to crumble amid the sorcer- The people of this land have a general resemblance to
ous struggles of wizard-priests, the heretics of Tseb Hwii their Dynastic neighbors to the north, but each major
found their guardians distracted. city retains traces of its original Indur stock. Their fea-
It was at this time that the Shangu mountains dis- tures tend to sharpness, and their hair is worn long and
gorged several great armies of Outsiders, bitter alien peo- straight. Northerers are often very dark-skinned, while
ples that had waited the long centuries for the right time southern Tsebans are unusually tall, lean, and pale. Hair-
in which to strike the hated humans. They had riddled styles for both males and females are intricate and richly
the mountains with their warrens, and great waves of adorned, though certain sectarians go shaven-headed.
inhuman warriors crashed upon the cities of Tseb Hwii. Many groups practice extensive body modifications, in-
The aliens were routed. The world had changed too cluding skin dyes, piercings, and body paint. The more
much since their former days, the Legacy no longer so elaborate and impractical their appearance the more im-
obedient to their magics and their strange engines. The portant the Tseban, as only a laborer goes unadorned.
sorceries of the Tseban heretics were too strong, and with The Outsider slaves of the sorcerer-kings are deco-
the might of the cities against them they were cut off rated richly with the signs and symbols of their owners.
from retreat and faced with certain destruction. They avoid casual interaction with the commoner masses,
In desperation, the Outsiders offered to serve the and almost never appear without an escort of human
Tsebans in exchange for their lives, sharing their secrets servants and bodyguards.
and their alien artifices with their new masters. The Tse-
ban heretics were greatly tempted by this, and in the end, Demographics
they consented to the enslavement of the aliens. Terrible There are perhaps eight million baseline humans dwelling
curses of obedience were laid on the Outsiders, and their on either side of the Shangu range, most clinging close
offspring and their gods taken as hostages for their good to major cities and secure trade routes. The wilderness
behavior. of Tseb Hwii is still plagued with the alien war-beasts
With the strength of these new Outsider minions, unleashed by the Outsiders during their invasion, and
the Tseban lords had no reason to obey the new Third long centuries have made them only more ferocious. Nu-
Dynasty and its wizard-emperor. They shut their borders merous ancient cities destroyed during the assault have
to imperial emissaries and exiled any of their people who yet to be recovered, and many of their venerable Second
refused to serve their new rulers. The Third Dynasty had Dynasty relics are still untouched.
too many demands on it to contest this new order. No one is entirely certain how many Outsiders live
In the centuries since, the Outsiders have become in Tseb Hwii. No more than a few hundred thousand
hereditary slaves of the wizard-lords and their heirs, each are admitted by the wizard-lords, with most of those
species devoted to a different city’s master. If there have dwelling in subterranean communities in the Shangu
ever been any coordinated rebellions, they have not been range, and the remainder residing in special city quar-
recorded, and the Tseban lords claim that their inhuman ters designed to suit their needs. With so many of the
servants are the most loyal of slaves. The Outsiders say mountain tunnels unmapped and unknown, no one can
nothing to contradict this. say how truthful this estimate may be.
109
Cities of Tseb Hwii Qol: The jewel-scaled and six-eyed serpents of the Sissan
The city-state is the primary unit of Tseban governance, serve the House of the Squared Heaven here, ensur-
each one under the rule of a particular sorcerous house. ing the rich trade of the Bassad and the many for-
Each major city also contains a population of ten or eign merchants who come here both pay due tribute.
twelve thousand Outsiders, their obedience directed to- Su-Ran: A shadowed city, the Outsiders known as the
ward whatever house might claim the community. The Leth dwell here in the “Empty Quarter”, serving the
cities below are merely some of the more renowned. sorcerous House of Mak-nim. As ordinary humans
cannot perceive the Leth, they convey their wishes
Banat: An oasis of Working-wrought tropical heat amid through inscriptions on ceremonial tablets.
the cold southern seas, Banat is ruled by the deca- Tsed Nazil: The House of the Red Cangue rules the
dent House of Radiance. All of Mindol is under greatest of the eastern coastal cities. Their servants
the equatorial heat of their magics, and numerous are of many different kinds, for the great slave mar-
occult drugs and rare herbs are grown in its planta- ket of Tseb Hwii is located here, where lords may
tions. Their slaves, the Morai, appear as impossibly barter surplus servants. Outsiders are kept harshly
beautiful men and women with white jade skin and here, for the natives descend from those who sur-
jewel-colored hair. This is not their natural form, vived the Outsider creation of the arratu known as
but one the Radiance chose for them. the Sin in the days of their invasion.
Gimmed: This city is the western terminus of the Pas- Uzayad: Timber goes down the Bassad and rich sub-
sage of Jade Frost beneath the Shangu, selling un- terranean trade comes from the Golden Road be-
dermountain wares up and down the coast. The neath the Shangu, enriching its House of Aureate
Wafters who serve the House of Shumad-nim are Wisdom. Their servants, the chitinous rock-eating
translucent floating gas bags that communicate humanoids known as the Omoli, do much to over-
through Tseban glyphs emitted through their phos- see its mines.
phorescent epidermis.
110
THE VERDANCY
A multicolored hell of ferocious plants and still more sav-
age beasts, the Verdancy has been a threat to its neigh- Geography
bors since its old lords fell an age ago. The constant swell The Verdancy is a damp, temperate land throughout the
and encroachment of its plant life obliges all its neighbors year, with little difference between seasons. There are
to conduct unceasing war against it if it is not to engulf countless small streams and petty rivers flowing down
all of western Agathon. through it from the Carven Peaks, but no great rivers or
vast lakes. Here and there, the land is so wet as to become
History a swamp, with its own variety of horrors springing up
When the Pale Emperor vanished and his undead empire from the sodden earth.
fell, the mortal survivors fled to the west. Some ventured The edges of the Verdancy are all marked by axe
north to become the Still Cities, while others joined with and fire. Every surrounding nation has a screen of bor-
the proto-Sathans, but the majority settled in the shadow der villages charged expressly with hacking back the
of the Carven Peaks, in the thick broadleaf forest there. multicolored trees and scorching the soil. A destroyed
These refugees had lost their lord, but they had not village means catastrophe if it cannot be replaced soon,
lost their principles. To them, as before, the greatest and as a year’s neglect can see the forest march a quarter-mile.
most blessed gift was life eternal. Without the Pale Em-
peror’s patronage their rites of undeath would no lon- Inhabitants of the Verdancy
ger function, so it was up to their greatest sorcerers and The forest itself has only a few human inhabitants, mostly
priest-scholars to devise a new means of immortality for villages of escaped slaves, Sathan exiles, or other desper-
the worthy mortals among them. ate souls who must hide from their brethren. The land
These scholars took their hints from the forest itself is fantastically fertile and rich, so hunger is rarely a
around them. If cold flesh could no longer persist forever, concern, but the terrible inhabitants and gruesome par-
then root and branch would have to suffice. They studied asites that infest the place are a worse peril.
many means of translating human flesh into perpetual- Many plant-based humanoids inhabit the deeper
ly-regenerating wood and plant fiber, the better to ensure reaches of the forest, almost all of whom view animal life
eternity for all their faithful followers. as nothing more than nourishment. They war amongst
These hierarchs became the founders of the Suldant each other with unthinking ferocity, struggling like weeds
Theocracy and its Green Priesthood. Their sanctums in a field to gain more soil and hunting grounds.
were woven out of massive trees and vast fungi, living Worst and most fearsome of all are the inhabitants
cities of branch and leaf devised where every necessity of the ancient Suldant grove-cities. Many are mighty
was grown and provided by the city itself. Common sorcerers, transformed in ages past for their loyal service
believers were blessed by this abundance, and by loyal to their dreaming masters. They often continue to carry
service they could hope to be gifted with the oaken heart out their experiments, and their servants seize prisoners
of an immortal transformation. from the border villages to supply their needs.
Yet as these Green Priests grew wiser in the arts of Were the Verdancy under a single master, it would
plant life, they grew more distant from the concerns of be a disaster for the surrounding lands. Fortunately, few
human minds. Some became one with their plant-cities, of its Verdant Lords show any inclination to cooperate
while others transformed so far as to become sentient with their brethren, and the plant-people seem to have
mats of fungus, ever-dreaming trees, or terrible amal- an almost innate need to struggle against their neighbors.
gams of meat and bark. They grew less and less concerned
with the needs of mortal humans, caring only for their Cities of the Suldant
green domain and their transformed minions. Despite being abandoned by humanity for an age, there
In time, life became too terrible for the mortals to still persist dozens of ancient Suldant city-groves deep
survive. They were used as little more than mulch for the within the heart of the Verdancy. Each of these cities
roots of their betters, and the survivors fled the green cit- was once home to hundreds of thousands of obedient
ies to the surrounding lands, or forsook all magic to take followers of the Green Priesthood, their every need pro-
themselves to the Sunward Isles. Now only a handful of vided for by the city itself. It was only over the course of
desperate villages and hidden refuges remain within the centuries that the interests of their masters slowly turned
Verdancy, mostly inhabited by those who have nowhere to ends that could no longer be endured.
else to go. Now, the vast majority of these cities are danger-
And still the old cities warp and rot within. Their ously decayed and rotten. Without the labor of human
magics have gone stale, their keepers are lost to their servitors to prune and tend the cities, the natural floral
endless green nightmares, and parasites of every hideous behavior of the great plants has taken over. They grow
description grow fat on their sap. The forest swells, blind blindly and frantically now, without concern for what
and terrible, and many are those who die to halt it. the land can sustain. Most have suffocated themselves.
113
The results show in great cathedrals of rotten wood Adventuring in the Verdancy
and mouldering leaves. The relentless vitality of the plant Most expeditions into the Verdancy begin in a border
life still holds the crumbling cities together, but their in- village, one of the many small settlements charged with
teriors are vast nests of decay and swarming parasites. holding back the encroaching forest. The natives are of-
These voracious creatures appear in both insectile and ten slaves, criminals, or other internal exiles compelled to
fungal forms, some of them possessed of an almost hu- remain and work the dangerous task. They are unfriendly
man level of intellect, if completely devoid of interest in to most outsiders, but competent adventurers can win
anything but feeding and reproduction. their cooperation by aiding in their endless battle against
Within these cities, small clusters of intelligent an- the forest.
cient Suldant can be found, humanoid plants that have These villages and their overseers often commission
endured ages in immortal verdancy. They usually cluster adventurers to make scouting expeditions into the ev-
around a Green Priest capable of holding the parasites er-changing forest, seeking out new nests of dangerous
at bay, their unending lives consumed with the labor of plant-creatures and reporting on any new activity in
gathering nourishing mulch from their surrounds. With ancient Suldant settlements. Aside from the pay, these
so much of the plant matter infested with fungal para- sponsors often pay well for Suldant artifacts and scraps
sites, it often proves simpler to hunt animal prey. of ancient Green Priest lore. Not all such patrons use
These city-dwelling plant-people have no love for their newfound knowledge for good ends.
humans and no interest in their affairs, but they can Other employers seek certain plant ingredients or
sometimes be persuaded to cooperate with adventurers eldritch creatures that can be found nowhere else, their
if their interests align. Would-be diplomats must be sap, seeds, and flesh all useful in great workings of sorcery.
very cautious in their dealings, however, for the green Finding the necessary ingredients is usually an adventure
folk think nothing of betraying former allies when the in itself, to say nothing of the danger of claiming them.
calculus of advantage changes. The Suldant cities themselves are often reposito-
While they are but decaying husks of their former ries of ancient treasures dating back to the Pale Empire.
glory, these cities still serve as the focal points of the great While the green people have no use for gold or silver,
Workings of their ancestors, the enchantments that send their cities still blindly produce gourds full of potent
the polychrome trees of the Verdancy stretching outward magical elixirs, jewel-bright seeds for adornment, impos-
beyond its borders. Somewhere within the rotten heart sibly tough sheets of fungal fabric, and other valuable
of each great city is the nexus of its Working, and if it semi-magical goods.
can be destroyed then the nearby Verdancy will begin to Most precious of all, of course, are the secrets to
slowly wither and retreat. Scores of ancient cities have green immortality possessed by the ancient priesthood.
been destroyed by heroes over the centuries, but the web More than a few aging grandees have dispatched servants
of the Working still holds. Many sages hypothesize that into the vibrant hell to ferret out the right saps and in-
there is some great stronghold deep within the Verdancy cantations to render them immortal. Sometimes these
where the core of this enchantment must be found and efforts bear fruit, but the eventual consequences of this
destroyed. blind sorcery are seldom what their makers might desire.
114
VITRUM
The mightiest nation north of Sarx, shining Vitrum is a ferred to rule without the benefit of a First Voice, and
pole of relative stability in northern Agathon. Its quar- the Exile Kingdom became the Choral Republic. The
reling senators joust under the watchful eye of its Glass franchise was limited to the noble aristocracy and their
Emperor, constantly mindful of the unsleeping perils of commoner merchant-prince allies; those nobles who had
Sathan raiders, Verdant monsters, and the frigid myster- supported the Gaian dynasty suffered the loss of their
ies of the untamed north. titles at least and complete extirpation at worst. Their
commoner heirs remember this ancient indignity still,
History and several “old lord” clans can still claim influence in the
When the Intoners were finally broken by the onslaught Hyperborean marchlands. Their members still dream of
of the Tempest Horde around 1680 BL, the largest frag- a restoration of the First Voice and a redemption of their
ment of the survivors fled north over the Leucris into ancient losses.
the backwater provinces of their people. The great iron The Choral Republic survived for eight hundred
weft that had woven so many Intoner tower-cities was years, its elected senators sparring with each other over
far thinner here, with only a few lonely glass-wrought questions of wealth, influence, and survival when the
outposts of their tonal sorcery. Speakers of the Storm pushed northward. When those
The Horde raged after them, but their warbands had barbaric sages degenerated into the modern Sathans,
been thrown into confusion by their own success. Having their raids and occasional surges of conquest kept the
finally crushed their ancient foes, the rampaging invaders Senate constantly engaged in questions of war.
were distracted by the plundering of southern cities and Senatorial scheming and self-interest brought doom
the enslaving of swarms of wretched refugees. There was to the Republic around 400 BL. Their political quarrels
no immediate appetite for a hard northern campaign to left them unable to unite against the terrible might of the
pick up the petty leavings of a vast treasure they had at Sathan Khagan, Namad the Breaker. His martial genius
last claimed for their own. and the dark powers that aided him brought his horde
By the time the Horde regained some direction, it over the Leucris and to the very walls of Caudium. The
was too late. The desperate Intoners had made a last line half-human Khagan died there, but his scattered banners
of defense beyond the Leucris, and the disorganized at- were still sufficient to burn down half the Republic and
tacks of the remaining Horde clans were repulsed with loot most of the rest. Only the far northern marchlands
terrible slaughter on both sides. The rebuffed invaders were spared the Sathan scourge.
fell into confusion, quarreling amongst themselves over For six hundred years Vitrum suffered under the
more accessible prizes and eventually becoming the bru- Time of No Lords, their cities broken, their secrets lost,
tal, flesh-wise ancestors of the Speakers of the Storm, and their people tormented by the hungers of the Sathan
who would in turn birth the nomads of Sath Ingit and raiders. When the survivors were not fighting raiders
the dark hierarchs of Nakad. they were fighting each other, and it seemed the next
The surviving Intoners were divided, some fleeing half-millennium would look little different than the last.
further north into the wilderness of Hyperborea and That sad destiny was averted by the first Glass Em-
others seeking to establish new tower-cities north of the peror, Marius, a hero who arose in 222 AL. Once an
Leucris. The charismatic warlord Gaius brought the re- adventurer, he had unlocked the lost secrets of the Inton-
maining provincial gentry and his surviving comrades in ers during an ill-starred expedition from which only he
line to form what later Vitrumites would call the Exile had returned alive. Many doubted him and his strange
Kingdom, becoming its First Voice and autocrat. powers, but desperation set numerous city-states and
Gaius ruled through cunning, charm, and a super- noble domains to march under his banner. Their faith
lative mastery of the sonic sorceries of the Intoners. Leg- was repaid; Marius’ terrible words shattered the Sathan
ends say that he could split boulders with a word and horde and sent the survivors fleeing south across the river.
scatter armies with a song, and that it was his personal They would not return until after his death in 262 AL.
valor that had turned back the Horde at the last great In the centuries since, the Vitrumite Senate has obe-
battle at the Leucris. diently served the interests of the Glass Emperor’s suc-
Whatever the truth of these tales, scholars agree that cessors. Its members are elected from noble families and
the Gaian dynasty was very close with its secrets. Sur- powerful oligarchs and its servants are selected from the
viving sects of tonesmiths and cantors were suppressed, most capable and cunning of commoners and slaves. It
their secrets reserved for royal use alone, and the remain- serves as the eyes and hands of its lord, and it serves well.
ing fragments of the iron weft were left to go silent and Yet tensions remain in the halls of the Senate, for
serve only as roads for the boots of soldiers. Emperor Tertullius grows old and his voice weakens.
The Gaian Voices fell still around 1200 BL, a string Many think that a new Glass Emperor must be chosen
of inept rulers proving unequal to new challenges from soon, and the candidates are unfortunately many. Few
the restive aristocracy. The nobles of the Kingdom pre- expect peace in the seasons to come.
115
Adventuring in Vitrum
Adventurers hold a very low status in Vitrum, being
generally considered on par with prostitutes and slaves. Dungeon Adventures
Novice freebooters can expect to be barred from patri- The most common ruins in Vitrum are those of the Time
cian households, unwelcome in fine shops, and barely tol- of No Lords, the centuries of misery in which Vitrum
erated by the local city watchmen. A friendlier welcome was broken up into numerous squabbling city-states, all
awaits them from other infames and the poorer class of equally tormented by Sathan raiders. Even today, count-
plebeian, who sometimes have jobs that only a fellow less venerable ruins of glass-towered cities and towns dot
dreg might be willing to do for them. the southern and western halves of Vitrum, their surface
Successful adventurers find a different place in so- reaches usually well-plundered but their depths often
ciety. While their legal disabilities don’t change, their unexplored. Many crude Deeps also date from this peri-
fame and obvious capability wins them courtesy and od, having been dug or opened up by Vitrumites seeking
interest from patricians, and more than a few offers of safety by crawling beneath the earth.
employment or requests for private interviews. The most In addition to these ruins, numerous temples can be
successful and politically-adroit of them can hope to do found in the wilderness where market towns and thriv-
enough favors for a senator to win forgiveness of their ing villages once stood. These temples are sometimes the
status and the rights of a plebeian. Even so, many of them only remnant of the former inhabitants, often dedicated
are perfectly happy to content themselves with the wealth, to gods that have long since been forgotten by modern
honor, and eager paramours that glory brings. folk. The wealth of these places goes to those brave
enough to seize it and strong enough to survive its taking.
Exploration Adventures
Vitrum’s attention is fixed on its population centers Antagonists
and the myriad garrison forts it has established to hold Vitrum is a more lawful land than most in Agathon, but
back Sathan and Hyperborean raiders. While the lands the dangers it holds are no less lethal to the unwary.
around these places are very well-scouted, terrain more
than a day’s ride from a population center may not have Corrupt Officials: A well-placed magistrate or senatorial
had a human scout pass through in a year, and deep wil- clerk can extract great wealth from their authority.
derness may be known only from unreliable maps made So long as they don’t touch the interests of the pa-
generations ago. Whole ages of war, construction, and trician families a certain amount of abuse of their
ruin have come and gone in Vitrum and the wreckage of authority is tolerated. Some go far beyond this.
its passing is poorly marked on its maps. Dark Priesthoods: Vitrumite religious tolerance leaves
The great Borean Forest is particularly mysterious, room for many faiths that other lands would find
being a favored hiding place for Sathan war parties that vile. The demon-gods of the Black Pact are not un-
land from the western coast. The dangers in the forest are known here, as well as worse deities still. Most re-
lightest around its periphery and worst in its dark heart, strict their depredations to infames and those poor
with terrible creatures from the Time of No Lords still plebeians with negligent patrons.
festering in the shadow of its pines. Renegade Commanders: Garrison fort commanders
The Thunderthrones are likewise little-explored, as have absolute control over their military districts,
the mines in its foothills are as far as most humans dare and that control is sometimes greatly abused. So
go. The constant storms around the range’s peaks dis- long as the commander keeps the Sathans out of
courage visitors, but legends speak of the ancient Intoner his district, many tributes will turn a blind eye to
towers that await those daring enough to seek them out. private corruption.
Novice adventurers often prefer to go northward Sathan Raiders: Whether by sea, land, or even occa-
into Hyperborea, adventuring in the borderlands in sup- sionally air, the clans of Sath Ingit have always
port of the many small keeps and isolated pioneer villages viewed Vitrum as their lawful prey. Raider bands
there. Centuries of off-and-on warfare between the Vit- sometimes hole up in ruins, using them as bases of
rumites and the Hyperboreans have thinned many of the operation to torment the locals.
worst predators in the borderlands, leaving foes more Venal Merchants: Money is the surest way for a plebeian
amenable to a novice’s steel. Even so, there remain many to lift his family into the patrician class. Vitrumite
terrors in the northern ranges that have left no survivors merchants are notorious for both their greed and
to warn of them. their fondness for treacherous contracts.
119
Adventuring in Xindai
Adventurers are viewed with wary suspicion by most
Xindai commoners, many of which have a hard time Dungeon Adventures
distinguishing them from ordinary wandering merce- The wilderness holds numerous examples of ruined
naries. Most villagers and townsmen will assume that monasteries and broken castles, any of which are usually
they are brutish, violent, and untrustworthy until proven worth investigation by a band of adventurers. Centuries
otherwise. It’s not difficult to find paying work in most of bandits, monsters, and renegades have laired in such
places, but the fees are usually offered more in the spirit places, and their belongings are often left behind.
of an extortion victim than an employer, and few villagers Deeps are less common in Xindai, most of them
would weep if the PCs died before they could collect. having been broken open and looted long ago by greedy
Daimyos and other gentry will tend to treat adven- warriors or bold peasants. Even so, the Nakanos are said
turers in the same vein, as disposable assets to be aimed at to have a considerable number of ancient fastnesses that
problems that can be solved by violence. Capable heroes were never plundered by the lowlanders.
can expect excellent pay, but few lords would risk taking Aside from ruins in the wilderness, almost all cities
adventurers into their confidence when long-time family have at least one ruined district or ravaged suburb, the
retainers are available. Most are simply hired until they legacy of centuries of sieges and enemy assaults. Many
find better pay elsewhere or die in the daimyo’s service. of these wrecked palaces, broken temples, and crumbled
Ultimately, a powerful adventuring band might be storehouses have been picked over thoroughly by the
able to seize a daimyo’s land, if they can hold off any locals, but their relative safety makes them a popular
patrons or kinsmen long enough or if they can acquire choice for novices who do not wish to go too far from
enough backing from existing lords. While such out- the security of civilization.
siders may be sorely lacking in Xindai social graces, the
ability to take land and hold it is the only quality that is Antagonists
mandatory for a daimyo. It will likely be virtue enough There are enough hazards in Xindai to satisfy any adven-
for their neighbors. turer’s taste for danger. Even old allies might turn into
enemies if their clan or village finds it necessary to make
Exploration Adventures such unfortunate accommodations.
Not all daimyos are inclined to brutal oppression of their
commoner subjects and the extraction of every possible Corrupt Abbots: Some abbots and high priests care only
cupful of rice from their stores, but these gentler lords for personal profit and the advancement of their pa-
seldom last long amid their ruthless rivals. The uniformi- tron family. Their resources and magical talents are
ty of harsh treatment in civilized lands has led to many often turned to dark purposes.
commoners fleeing into the wilderness, to dwell deep Desperate Villagers: When tax quotas are too high or
within the forests or high in the mountain valleys where starvation threatens, villagers have been known
tax collectors seldom dare go. to perform terrible deeds for the sake of survival.
Adventurers who press into the trackless wilderness Many robber bands on the roads are nothing more
might come across these villages, some of which might than local peasants working an off-season job.
be populated entirely by demihumans. Other explor- Evil Merchants: The most successful merchants in Xind-
ers might find the ruins of daimyo estates, abandoned ai are those with the fewest scruples. Dark bargains
monasteries, lost shrines, and other sad detritus of the with daimyos give them license to savagely exploit
centuries of warfare in Xindai. the locals in exchange for increased tax revenue, and
Numerous ancient cities have long since been de- they often employ large numbers of hireswords.
stroyed by the conflict, and with the loss of life and the Mercenary Chiefs: Wandering warriors sometimes flock
destruction of historical records, more than a few have to the banner of some charismatic sellsword, offer-
been entirely forgotten by modern-day Xindai. Some of ing “protection” to villagers for a fee. Most are ill-fed
the relics and treasures to be found there were common- and savage, quick to turn on any potential source
place during the golden age of the Shogunate, but have of profit.
long since become scarce and precious in the present day. Monstrous Spirits: Not all the spirits in Xindai are pla-
The two great forests of the east and the Nakano cated by the local shrines. Fell and terrible entities
mountains are the least-known regions of Xindai. While stalk the mountains and deep forests, and some des-
coastal lords and provincial daimyos have a firm grasp on perate commoners barter with them for black favors.
nearby villages, the depths of the forest and the heights Ruthless Daimyos: Many of Xindai’s lords have only a
of the mountains hide untold treasures from ages past. provisional interest in the wellbeing of their own
Sufficiently bold heroes might yet salvage treasures there subjects, let alone foreign adventurers. Most are per-
from a happier age. fectly willing to inflict whatever evils prove profit-
able on such lordless warriors.
125
YAIN
The last coherent remnant of the once-great Logomachy
of Nakad, the sorcerers of Yain are locked in a perpetual Yainish People and Government
struggle with their crazed brethren in the Godblight and The Yainish are drawn from the same pale stock as Sarx
their implacable foes in Sarx. Only their well-guarded and the Godblight, but with a mix of Sath Ingit blood
sorcery and the might of their flying navy spares them from centuries of raids, slaving, and occasional trade.
from certain destruction. Their “landwrap” clothing is scarcely more than belts
and decorative temple-marks, but their witchsailors don
History heavy coats and trousers against the aerial chill.
The Logomachy of Nakad collapsed in 378 BL, when the Yainish government is centered around ancient
eidolons of the Gods of Truth turned on their priestly scholarly monasteries, each headed by an abbot or ab-
masters and smashed their innumerable temple-labora- bess. Arch-abbots rule monasteries capable of crafting
tories. The few surviving Word Priests fled to the hin- skyships, with lesser temples vowing fealty in exchange
terlands that became the Godblight or to the isolated for membership in their fleet. Each abbot rules with the
scholastic monasteries of the Nakadi province of Yain. aid of naval theologians, engineer-priests, temple guard
Yain had traditionally been a dumping-ground for captains, and other experts pledged to the temple. Yain is
misfit priests and the surviving losers of the incessant a meritocracy by necessity, and even the best bloodlines
struggles between the clergy of the Gods of Truth. The win only opportunity rather than certain advancement.
temples there were forbidden to raise eidolons and were Yainish temples theoretically revere the same Gods
allowed to study only those arts too petty or too obscure of Truth that their ancestors did, with the same zeal for
to ever threaten the rule of the southern clergy. That for- arcane experimentation. In practice, everything related
biddance spared them the horror of the unleashed god- to god-eidolons and the more inhuman sorcery of the
things that scourged Nakad and left their peasant infra- ancients is strictly forbidden as being a blasphemous in-
structure intact and capable of providing for the refugees. trusion on the gods, sure to bring a second catastrophe
Back in the former heartland of Nakad, the surviv- on them all. A particular sect of priest-assassins, the So-
ing slaves and seneschals had joined together into the dality of the Seventh Knife, is charged with eliminating
modern nation of Sarx, determined to erase forever the anyone who would resurrect the old arts. These “seveners”
last traces of the Gods of Truth and their despised clergy. are perhaps more effective at eliminating Word Priests
The zealots of the Godblight struck back against them, than their Sarxian inquisitorial counterparts.
and for centuries Yain kept as low a profile as it could, Life for the common folk of Yain is loud, violent, and
laboring feverishly to stitch together some sort of defense exuberant. Everyone knows that the Sarxians will never
before the Sarxians got around to dealing with them. rest until every man, woman, and child in Yain is dragged
The success of their efforts was demonstrated in 105 to the altars, and the people are greedy for every delight
AL, when a Sarxian invasion fleet was broken and driven they can take from a temporary life. They can be cruel
back by a coordinated navy of seagoing warships and in their appetites, thinking nothing of slaving or piracy,
aerial scouting pinnaces. The Yainish witchsailors dealt but their wrongdoings are human hungers rather than
Sarx such a heavy blow that it was decades until a second the commandments of their gods.
serious attempt was made to land an invasion force. This
second armada knew enough of Yainish arts to make it Adventuring in Yain
a harder-fought battle, but in the end its bronze-mailed Outsiders often seek Yainish skyships, and it is not im-
soldiers were plunged to the bottom of the Bight of Na- possible for a sufficiently wealthy and useful foreigner to
kad amid the wreckage of their ships. gain such a vessel from a grateful arch-abbot. The need
In the thousand years since there have been sixteen for a Yainish crew of trained witchsailors to keep it flying,
major Sarxian assaults on Yain, some of which were suc- however, means that the largest warships can be obtained
cessful enough to briefly establish coastal footholds or only through heroic deeds of aid and wide alliances.
wipe out major monasteries. The number of lesser cam- Seabound heroes can find work aboard Yainish pri-
paigns and privateer fleets that have sailed against Yain vateers who hunt Sarxian traders or venture to the per-
are without number, and this unceasing struggle is the ilous islands of the Bight of Nakad. Most outsiders can
fundamental focus of Yainish society. reach Yain only through its coastal monastery-cities, as
To the north, the beastriders of Sath Ingit are a con- the overland routes are blocked by mountains, madmen,
stant threat as well, less bloodthirsty than the Sarxians or savage Sathan clans. A few catch rides aboard skyships,
but closer to hand, with aerial riders to threaten skyships. but such vessels are seldom seen outside Yain.
To the west, the temples of the Godblight acknowledge Within the borders of Yain there are numerous
no kinship with the Yainish, but have use for them as a ruined monasteries, some destroyed by Sarxian invad-
buffer against Sarx. Other nations think little of Yain, ers and others lost to disasters before the fall of Nakad.
save as the source of their wondrous ships. Their riches are considerable, but so too are their perils.
127
YAMAD’S BONES
Legends speak of drowned Yamad as being the birthplace the yellowed bones of these dead can still be found in-
of human rebellion against Outsider rule, a valiant nation tact. The Stillness does not appear to have any effect on
of long-lost artifices and mighty sorceries plunged into living things, but it allows the persistence of artifacts that
the sea by alien retaliation. Today it is no more than a pile would otherwise have been dust for ages.
of sea-swamped wreckage and a boggy lowland infested This mix of unnatural wreckage, sea-swept desola-
with Anak pirates and curdled magic. tion, and dubious sorcery has kept all but the most reck-
less souls well away from Yamad’s cursed shores. Even so,
History the pirates of Shinbu Anak often set up havens along the
The legends of Yamad are numerous and largely con- western shores, the better to prey on coastal traders and
tradictory, extending to that unknowable period before mainland towns. Other exiles have also sought refuge on
the Colligation of Epochs. Most speak of a great human these islands, dwelling in the dust of the dead and eking
rebellion along the coast of Agathon, with a vast subter- out a life on raw fish and rainwater. Some of these are
ranean Deep disgorging uncounted millions of rebels to sorcerers in search of Yamad’s ancient chronal sorceries
destroy their hated alien masters. Unable to stem the and the secret behind its palimpsest cities. Few of them
human tide, the Outsiders plunged the entire eastern are courteous toward strangers.
coastline of Agathon into the sea, leaving only the high-
est regions to form the present archipelago. Adventuring on Yamad’s Bones
Since the beginning of recorded history and the first There are precious few secure bases for exploration on
voyages of Old Carcean explorers, Yamad’s Bones have Yamad’s Bones. A handful of wretched fishing villages
been covered in the ruins of hundreds, if not thousands, cling to the coast, too poor and too vicious to interest
of ancient ruined cities. Massive towers, bizarre ribbons pirates, and they can sometimes be persuaded to assist
of concrete and bitumen, and unfathomable edifices of outsiders in exchange for food and aid.
iron and glass are all crammed against each other as if Other tribes dwell deeper in the waterlogged mazes
some giant scooped them up and piled them carelessly of iron and stone, some reputed to descend from Yamad’s
atop the islands. Inexplicable engines of broken metal are original inhabitants. Their habits are savage beyond be-
scattered in the streets, and signs of some tremendous lief, warring over resources preserved by the Stillness and
struggle are written in broken buildings and cratered eating their unrotting dead. Leftover Outsider warbeasts
streets. None of it resembles anything found elsewhere have also formed breeding populations on the isles, to say
in Agathon. nothing of sorcerous guardians left behind by long-dead
Compounding this strangeness is the “Stillness” that wizards and explorers.
covers the isles. This chronal aberration greatly slows the Even so, a few reckless adventurers are willing to risk
rust and decay of all materials around Yamad, prolonging the pirates, cannibals, and mad wizards of these isles in
the process almost indefinitely. Early Carcean explorers order to plunder their hidden wealth. The artifices of
spoke of intact human corpses wearing bizarre clothing the ancients may no longer function due to the Legacy,
and unrusted wreckage. Even thousands of years later, but their jewelry and fine adornments are precious still.
128
The first language listed is the one most commonly known in the area, though it may not be anyone’s mother tongue.
Italicized languages are mercantile cants and trade-tongues. They can be learned in minimal form in two weeks.
* languages are ancient scripts and scholarly tongues, though a few nations use them as court speech or the common language
§ languages are court tongues used by the ruling class or local elites, though almost all speak the local argot as well
130
Anak Species
to their “whelps” as they mature in order to filter out ex-
Accipiter cessive aggression, short-term thinking, and inability to
A thankfully rare breed of aerial Anak, an accipiter has cooperate. The cost in lives is considerable, and as such
a generally humanoid build averaging six feet in height. an Aristoi child is not considered to be an actual person
Each has a pair of wings sprouting from between their until they reach eighteen years of age. Roughly half of
shoulder blades, as long as the accipiter is tall and gen- those who survive infancy prove unequal to this chal-
erally thrice as wide in their full span. The wings of lenge. Those illegitimate children who somehow escape
most tribes are of a membranous type, though a few judgment must conceal it, lest they be killed out of hand.
dark-feathered variants are known. Their builds range The result has been an Anak subspecies largely de-
from slim to near-emaciated, as their wings are insuffi- void of the effects of the Hate. An Aristoi may have a
cient to carry a heavy form. certain instinctive contempt for baseline humanity, but
Accipiters have mental and social characteristics they are fully capable of dealing rationally with them and
similar to those of their landbound kindred, yet tend even forming individual bonds of appreciation or respect.
to be more primitive in their material technology. In They are also much more empathetic, self-disciplined,
the absence of some convenient human population to and prudent than their Anak kindred. By most human
raid for goods, their possessions rarely extend beyond standards, they are ruthless, passionate, and daring.
personal weaponry and whatever they can carry in flight. Their extensive sorcerous alterations and modifications
Their crude homes are placed on inaccessible peaks and has even rendered them visually similar to their human
forbidding cliffs, preferably ones inaccessible to wingless subjects, if perhaps taller and sharper in their features.
foes. Accipiters have little use for human slaves, but feed Aristoi are generally raised with an implicit assump-
greedily on flesh taken in battle. Now and then a small tion of their own superiority over baseline humanity.
human prisoner is carried off by groups of accipiters, and They are proud of their eugenic customs and view their
without quick rescue their fate is certain to be a lingering successful survival as proof of their personal worth. Most
and hideous one. maintain an air of sophisticated cultivation and precise
Accipiters can carry little excess weight while flying, gentility, even when carrying out the most ruthless acts.
so rarely wear more than the lightest of clothing or ar-
mor. They favor slender javelins for hunting and raiding, Baneling
hurling them down on their enemies. Their wings are Dreaded slayers of heroes, banelings are a thankfully
not powerful enough to support diving attacks, so an rare subspecies of lesser Anak distinguishable only by
accipiter who would engage in melee combat must land the pale yellow luminescence of their eyes. Banelings are
fully to face their foe. almost invariably hideous little manikins, rarely taller
than an adult human’s waist, and usually equipped only
Accipiter Flight: Accipiters can fly at twice their ground with crude weapons and cruder armor. They prefer to
movement rate while outdoors or in a suitably huge dwell in human ruins, not far from the communities they
room. Without some height to jump from it takes a prey on for food and loot.
full Main Action spent beating their wings to begin What distinguishes banelings from other lesser
flying, however, and doing so while in melee combat Anak is their remarkable ability to kill powerful human
invites a free attack from any foes. Accipiters can and demihuman heroes. This “bane” ability seems to ap-
hover, but doing so requires a Move action or they ply only to humans and demihumans, and only to those
will fall. An accipiter who means to fly can carry less powerful than a Legate. While banelings occasionally
no more than half their usual Stowed encumbrance, have powerful leaders or spellcasters among their num-
rounded down. A cooperative or bound adult hu- bers, these superior banelings don’t appear to have this
man requires two accipiters to haul them; uncoop- bane-power, and their weapons and spells do no more
erative ones cannot be carried. An accipiter flying harm than they normally would.
overland can cover up to sixty miles in a ten-hour
day, given time for rests, and is barred only by high Bane: When one or more common banelings inflict a
mountains. total of ten hit points of damage in a single scene
on a non-Legate human or demihuman through
Aristoi their weapons or unarmed attacks, the victim is
The stern lords of the Aristoi Principalities, these Anak immediately reduced to zero hit points and Mor-
are the product of a centuries-old eugenic system en- tally Wounded, regardless of their normal HP total.
forced by their own ancestors. A mixture of Outsider While banelings are generally too cowardly and stu-
sorcery and selective culling has served to bend many of pid to take full advantage of this power, a capable
the usual Anak traits toward more socially-productive leader can swiftly organize them. Such disciplined
inclinations. Each Aristoi clan administers pitiless tests banelings regularly employ Swarm Attacks.
133
Harbinger Hellhound
The rare and hated Harbingers are not a specific vari- Monstrous beasts with the minds of intelligent beings,
ant of Anak so much as they are a natural freak of birth. hellhounds come in numerous shapes and sizes. The
These Anak are born with an appearance indistinguish- original Anak feedstock used to create them varied from
able from a baseline human of the predominant local type. place to place, and some of these beasts are hairless and
Despite this human appearance, they do not provoke the lank, while others are massive, hairy-pelted hulks. Colors
Hate in their brethren and are treated no worse than any of hide and fur differ widely, as do ears, tails, and muzzle
other Anak of the tribe. As they grow, they obtain an shapes.
intuitive psychic grasp of the local human culture and All of them are on a roughly canid body plan, how-
language, to the point that they can easily blend in with ever. Their paws are very long, almost as if their toes were
the native population. clawed fingers, and a hellhound can crudely manipulate
These Harbingers serve as scouts and infiltrators for objects with these digits. The smallest of them come
their tribes. The least sophisticated go about as wander- up to a man’s waist at their shoulders, while the great
ers and vagabonds to find easy pickings for their kindred. hellhounds are big enough to be ridden by their Anak
Those from more advanced tribes serve as deep-cover brethren. Their maws are invariably fanged, and while
moles in human society, gradually worming their way they are capable of speaking the Anak tongue, it is a crude,
into positions of trust and authority. The natural Hate slobbering sort of speech. Among themselves they com-
of their brethren still burns within a Harbinger, but it municate chiefly by snarls, body language, and violence.
tends to be a more subtle, manipulative sort of loathing Hellhounds rove in packs, the strongest and most
that makes their deceit a delight to them. Nothing is so vicious adult bullying the rest into submission. Occasion-
sweet to a Harbinger than the breaking of human hearts ally they form partnerships with other Anak tribes, either
and the anguish of betrayal, and more than a few Anak willingly or by forced subjection, and serve as war-beasts
plots have misfired when a Harbinger moved too quickly and mounts for them. They are as sadistic and malicious
to reveal their ruse. as their bipedal kindred, and prey caught by them is of-
ten a long while dying. When starved or panicked they
Harbinger’s Face: While a Harbinger is born with an become uncontrollable, and threats or dangers that might
appearance to match the dominant local human dissuade a beast will do nothing to stay their hunger or
population, they are capable of shifting their fea- their flight.
tures to match other groups of humans, provided While a hellhound might appear to be nothing more
at least a small village worth of them are present than a beast, they retain a human level of intelligence.
within twenty miles of the Harbinger. This transfor- They will lay ambushes, spy on prey, and react to enemy
mation takes an hour of careful focus, after which actions with more than bestial cunning, and delight in
the Harbinger will look like an average member of outwitting their meals. They use no tools, however, nor
that group of the same sex. Specific individuals can- do they show any interest in any goals beyond a beast’s
not be impersonated this way. The transformation ordinary desires.
also imbues the Harbinger with an innate ability to
speak the group’s common language and an aware- Courage in Numbers: So long as the rest of the pack is
ness of their common customs and laws. This ability with them, hellhounds are recklessly brave. A group
is treated as a wholly mundane power and cannot be of 5 or more hellhounds has a Morale score of 11,
detected with conventional magic, nor will the Anak but its members must check Morale immediately if
read as anything but human to standard magical or their casualties drop them below that number.
physical investigation. Swarming Pack: Hellhounds are experts at Swarm At-
tacks on their prey. When working together, each
one adds +4 to hit and +2 to damage to the final
attack, for a maximum bonus of +12/+6.
134
Ancient Creations
Autopurgator Copper Wizard
While the Anak are the best-known of the weapons of An ancient sect of the Tempest Horde’s storm-priests
the Outsiders, there were a host of other creatures and pioneered this terrible transformation, by which a living
creations built to destroy rebellious humans. The auto- wizard had various portions of their innards and limbs
purgator is one such device, a stalking automaton meant replaced with intricate copper wiring and glyphed hous-
to haunt the wildernesses where rebel humans lurked. ings. The galvanic blessings of the storm were then used
Arcane devices remotely imparted its findings to its to animate the artificial organs, allowing the wizard to
masters, the better to sniff out rebel camps and identify then enjoy near-indefinite immortality in which to prac-
troublemaking Deep-dwellers. Numerous autopurgators tice their theurgic arts.
still roam the wild places of the Latter Earth, carrying out While initially effective, verdigris and entropy took
an eternal and hopeless mission for their dead creators. their toll in time, eroding the minds of those who had
An autopurgator has a vaguely humanoid outline, been transformed and driving them to madness. The
appearing as if it were made of thousands of small in- original Tempest Horde had splintered by the time this
terlocking metal fragments that turn and shift to give change was evident, and numerous small sub-sects prac-
it motion. Their metallic skin is tarnished and worn ticing this art had been established by the copper wizards.
with age, but their movements are still impossibly swift. While most of the original subjects have long since col-
They will directly attack lone humans or weak groups, lapsed or been destroyed, there remain more than a few
but prefer whittling down more powerful ones through acolytes of these later cults.
targeted assassinations and murders by ambush. It hunts Modern-day copper wizards prefer to dwell in the
in a coldly rational fashion, and will avoid battle unless it wilderness or in forsaken ruins, there to carry out their
has a considerable edge on its prey. experiments without human disturbance. Most have
Certain ancient Outsider devices can control an au- enslaved Blighted or other hapless wretches to tend to
topurgator, but without such compulsion it is impossible their menial needs, or else they have forged automatons
to negotiate with it. While autopurgators never speak, to guard their sanctums. While a copper wizard is not
they appear to have intelligence equal to that of a human. necessarily malevolent by nature, every surviving wizard
appears to be severely mentally unbalanced. Each one
Hunter-Killer: An autopurgator has all the qualities of has an overwhelming hatred or terror of something that
an automaton and an innate +4 bonus to all Sneak drives all their experiments and all their schemes. Mani-
or Exert checks. The first round of combat, it gets a acal vendettas against the sun, dwarves, wealthy people,
bonus Main Action. It may move both before and trees, and the concept of sight have all been recorded,
after performing an Execution Attack on an unsus- along with the terrible magical Workings wrought to
pecting target, splitting its Move action accordingly. pursue these grudges.
Vigilant Gaze: An autopurgator can see in pitch black-
ness and can perceive even invisible creatures. It Armed for Vendetta: Each wizard has 4 to 8 points of
gains a +4 bonus to all Notice checks. Someone in special abilities as given in the core book. These
possession of the right Outsider scrying-stone can abilities are all selected to be useful in fighting or
gaze into it to see and hear everything the autopur- defending against the subject of their paranoia.
gator can perceive. Note that these scrying stones Copper Veins: A copper wizard is immune to electrical
do not necessarily give any control over the auto- damage and has all the normal qualities of an au-
purgator in question. tomaton. When reduced to melee combat, they fight
Weapons Array: Most autopurgators use glyphed blades with electrified fists as given in their stat line. They
with the damage rating given in their description. gain a bonus Main Action each round, but cannot
They also have the ability to shoot slim flechettes at cast spells with this bonus action.
targets with 600 feet; these blades strike with the Verdigrised Sorcery: Every copper wizard can cast spells
creature’s attack bonus, do 1d12+4 damage on a as a level 1d4+6 High Mage or Elementalist. Once
hit, and apply a -4 penalty to any Execution Attack per scene, they can ignore physical injury or jostling
saving throws. to keep from losing a spell they are casting.
135
Arratu Monsters
feast on the stunned victim. The screamer tree is nour-
Glass Spider ished by the leavings of the dead, and will remain quiet
Neither a true spider nor truly glass, this creature is a while the predators have their meal, assaulting only those
denizen of cold arratus, having been imported from some who try to drag away the fallen.
alien world as a useful pack predator. It has a vaguely spi-
derlike body, albeit with a much more slender abdomen Oaken Flesh: Only weapons that could conceivably harm
and only six legs. Its tissues are almost perfectly transpar- a tree can injure the creature; spears, swords, arrows,
ent, and its exoskeleton is a hard, glass-clear substance and hammers are useless, but fire and axes can cause
that forms in geometric planes. it injury.
A glass spider’s venom is tremendously toxic to the Sonic Assault: As a Main Action, the creature can emit
creatures of its native world, but has no significant ef- 1d4 sonic blasts at targets within 80’. A creature can
fect on terrestrial life forms. The razor-sharp mandibles be targeted by only one blast per round. This assault
and jagged fangs used to inject it, however, are perfectly forces the victim to make a Physical save or suffer
functional on any victim. They hunt in packs of 1d4+2 2d6 non-lethal damage. As soon as a screaming
spiders, and favor ambushes made from beneath the cov- tree starts shrieking, predators will hurry to arrive
er of snowbanks and deep drifts. in 3d6 minutes, and will often pursue fleeing prey.
Scorpion Leech
Dog-sized abominations found often in swampy arratu
Snow Fungus
terrain, a scorpion leech is a soft-bodied creature with This fungal life form is found in extremely cold arratus,
six chitinous legs, a needle-sharp tail, and an intricate prospering in conditions that would kill most terrestrial
circular maw of rotating teeth. The venom of its tail- life forms. A subtle web of fungal strands permeates the
sting prevents the victim’s blood from clotting, while the ice and snow of such regions, binding clumps together
mouth rasps holes into the prey. They are most often into a horse-sized tentacular glob of animate rime that is
found in small packs of 1d6+2 creatures, though nests largely indistinguishable from its surroundings. It feeds
of 2d12 are found near rich sources of prey. on nutrient-rich snow, particularly that on which much
blood has been spilt.
Leech Venom: Half the time, a leech will use its tail sting During the day, snow fungi lie in wait for other life,
instead of its bite. This sting does no hit point dam- while at night they creep about in search of sleeping prey.
age, but the victim must make a Physical save to When a victim is found, razor-sharp tendrils of ice erupt
prevent the anticoagulant from taking hold. On a from the snow to pierce the prey and absorb its blood
failure, any physical injury will cause the victim to with a vampiric hunger. If no prey can be found for quite
lose 1d4 hit points at the end of each round until some time the snow fungus will go dormant for years
a successful difficulty 8 Heal skill check is made or on end, awakening with the approach of a living heat
they become Mortally Wounded. The anticoagulant source. Fire can be used to discourage these creatures,
wears off at the end of the scene. but a starving fungus knows no fear.
Blighted
Antinom
The Antinom is a living curse-weapon devised by some
ancient sorcerer-king to bring down the civilizations of
his rivals. They are effectively immortal, though they
occasionally reproduce by infecting a human host with
a curse that gradually transforms them into a new An-
tinom.
An Antinom appears to be a normal baseline human
of whatever ethnicity predominates in a region. They
are invariably rebels, renegades, or demagogues against
some presiding power or generally-accepted moral code;
they denounce it and work to topple it through allied
disaffected humans. They subtly inflict their curses on
such targets as would most destabilize whatever they are
fighting, and will push the point until their rebel cell is
destroyed or their target is discredited or brought low.
The Antinom does not stop at that point, however,
because its entire purpose is to break, ruin, and discredit
any organizing principles. It continues to tear down and
denounce all possible replacements for the fallen edifice,
seeking to keep the local humans in a constant ferment
of struggle. Even basic ties between family and loved ones Changeling
are anathema to it, and it will work to isolate and atomize
all the people around it as much as its greater plans allow. Once spread among the inhabitants of Tigat in Atba
An Antinom will continue its social destruction until it Sim, changelings are a breed of Blighted created by the
is killed or until it judges that success is impossible. If Tormentors of Vesh to deceive, betray, and immiserate
necessary, it will swiftly flee to a different land to target humanity. When the First Dynasty came to drive out the
the institutions there. Vesh the changelings used their powers to infiltrate the
invaders and escape to Gyarus, later spreading through-
Chaos Champion: Every Antinom has 6 to 8 points of out the northern continent as well. They remain rare, as
special abilities related to their current role. These they have few offspring, but persist as a threat.
abilities may shift and change as it adopts a new A changeling has incredible powers of shapeshifting
cause. and mental masquerading. Even clothing can be duplicat-
Defile Fate: As a Main Action, an Antinom can silently ed in texture, if not in actual material, and their ambient
curse a visible creature. This curse can vary in ef- psychic sensitivity gives them an intuitive grasp of the lo-
fect, but usually amounts to one of the following cal languages and the expected answers to interrogation
results: the next 1d6 attacks it suffers automatically questions. Their creators infused them with an insatiable
hit it; its next skill check is a catastrophic failure; it psychological urge to betray non-changelings. They seek
automatically fails its next saving throw; it suffers to build up the trust and confidence of others before de-
2d6 damage from some random accident within the spoiling it as completely and painfully as possible. The
next five minutes; it contracts a creeping illness that deep psychic pleasure a changeling gets from their target’s
has a 30% chance of killing it within a week; or it emotional anguish is very difficult for them to deny, and
suffers exhaustion that adds 1d6 System Strain to few have the mental strength to keep honest faith with
its total, up to the maximum. A successful Physical others, when every passing day just makes the promised
saving throw can fend off the curse and an Extirpate rewards of treachery all the sweeter.
Arcana spell can negate it, but a target is not neces-
sarily aware that it has been cursed unless the magic Metamorph: As a Main Action, a changeling can adopt
is somehow detected. the appearance of any humanoid creature between
three and seven feet in height, including apparent
clothing. Conventional mind-reading sorceries will
give false readings, showing only what the scryer
would expect to see if the impostor were the real
subject. Likewise, the changeling always intuitively
knows what answers an interrogator might expect.
143
Flayer
The flayer curse is embedded in the lineage of certain un-
fortunate baseline bloodlines, but has also been known to
afflict certain demihumans, particularly elves. Its origins
are unclear, but appear to have something to do with a
sorcerous attempt to attain transhuman perfection that
went terribly awry.
A flayer reaches maturity as any other human might,
usually oblivious to their condition. Some pass their en-
tire lives without triggering the curse, but others suffer
some painful injury, a physical collapse, or some humil-
iation regarding a physical inadequacy. This failure trig-
gers an irrational conviction that some “better shape” is
waiting underneath their skin, and that it need only be
released to free them from all the weaknesses and inad-
equacies of their present form.
Some manage to resist this terrible compulsion
for a time, but most succumb, flensing away their own
skin to reach the “better shape” beneath. This process is
excruciatingly painful, but not fatal to a Flayer; instead,
they invariably feel triumphantly satisfied with their new
body. So wonderful is this new sensation that most feel Giant
compelled to share it with others who are “trapped” as Scholars argue over the origins of these unhappy Blight-
they once were. ed, but they can now be found in the deep wilderness of
A flayer will employ its tremendous physical skills both continents. A typical giant stands roughly thirty
to stalk and kidnap victims, flensing them in an attempt feet tall, their body that of a grotesquely distorted human.
to give them the gift that it received. These attempts al- Their arms hang to their knees, their bodies are mantled
most invariably result in death. A flayer can be driven in the stinking, untanned hides of the beasts they hunt,
from a community, but it will almost inevitably give in and their tools are crude tree-clubs and hurled stones.
to the urge to spread its generosity elsewhere. There are While they possess human intelligence, their con-
no known cures for this Blight, though some say that stant, gnawing hunger leaves them easily distracted by
certain groups of elves have learned how to suppress it. anything edible. A few tales tell of “giant lords”, majestic
and handsome titans who rule hidden kingdoms of like
Every Direction Cut: A flayer is never without an infinite kindred, but few credit such implausible stories.
supply of psychically-generated knives. Once per Hunger is the defining drive of a giant’s existence.
scene per target, it can cause a successful attack to They can eat almost anything, but especially crave fresh
have some secondary effect that lasts for the rest of meat. A few warlords have temporarily enlisted giants by
the scene. This effect can be resisted with a success- means of whole herds of cattle, but these alliances prove
ful Physical save. Common effects include: nicking fragile when the giant starts to devour its supposed allies.
tendons to cause a victim to fall prone for the rest of Aside from its titanic strength, giants are also known
the scene; disarming a target’s held item; blinding a for their hideous quickness, their motions impossi-
target with a shallow facial cut; extinguishing held bly swift for creatures of their size. Many unfortunate
light sources; striking nerve clusters to disable the warriors have perished when they misjudged the beast’s
target’s next Main Action, or similar debilitating nimble grasp.
tricks.
Skinless Stealth: Flayers are invariably silent when Hurl Boulder: Giants usually carry 1d4 small boulders
stalking their prey, and can fold themselves into around and can hurl them up to 200’ at their usual
seemingly-impossible configurations to hide. They attack bonus. A hit inflicts 4d6 damage.
get a total +4 bonus on all Sneak, Exert, or grap- Grappling Crush: A giant can grapple a human-sized
ple-related skill checks. Their non-lethal grapple foe with one hand, and has a +5 skill bonus for all
damage is equivalent to their normal knife damage. grapple-based skill contents.
Smashed To A Pulp: Human-sized creatures Mortally
Wounded by a giant’s attacks are instantly killed,
with no chance for stabilization.
Swift Titan: Once per scene, as an Instant action, the gi-
ant can take a Main Action, including moving out
of the reach of an incoming melee attack.
146
Ghoul
While these Blighted are sometimes reputed to be un-
dead, a ghoul is actually a baseline or demihuman infect-
ed with an unbearable hunger for human flesh. While it’s
possible for them to survive without it, at least a pound of
human flesh is needed monthly to spare them agonizing
pangs of withdrawal. Fresh flesh is most effective; dried
or other preserved meat does nothing to satisfy them,
but relatively fresh carrion will do at need. Ghoul flesh
is inedible to other ghouls.
A well-fed, well-kept ghoul is difficult to distinguish
from an ordinary member of their species. As their hun-
ger sharpens, they grow sallow, thin, red-eyed and long-
nailed, with teeth growing more pointed as they famish.
This transformation also takes place among ghouls who
spend large amounts of time in the company of their own
kind. Even so, a week of separation and a “good meal” can Maw Ogres
bring them back to human seeming.
Ghoulishness is infectious. A person who spends Hulking brutes that would stand almost twenty feet tall
more than a month in close personal contact with a ghoul if upright, a maw ogre is a stooped, emaciated humanoid
has a 10% chance of infection, the chance doubling with with a grotesquely oversized mouth, its chin scraping the
each additional month of contact. Magical arts that cure ground as it lurches along. Huge blunt teeth fill its mouth,
diseases can cure this effect, but only if the treatment and it is constantly chewing at whatever meat it can find.
is made within a month of infection. Once fully trans- A maw ogre is perpetually tormented with hunger,
formed, the condition is permanent. Ghouls can repro- for while it can chew, it cannot swallow. It must masticate
duce only through this infection, as all are otherwise ster- its prey into a liquid slurry before it can take any nour-
ile. Regular consumption of human meat does appear to ishment from it, and it is constantly hunting for fresh
extend their lifespan considerably, however, and some prey. Most victims are chased down, beaten senseless,
human ghouls are more than three centuries old. and crammed into its gigantic mouth.
While ghouls are tormented by their hungers, they Maw ogres do not appear to reproduce naturally, but
still retain their reason and human identity. Most seek are normal humans infected by some ancient Outsider
out others of their kind, dwelling in necropoli and under- curse. Some say this curse is localized in particular an-
ground lairs close to the source of their food. Provided cient ruins or spread by particular artifacts, but the exact
they remain fed, they can be reasoned with as any other cause is unclear. Sometimes Anak or other Blighted can
human, and may regret the necessity of their appetite. A persuade a maw ogre into service by providing it with
starved ghoul almost never has the willpower to resist large amounts of food, but any ally that fails to feed it
immediately attacking a human, however, and a ghoul constantly is apt to become its next meal.
who has gone without human flesh for more than a
month is more beast than human. Gobble: Maw ogres will prefer to grapple in combat,
gaining a total +4 bonus on its grapple checks
Ghoulish Vigor: A ghoul has keen senses, and can see against human-sized opponents. As a Main Action,
clearly even in total darkness. They do not sleep, but a maw ogre can stuff a grappled human-sized victim
sorcerers among them must rest to recover spells. into its mouth. Until the victim escapes by taking
They do not need to eat or drink conventional fare, a Main Action to win a grapple check against the
but can subsist solely on a pound of fresh human giant, automatically it takes 2d10 damage at the end
flesh once per week. of the creature’s turn each round. A maw ogre can fit
only one such victim in its mouth at a time.
147
!Men Troll
The product of an ancient ethical program gone wrong, There are a thousand different kinds of immortality in
!men or “not-men” are mindless organic automatons that the Latter Earth, and most of them are little more than
perfectly mimic the cognition of normal human beings. lasting damnations. Trolls are a species of Blighted born
Despite having no actual sentience or personal aware- of an erring attempt to imbue humans with a deathless
ness, they are almost completely indistinguishable from vigor and constant powers of youthful regeneration. The
baseline humanity. consequences were not as their creators had intended.
A !man is an organic shell around an ancient Work- A troll appears as a hulking, hideously-deformed,
ing, a vast and achronal scrying-Work meant to be con- half-gangrenous humanoid roughly eight feet tall. Ves-
stantly probing the future and the past. Whenever the tigial limbs jut from their torso, snapping jaws yawn from
!man is presented with a situation or stimulus, the Work- bulging tumors, and eyes blink in places eyes should not
ing compares the circumstance to a similar event that be. Their existence is torment, a constant dull agony of
either has happened or will happen to a human being. growth and necrosis that can only be briefly numbed
The !man then performs the equivalent action that cor- by consuming still-living flesh. Many trolls are solitary,
responds to the human’s choice. Due to the innumerable though occasionally a den of them can be found. They
possibilities that the Working chooses from, the same reproduce with each other, albeit very rarely, and retain
situation will almost never produce exactly the same re- enough intelligence to manage crude speech and a sim-
sponse from a !man. At no point does a sentient volition ple, miserable society. Most prefer to live close to large
“choose” anything at all; everything is the product of fab- reserves of wildlife, human ranches, poorly-defended
ulously complex algorithms and conversion procedures. villages, or other sources of living meat.
Because these algorithms maintain state-awareness
for individual !men, a !man is able to take prior events Clutching Claws: Trolls always prefer to grapple foes in
into account and act in light of past situations. So perfect melee and have a terrible ingenuity at pinning and
is this similitude that the only sure way to identify a !man devouring their prey. A troll has a +4 skill bonus
is to use some sort of telepathic or mind-reading power; a on all grappling skill checks. Once in a grapple, they
!man will have no thoughts whatsoever, just as if it were must make an Instinct check every round to do any-
a mindless golem or automaton. Indeed, !men are wholly thing but devour their prey.
immune to mind-affecting spells, as they have no mind. Cursed Immortality: A troll regains 6 hit points at the
The original creators of the !men did so in order to end of every round, even after being reduced to zero
spare themselves the ethical difficulty of using sapient hit points. Severed body parts will melt away into
labor to maintain their culture. Being perfectly-flexible, foulness before sprouting anew from their torso,
perfectly-mindless servitors, the !men would liberate hu- and even a troll torn to pieces will regenerate from
mans from the need to perform undesired work without the largest remaining chunk. Fire and acid appear
forcing any perhaps-sapient being into servitude. to delay this regenerative process indefinitely, and
Unfortunately, the !men’s simulation was too perfect. a troll who takes such damage within a round of
The !men behaved precisely as humans might in such being reduced to zero hit points will be slain.
a situation; they quietly cooperated amongst their own Trollish Hunger: Trolls never fight with weapons, instead
kind to eventually exterminate their trusting masters. In biting at their prey to consume it while it lives. Their
time, !men scholars devised ways of unlocking the dupli- maws devour both flesh and spirit. During combat,
cative potential of their own kind and they became capa- they roll all damage rolls twice, taking the larger
ble of reproduction just as humans do. Despite having result. Each successful hit inflicts one System Strain
no sentient awareness of what they were doing, they did on the victim. Those who can accept no more Strain
their best to spread their kind throughout the region and fall unconscious for 24 hours.
came into savage conflict with the neighboring nations. It
was only after near-genocidal First Age violence that the
!men threat was finally contained.
It was contained, but not erased. Small groups
of !men escaped the downfall and have since scattered
throughout the Latter Earth. As the !man trait breeds
true with human parents, they seek to gradually grow
their numbers in quiet villages and secluded hamlets be-
fore they can finally rise up and ensure the lasting pros-
perity of their own kind. Not all !men act as if they are
convinced of this necessity, and some seem willing to live
peacefully with humans, but few human groups who are
aware of them are willing to let them prove it.
148
Dangerous Beasts
tem Strain, while if both saves fail or their System
Cattle of Dis Strain is maximized, they are paralyzed for the rest
Some ancient sorcerer wished to devise a breed of cattle of the scene. A paralyzed creature can be automat-
that could survive the perils of the open ranges of the ically grappled the next round, and will normally
Latter Earth. The results were the Cattle of Dis, a very be lifted upward at the jellyfish’s movement rate for
mixed success at best. In the ages since, small herds of leisurely consumption in the sky.
them have spread throughout the temperate and tropical
regions of Gyarus and Agathon, and they serve both as Horses and Warmounts
prey for more powerful beings and a threat to unwary
humans. The conventional riding horse of the Latter Earth is very
Cattle of Dis look like bison-sized bovines with ra- similar to its modern-day ancestor, albeit somewhat har-
zor-sharp horns, a brass-colored metallic hide, and eyes dier and less prone to disease. Almost any nation can
of malicious intelligence. Even the cows are violent by supply horses or pack mules to adventurers in need of
nature, and the bulls instinctively seek to murder any mounts, though trained warhorses can require special
creature that approaches the herd. The Cattle of Dis connections to acquire or vast amounts of silver.
are highly intelligent for beasts, and will avoid obvious Warmounts are a class of riding beast found most
ambushes, fight in a tactical fashion, and focus their at- often in Sath Ingit, though other varieties are found in
tention on the most dangerous members of an attacking lands where beastwrights and flesh-shaping sorcerers
group. have been at work. The details of fang, claw, tentacle,
Most Cattle of Dis are found in herds of 3d6 cat- and spike vary from lineage to lineage, but most are
tle, though bachelor males and elderly bulls are some- about as large as a large warhorse. “Blooded” lines are
times found alone after having been driven out of the selected for ferocity and hardihood, while other types
herd. Their flesh is highly nourishing, and their hides are bred for size, becoming elephantine masses of chitin,
and horns are prized for the making of sturdy armor and fang, and claw. A few varieties have wings or are bred for
weapons. They are impossible to domesticate without the amphibious use, but these beasts usually suffer in dura-
use of the right sorceries, however, and are more often a bility and ferocity on the battlefield. Most warmounts
menace to a human community than a source of food. A are carnivores that get along very poorly with horses or
few breeds of Blighted or gifted riders have managed to other herbivores, so mixed units are usually impractical.
tame some as battle-mounts, but few dare risk it.
Mounted Combat
Flying Jellyfish
Mounts have their own Main and Move actions
Aerial stealth predators, each the size of a bull, flying jel- each round and generally share their rider’s initia-
lyfish spend daylight hours floating among the clouds. tive. They may act either before or after their rider
Their almost-transparent bodies are nearly invisible in at the rider’s discretion, and they can split their ac-
the sky, and only a careful eye can pick them out. When tions around the rider’s own. A trained horse archer
night falls, they descend to the earth, snatching up liv- can dash to close with a foe, loose their arrows, and
ing prey in their paralytic tentacles. They appear to have dance back out of range if the terrain is suitable.
some ability to sense living creatures, though their flut- Trained war-animals can use their Main action
tering bells have no visible sensory organs. to attack, but ordinary riding beasts will fight only
A flying jellyfish is effectively invisible from more in self-defense. Any rider with at least Ride-0 skill
than a hundred feet away, unless it has recently fed. In can fight competently on horseback, though long-
that case, the flush of red blood suffusing it will make bows and large hurlants are impractical for mount-
it obvious at a great distance. Flying jellyfish are usually ed use and a saddle is too unsteady for spellcasting.
encountered singly, though there are times and places Mounting or dismounting usually requires a Move
where great swarms of them gather for reproduction. action.
Mounts that have not been trained to remain
Skyward Stealth: A flying jellyfish has an effective +4 calm in combat must make an Instinct check each
bonus for all Sneak skill checks or grapple-related round of combat or flee with their rider. A rider can
skill checks. The Sneak benefit applies only to un- force obedience with a Cha/Ride or Dex/Ride skill
fed jellyfish, and only at night or in low-visibility check made as a Move action, usually at a difficulty
conditions. of 8, or higher if the steed is wounded or terrified.
Stinging Grasp: A hit from the flying jellyfish’s toxic A mount reduced to zero hit points dumps its rider
tentacles forces two Physical saving throws from a prone as it falls.
victim; if at least one save fails, they suffer 1d6 Sys-
149
Sea Monsters
invade their body, liquefy their organs to make room for
Clippermen its bulk, and begin to spread infectious spores around the
A scourge of coastal communities and careless ships, the vessel. A careless crew that fails to recognize the warn-
clippermen are crablike humanoids that dwell in shal- ing iridescence of the spore patches will be subdued and
low waters. They favor salt water as a rule, but colonies infested by the tyrant jelly’s buds, until the entire ship is
have been found far inland infesting lakes and the banks an extension of the creature’s alien will. Tyrant jellies in
of broad rivers. Humans encounter them most often an advanced state of growth will end up encrusting an
in hunting parties of a few to a few dozen, or in their entire ship in the softly-swaying buds of its gelatinous
deep-burrowed nests where as many as fifty or sixty offspring, a fan of stinging tentacles drifting along below
might be found. They are amphibious, and while they the ship’s keel.
prefer the water for their homes they can function almost Most hosthulks have a great need for both flesh
indefinitely on the surface. and repair materials in order to keep the parasite fed
Clipperman have a humanoid form covered in a dull and the ship intact. The 3d20 crew aboard most will
chitinous shell. They have six major limbs: two finned fight with suicidal enthusiasm to take more hosts and
legs, two pincer-equipped arms, and two smaller ma- plunder passing ships. Thanks to the twitching of the
nipulatory appendages beneath those arms, each with tyrant jelly’s tentacles or the organic fins and siphons of
three fingers and an opposable thumb. Their heads are different parasites, most hosthulks can sail twice as fast
little more than neckless bulges at the top of their torsos, as a normal ship of their kind. The various hosts are no
their beady black eyes and gnawing mandibles crowned longer capable of human communication, though their
with a pair of delicate feelers. Most grow no larger than master usually exhibits some kind of sentient cognition
five feet, but very old specimens can reach up to eight in its search for new prey and new materials.
feet in height. Most hosthulks avoid drawing too close to land;
Clippermen generally avoid the use of tools, fighting they usually need large amounts of salt water to main-
with their pincers and relying upon their natural defenses. tain their health, and many are unable to leave the water
The possessions of their victims are kept for some un- for any significant amount of time. Instead, they plun-
fathomable reason, usually stored haphazardly in their der careless or unlucky ships until one finally proves a
watery dens next to the swollen corpses of their former match for the hosthulk or until the wretched vessel final-
owners. Clippermen are chiefly carnivorous but avoid ly collapses under the forces of disrepair and decay. Such
eating fresh meat in favor of aged carrion. They repro- disintegration is usually the triggering event for a mass
duce in large clutches of eggs, but most of the young are hatching of new parasites from the decaying corpse of
eaten by predators before they molt into their adult form. the former controlling entity.
Clippermen seem to have something like a human
degree of intelligence and are capable of speaking with
each other through chittering noises and claw-clacks. De- Kraken Shrimp
spite this, they make no effort to communicate with hu- A dreaded horror of the coastal seas, the kraken shrimp is
mans. Their only apparent interests are in food and the a monstrous entity that averages fifty feet from mandibles
security of their communal nest. Humans are generally to tailfin, and twenty in breadth. This does not account
treated as no more than dangerous prey animals, though for the two ten-foot-long mantis-like blades folded at the
a few nests seem capable of making tacit agreements with front of the beast, each one capable of shearing through
other sapients when their own survival is threatened. oak planking as if it were paper. It moves by undulating
dozens of finned legs beneath its armored carapace.
Hosthulk The beast usually lurks at the edge of coastal cliffs
Terrible things infest the seas of the Latter Earth, and and deep-sea chasms, snatching up the strange creatures
at times they come to plague the ships that fare over the that dwell below when they wander within reach of its
waves. A hosthulk is a ship that has been completely tak- blades. At times it swims towards the surface to hunt
en over by some parasitic sea entity, its crew reduced to whales, where unlucky mariners might encounter it. Only
helpless puppets where they are not entirely integrated the fact that it is strictly water-breathing keeps it from
into a new, more organic vessel. being a menace to coastal settlements.
The exact nature of the controlling entity varies A kraken shrimp has only bestial intelligence and
with the particular species that seized the ship. The most seems unable to distinguish between a ship and its more
common is the “tyrant jelly”, a dog-sized jellyfish with usual whale prey. It generally focuses first on chopping
strong, sticky tentacles. It creeps up onto a ship’s deck apart a ship rather than the scurrying creatures that fill
at night and attacks unwary crewmen; while it’s easy for it, and so it will commonly first smash a vessel and then
an alert human to kill the creature, an ambushed victim devour the flailing survivors until it has had its fill. Some
risks being parasitized by the jelly, which will promptly desperate captains have survived a kraken shrimp attack
151
Undead Might Divine Bulwark: Intelligent Blessed Dead can confer one
point of Undead Might on themselves and their vis-
After ages of experience with grasping Necroman- ible undead allies for every three hit dice they have,
cers, the creators of undead in the Latter Earth have rounded up.
learned to take certain countermeasures against Slave of the Grave: Death-gods do not countenance the
them. While “natural” undead rarely have this pro- theft of their property. Any undead-controlling or
tection, those built by capable arcanists often have influencing spell cast on the Blessed Dead lasts no
a certain degree of Undead Might. more than 1d6 rounds.
Each point of Undead Might a creature has can Unholy Gifts: Intelligent Blessed Dead have from 4-8
negate one instance of damage or control inflicted points of special abilities appropriate to their service
by Necromantic spells or other anti-undead powers. to their god.
Thus, a Blessed Dead with two points of Undead
Might can ignore the first two uses of Command the
Dead or Smite Undead before being susceptible to
the third. Undead Might regenerates at the end of
every scene.
Some powerful undead grant Undead Might
to their companions as well as to their own ben-
efit, provided they’re within a mile or so of their
leader. If these captains of the dead are destroyed,
this protection ceases for their allies. If multiple
captains are present, only the highest protection
applies; two Blessed Dead who confer two points
of Undead Might can’t team up to grant their thralls
four points in total.
153
Undead and Spirits HD AC Atk. Dmg. Shock Move ML Inst. Skill Save
Blessed Dead Servant 1 10 +2 Wpn Wpn 30’ 12 3 +1 15+
Blessed Dead Adept 4 13a +6 Wpn+1 Wpn+1 30’ 10 2 +2 13+
Blessed Dead High Priest 10 15a +10 x 2 Wpn+3 Wpn+3 30’ 10 2 +3 10+
Bone Partisan 2 15a +4 Wpn Wpn 30’ 12 4 +1 14+
Elemental, Minor 4 15 +6 As Type 12 3 +1 13+
Elemental, Major 8 18 +10 x 2 As Type 12 3 +2 11+
Elemental, Titan 16 20 +20 x 3 As Type 12 3 +3 7+
Genius Loci 8 15 +10 2d8 3/- 40’ 9 3 +2 11+
Guardian Spirit 12 22 +15 x 2 2d8 5/- 50’ 12 1 +2 9+
Hungry Corpse 10 15 +14 Wpn+3 Wpn+3 40’ 8 3 +3 10+
Lich 16 18 +18 Special None 20’ 10 0 +4 7+
Skull Knight 15 20 +17 x 2 Wpn+3 Wpn+3/- 30’ 10 1 +2 8+
Slave Husk 1 14 +1 1d6+1 1/- 25’ 12 4 +1 15+
Wraith Lord 25 22a +25 x 2 Wpn+5 Wpn+5/- 40’ 10 1 +3 3+
Hungry Corpse
The unnatural energies that animate undead are flawed in
some cases, sufficient to give them motion but not to give Enthralling Blood: Victims Mortally Wounded by the
them satiety. Those undead afflicted by this deficiency creature’s Thirsting Touch power can be fed a por-
must hunt out living humans, draining them of their life tion of its blood, reviving them as helpless slaves
force to win a brief reprieve from the torments of their of the Hungry Corpse. Such a slave is completely
own unholy thirst. The same flaw that forces this hunger subject to its master, and it must feed weekly on its
also grants certain unnatural powers to them, however. lord’s blood if it is not to perish. A Hungry Corpse
Most Hungry Corpses are indistinguishable from can maintain a number of thralls equal to its hit
humans when well-fed, having the warmth and appear- dice; if the corpse is destroyed, its thralls are freed.
ance of normal living people. Starved corpses grow hol- Pacifying Gaze: As a Main Action, the Hungry Corpse
low-cheeked, waxen, and cold, though they move with a can gaze at a living creature within 30’; the victim
manic, twitchy haste. Most attempt to remain properly must make a Mental saving throw or become par-
nourished, the better to blend in with their prey. When alyzed and unable to act for the rest of the scene.
sufficiently starved, however, all reason leaves them and Victims can make a Mental save at the start of their
they will attack humans with blind ferocity. There is no turn to shake off this effect, but each attempt adds
reliable way to create a Hungry Corpse, but some among 1 System Strain. Creatures with 1 HD do not get a
them study dark arts by which they might perhaps create save against this power.
companions for their long eternity. Scuttler: Hungry Corpses can climb even sheer surfaces
The mere touch of a Hungry Corpse can drain the as if they were flat ground, clinging to walls and
life energy from a victim, though most prefer to take their ceilings regardless of their weight.
nourishment through warm human blood. Most such Thirsting Touch: With a successful unarmed attack
undead require one human victim a week to be comfort- against a victim, the Hungry Corpse does no hit
able, or at least one a month to avoid starvation. Demi- point damage but adds 1d4 points of System Strain
humans and intelligent humanoid monsters can serve to them. If this exceeds the victim’s maximum, they
their appetites in a pinch, but are unsatisfying. These fall to zero hit points and become Mortally Wound-
requirements force most of them to remain constantly ed.
on the move to avoid discovery, though large cities can Unholy Gifts: Powerful Hungry Corpses can have up
support a considerable nest of these creatures, provided to 8 points of special abilities, and many possess at
they are careful with their hunting. least some degree of Undead Might.
156
husks lack the intelligence for any particular expertise at will ever grow weary of such pastimes, but a few are not
combat, their dead forms are highly resilient to punish- so distracted from the world.
ment, and they must often be hacked into pieces before These active wraith lords usually find pleasure only
their unnatural vitality leaves them. in conquest and rule, and will scheme constantly to fur-
ther their power over the living. Armies of corpses and
Shambling Tide: Slave husks are too stupid for sophis- human levies alike will be marshaled in their service, and
ticated tactics, but in large groups they gain an in- living kings must be made to bow at the foot of their cold
stinctive degree of cooperation. If 6 or more slave thrones. Most such wraith lords are eventually destroyed
husks are present, they can perform Swarm Attacks by a coalition of living rulers or a band of brave heroes,
on their victims. but a few can still be found in remote regions where there
are no rivals to check them.
Wraith Lord Fury of the Grave: A wraith lord gains an additional
The fearsome princes of the dead, a wraith lord is a pow- two Main Actions per round, provided these bonus
erful ruler who has been animated by skilled death-cult- actions are used to attack or harm others.
ists or an age-old cultural tradition of necromancy. The Prince of Bones: The wraith lord can use the equiva-
creation of these beings requires an enormous amount lent of a Command the Dead spell as a Main Action,
of wealth and human sacrifices, and only nations with though it has no maximum in the number of un-
a long dedication to unlife generally have the resources dead it can theoretically enthrall.
necessary to translate a living lord into this royal undeath. Timeless Foresight: The wraith lord is but poorly teth-
Wraith lords appear to be hale and powerful hu- ered to time, and can sometimes gain visions of the
man warriors, though direct sunlight leaves them seem- immediate future. Once per scene, as an Instant
ing slightly translucent. They are invariably mantled in action, it can rewind events back to the start of its
exquisite armor and bear powerful magical weapons. A last turn. The intervening time did not happen; it
bodyguard of skull knights is usually always with them, merely foresaw the impending events, which now
and some retain liches or other magic-versed undead as may be changed.
court sorcerers. Unholy Prowess: Each wraith lord has from 8 to 10
While wraith lords have keen and far-reaching points of special abilities related to their living
minds, undeath invariably shifts their priorities. Most achievements and talents.
were created as a reward for their long service to the Pale Undead Might: Most wraith lords have at least five
Emperor or some death-polity, and their chief concerns points of Undead Might, and can confer this grace
are the enjoyment of their further eternity with phan- on any undead affected by their Prince of Bones
tom wine, undead concubines, unliving gardens, and all power.
the personal projects their former life denied them. The
natural stasis of the undead makes it unlikely that they
158
• No Foci that are explicitly supernatural in effect, • No spell research, though the GM may permit the
such as Nullifier, Lucky, Spirit Familiar, some PC to find spells they specifically go adventuring
Unique Gifts, or Xenoblooded. Depending on the to locate.
judgment of the GM, the second level of some Foci
such as Authority, Gifted Chirurgeon, Impervious • No Foci that are too overtly magical for the setting,
Defense, Die Hard, or Dealmaker may be too un- by the GM’s judgment. A Spirit Familiar is prob-
realistic to suit the tone of the world. ably too much for most low-magic settings, but
Lucky could be subtle enough.
Some optional rules may also be added if they fit
the desired tone of the world, such as the Slow Heal- The GM is likely to sort through the list of optional
ing, Maiming Wound, or More System Strain rules that rules that follow and pick out those that best characterize
follow. the style of game they want to play. Not every low-magic
world is necessarily a gritty grimdark dysentery-fest, but
sometimes that’s exactly what the table wants.
160
Optional Rules
The rules in this section are meant to be mix-and-
matched by individual GMs to fit the needs of a more Maiming Wounds
“realistic” setting. As always, a GM should feel free to These rules can be used in conjunction with Slow Heal-
tweak them to fit the specifics of their own campaign ing or as a stand-alone penalty for becoming Mortally
setting or the genre tone they’re looking to target. Wounded. If using them with Slow Healing, the GM
might optionally replace death or month-long Frailty
Slow Healing with a result from the maiming wound table.
These rules replace the normal healing rules and reflect When a character is Mortally Wounded, they need
a setting where grievous physical injury is something to make a Physical saving throw. If they succeed at it,
that leaves lasting scars and debilities. Most hit point they avoid permanent maiming. If they fail, they roll on
loss is still assumed to be superficial cuts and bruises, the table below.
but a Mortally Wounded character has taken some real d12 Maiming Wound
punishment and needs serious care.
A wounded character who is not Frail recovers their 1 Deathblow: No one could survive that
character level in hit points after each night of comfort- 2 Eye damage: -4 to ranged hit rolls
able rest and loses one accumulated System Strain point 3 Lose a hand: can still strap a shield to the arm
at the same time.
A Mortally Wounded PC immediately rolls three 4 Lamed: Move is reduced to 2/3rds speed
Physical saving throws once they’ve been stabilized and Ugly scar: -1 penalty on all friendly social
5
counts their successes against the table below. An NPC skill checks
can attempt only two saving throws. 6 Arm loss: the whole arm is gone
Saves Made Healing Time Leg loss: Move reduced to 1/3rd with
7
0 Death in 1d12 hours prosthesis
Two permanent System Strain and Mostly deaf: Can manage conversations,
1 8
Frail for a month but no listening checks
One permanent System Strain and Infected wound: Lose two points of
2 9
Frail for a month Constitution
3 Frail for a week 10 Mental trauma: Lose two points of Wisdom
A physician can attempt to grant a victim a reroll of Lung injury: Gain two permanent points of
11
these saves with a successful Dex/Heal or Int/Heal skill System Strain
check against difficulty 10 and an hour of work. On a 12 Flesh wound: No lasting penalties
success, the victim can reroll any of the three saves that
failed. Only one such attempt to help can be made. A repeated result means a mere flesh wound with
If the permanent System Strain their injury inflicts no lasting effect, even if they’ve got another arm, leg, or
exceeds their maximum, they die sometime during their hand they could lose.
Frailty. Shedding this permanent strain is not normally A physician who spends a scene tending them im-
possible, but the GM may permit certain brilliant healers mediately after the injury and succeeds on a difficulty 10
or exceedingly costly medicines to alleviate it. Int/Heal or Dex/Heal skill check can allow a maimed
While Frail, the victim will not heal hit points or target to make another saving throw with a bonus equal
lose accumulated System Strain, and will need someone to the physician’s Heal skill. On a success, it’s really a
to tend to them. If conditions are particularly harsh or flesh wound after all. Only one such first aid attempt
help is lacking, the GM might make them re-roll one or can be made.
more of their successful saves, taking the worst result. If magical healing exists in this world, it can also be
If magical healing exists in the setting, it cannot nor- used immediately after the injury to allow a saving throw
mally restore hit points to the Frail or remove the Frail reroll attempt, though it heals no hit point damage. Only
condition. Use of it on a Mortally Wounded subject does the most powerful magics can actually heal a confirmed
stabilize them, however. On a bedridden Frail target the maiming wound, however, and the GM decides what
use of it can turn one failed saving throw into a success, magic would qualify.
though this can only be done once.
The GM may allow some exceptionally potent
healing magic to work as it does in the normal rules for
healing, banishing Frailty and healing damage for anyone.
162
Primitive Firearms
Many historical games involve crude firearms, wheth-
er arquebuses, muskets, flintlock pistols, or early rifles. Primitive Firearm Accessories
The statistics for hurlants can be used in many cases, but Item Cost in SP Enc
some GMs may prefer to have more specific statistics for Firing Kit 10 1
certain kinds of weapons.
The adjacent table lists some of the more historical- 100 shots of gunpowder 10 1
ly-known firearm types and their plausible ranges in the 100 lead balls 2 1
hands of the average adventurer. Prices listed assume that 50 pre-loaded cartridges 10 1
the weapon is the best technology available for the time;
a dusty old arquebus will be cheaper if rifled muskets are Gunpowder and lead balls are priced at the as-
in common circulation. sumption that they can be found fairly easily in the cam-
The reload times and rates of fire given here are set paign setting. Primitive gunpowder and crude lead shot
to be historically plausible for excellent riflemen, like the are not difficult to make, and anyone with Shoot-1 or
average PC gunman tends to be. NPCs with less focused Craft-0 skills can make them out of the raw materials, if
training in their firing drill might need to take an extra such are available.
round to get their guns in order. A pre-loaded cartridge made of paper or linen is
Reload times given are in rounds of focused effort, needed for a repeating rifle, as old musket-style loading
with repeating rifles reloadable with no more than a techniques are too slow. In a pinch, these cartridges can
Move action and the use of percussion caps and paper be taken apart to be used in conventional muskets.
or linen cartridges. If the user is meleed or otherwise dis- GMs who want to make use of other forms of fire-
rupted during the reloading, however, the effort is spoiled. arms are encouraged to consult Stars Without Num-
A firing kit includes a powder horn, bullet pouch, ber, pages 66-67. That game covers more contemporary
spare flints, and all the other miscellaneous tools and weaponry, and has the requisite rules for semi-automatic
implements necessary to shoot and maintain a weapon. weapons, revolvers, burst fire, and other modern forms
A kit can hold 30 rounds of ammo Ready for loading. of mayhem.
163
Ondasi Hurlants
The northern land of Ondas is unusual in that the Leg- Derringers are favored by ladies, gamblers, and the
acy’s ban on effective firearms is much weaker there. discreet. These tiny guns are palm-sized, and while they
Thanks to this convenience, cartridge-loaded firearms count as one encumbrance when Readied, a Stowed der-
have largely replaced bows and melee weapons as the ringer is so small as to count as zero encumbrance.
common weaponry of those citizens who go armed. Scatterguns usually fire shot shells that grant a +2
These hurlants cease to function when taken out bonus to hit, though they can be loaded with slug rounds
of Ondas, though rumors speak of specially-enchanted that give the weapon 1d10+2 damage and increase its
models that can function anywhere. The existence of range to 300/600 feet. Their magazine size is limited, de-
such guns depends entirely on whether or not the GM spite the best effort of Ondasi gunsmiths to work around
wants to allow easy PC firearm usage elsewhere in the the Legacy’s limits.
Latter Earth. Rifles are the trusted weapon of most frontier ex-
There are several common kinds of Ondasi hurlants, plorers, most models holding up to six cartridges.
but the wheelgun is the most common of all, being a Reloading an Ondasi hurlant takes one Main Action.
revolver capable of a half-dozen shots before its wielder In Ondas, five brass-cased cartridges can be acquired for
needs to pause and reload it. In the Territories, almost a silver piece; outside Ondas, the ammunition is inert
every adult Ondasi carries one when outdoors. and useless, though some alchemists can replicate it.
Primitive Firearm Dmg Attribute Range in Feet Traits Reload Cost in SP Enc
Handgonne 1d12 Dex 5/100 AP, M 5 30 3
Arquebus 1d12 Dex 50/150 AP, M 2 60 3
Musket 1d12 Dex 75/150 AP 1 60 2
Rifled Musket 1d12 Dex 75/1,000 AP, PM 2 90 2
Repeating Rifle 1d12 Dex 300/3,000 AP, PM Move 120 2
Flintlock Pistol 1d6 Dex 15/45 AP 1 30 1
Ondasi Hurlants Dmg Attribute Range in Feet Traits Magazine Cost in SP Enc
Wheelgun 1d8 Dex 90/300 AP 6 60 1
Derringer 1d6 Dex 15/30 AP 2 25 1*
Scattergun 3d4 Dex 30/90 AP 2 60 2
Rifle 1d12 Dex 600/1,200 AP, PM 6 100 2
PM: Execution Attacks do double damage and have -1 on saves. AP: It ignores non-magical armor and shields.
M: Must have a mount, resting stick, or rest or suffer -4 to hit. A stick is included in the encumbrance.
164
Mundane Alchemy
Some GMs like to add a dash of the exotic to their his-
torical games or no-magic settings. While incanted spells Alchemical Works
and magical talismans may be too outre for their cam- A potion, salve, unguent, or chymical reaction created by
paigns, old-fashioned alchemical mixtures might be just an alchemist is a work. Works are divided into lesser and
plausible enough to fit into the game. greater categories. Alchemists with only the first level of
The mundane alchemy rules in this section are suit- the Mundane Alchemist Focus can make only lesser
able for creating potions and powders that are “realistic” works, while those with the second can attempt greater
enough to fit into most no-magic campaigns if no one works.
looks too closely at them. Some GMs may make their Making a work requires raw materials and a suitable
creation the provenance of half-crazed NPC scholars alchemical laboratory. Any competent alchemist can ju-
in search of alchemical immortality, while others might ry-rig the tools necessary for crafting a lesser work with a
make room for PC alchemists who take up their quest few days of urban scrounging, but a lab for making great-
alongside more conventional adventurers. er works costs 5,000 silver pieces in glassware, grinders,
scales, furnaces, metal vessels, and other paraphernalia.
Becoming an Alchemist An alchemical laboratory takes up at least an inn
A would-be alchemist must take the Mundane Alche- room’s worth of space for lesser workings, or a cottage’s
mist Focus, thereby gaining access to the Alchemy skill at worth of space for a lab fit for greater workings. A ful-
level-0 and obtaining a selection of basic formulae and ly-packed lesser lab takes up 10 encumbrance units
the tools to use them. Only someone with the Mundane worth of space, while a greater lab is a cartload. A lesser
Alchemist Focus can gain or raise their Alchemy skill, lab can be packed or unpacked in an hour; a greater one
and only Experts or Partial Experts can take the Focus, requires a day.
including the Wise class described in this section. Each work requires that the alchemist have a for-
The Alchemy skill allows the user to brew, identify, mula for its creation. The ones listed here are common
and employ alchemical substances, including throwing knowledge to the tradition, and any alchemist capable of
them accurately. For treating poisons and burns, Alche- compounding them will know their formulae. The GM
my can substitute for the Heal skill. may selectively remove some if they don’t fit the setting,
The works of a mundane alchemist are calibrated and might also include new works that require the PCs
for use in a setting with no magic, or magic so subtle to find or buy the formula from elsewhere.
as to be indistinguishable from ordinary reality. They’re Crafting a work requires raw materials. These raw
useful and situationally helpful, but greatly inferior to materials can be purchased in any town or gathered by
magical elixirs or other works of true magic. A GM foraging in the wilderness. An alchemist out hunting in
might choose to allow PCs in a fully magical campaign unsettled territory can accumulate their level x 10 silver
to take the Alchemy skill without needing to take the pieces worth of raw materials for each day of foraging.
Mundane Alchemist Focus, and allow them to create Some places may have exceptionally rich hunting; these
these mundane potions at the usual difficulties and costs places are usually associated with exceptionally keen
without any Focus dedication. It’s recommended to keep dangers. In the same way, looted laboratories or ancient
the class limit in place, restricting the skill to Experts and troves might contain considerable amounts of usable
partial Experts only as full Mages already have their own materials.
magical options. If the alchemist has the lab, the formulae, the mate-
rials, and the free time, they can attempt to craft a work.
Focus: Mundane Alchemist Each of the works listed in this section has a difficulty
You’ve been trained at the laborious art of alchemy and and time needed to compound one dose or use of the
are familiar with its intricate subtleties. work. Creating it requires an Int/Alchemy skill check
Level 1: Gain Alchemy-0 as a bonus skill. You have for- against the difficulty listed. On a success, everything goes
mulae for all common lesser works, but you cannot well. On a failure, the alchemist can either accept the loss
yet devise greater works, even if you get the formula or push the reaction. If they accept the loss, they lose the
for one. You can scavenge or jury-rig lab equipment materials and time but nothing goes amiss. If they push
sufficient to create lesser works unless completely the reaction, they can attempt the skill check again; on a
separated from all adequate makeshifts. success, the work is successfully created, while a failure
Level 2: You have formulae for all common greater works results in the loss of time and materials plus a lab acci-
and can compound them at the usual difficulty. A dent from the adjacent table.
week of lab work and access to common mundane
materials lets you create your level x 25 silver pieces
worth of alchemical components for use in com-
pounding your own personal works.
165
the start of their turn must move out of it or take Lesser Work Diff. Cost Time
1d6 damage. The oil burns out in two rounds. It’s Acid Vial 10 50 1 day
sufficient to ignite any normally-flammable object.
Binding Paste 9 50 1 day
Smoke Cloud: Thrown as a grenade. The vial bursts into
an obscuring cloud of smoke ten feet in diameter. Blinding Dust 9 50 2 days
Ranged attacks through the smoke or melee attacks Healing Salve 7 10 1 day
within it suffer a -4 penalty to hit, assuming the
Incandescent Dust 9 50 1 day
attackers know roughly where their targets are. The
cloud dissipates at the end of the round following Inflammable Oil 8 100 1 day
the one it’s used in. Itching Dust 9 100 2 days
Soothing Powder: One of a variety of narcotic drugs. Luminescent Oil 8 50 1 day
When consumed, the subject must make a Physical
save or fall into a helpless but very happy stupor for Self-Igniting Oil 8 50 3 days
1d6 hours. Creatures with 4 or more hit dice can Smoke Cloud 9 25 2 days
make a Physical save to throw off the effects when Soothing Powder 8 25 2 days
threatened.
Touchstone: Not so much a stone as a prepared alchemi- Touchstone 10 50 3 days
cal kit with one use per level of the alchemist. When
applied to a substance, it can detect poisons and Greater Work Diff. Cost Time
identify true or false precious metals or gemstones.
Aqueous Solvent 11 250 5 days
Against professional poisoners, the user must make
a contested Alchemy versus Heal skill check in or- Courage Elixir 10 200 1 week
der to detect the toxin. Infernal Wind 11 250 1 week
Lethal Poison 11 500 1 week
Greater Works
Aqueous Solvent: This small vial of extremely powerful Revivifying Draught 10 200 1 week
acid has too little volume to be effective as a weap- Sleeping Powders 10 200 3 days
on, but when carefully applied it can melt its way Sovereign Specific 11 200 1 week
through up to a fist-sized mass of metal or wood
in under a minute. Unquenchable Flame 12 1,000 2 weeks
Courage Elixir: A powerful analgesic, this vial adds a this time. Use of this elixir adds one System Strain.
temporary 10 hit points to the person who drinks it. Using it more than once a week forces a Physical
This boost lasts for the rest of the scene, but their in- save to avoid a fatal heart attack.
ability to feel pain leaves them unable to track their Sleeping Powders: When consumed, this tasteless
own hit points. At the scene’s end, these phantom chemical provokes immediate and intense sleepi-
hit points are lost, and the user may end up Mor- ness in the subject. If they feel themselves in danger
tally Wounded. they can fight off the drowsiness, but one not so
Infernal Wind: Thrown as a grenade. This jar of oil splat- alarmed must make a Physical saving throw at a
ters in a five-foot radius where it hits, and must be penalty equal to the creator’s Alchemy skill or fall
lit by some open flame. If so, it erupts into a chok- asleep within one minute.
ing cloud of black smoke, inflicting 1d6 damage on Sovereign Specific: A user who drinks or is made to
anyone in its area and creating an effect equivalent drink this elixir after suffering from poisoning may
to the Smoke Cloud work. The burning lasts for one make a new saving throw with a bonus equal to the
round per level of the alchemist who made it. creator’s Alchemy skill. On a success, the poison’s
Lethal Poison: Any alchemist can make toxins, but most effects are negated. The specific must be used within
are too slow, clumsy, or unreliable to be much prac- six rounds of the poisoning.
tical use. This formula creates a small vial of clear, Unquenchable Flame: This fist-sized mass is covered
tasteless liquid that’s strong enough to kill an ox with a protective film of non-reactive substance. If
within a minute. A subject who drinks the liquid the film is scratched, such as by impact, the mass
must make a Physical saving throw or take 1d6 will immediately ignite, beginning to burn with a
damage per level of the alchemist. This damage ferocious heat and toxic fumes that inflict 1d6 dam-
takes effect 1d10 rounds after its consumption. age to anyone who spends their full round within
Revivifying Draught: Someone drinking this potion can ten feet of it. The mass can burn almost anything,
fight, march, or otherwise exert themselves freely including stone, water, and metal, and will generally
for the next twenty-four hours without need for burn a three-foot-deep hole under it by the time it
rest. Indeed, they physically cannot sleep during consumes itself. The mass burns for 1d6+4 rounds.
167
The power of music and chant to move the heart has been 1 1d6 +0 1 Expert
known since humankind has existed. It is no wonder that +1 Any
numerous schools and traditions of musical artifice have 2 2d6 +1 +1 Any
been born in the long ages of the Latter Earth, and many
3 3d6 +1
of them still have initiates in the present day.
Among the first of these known to history were the 4 4d6 +2
blind music masters of the Second Dynasty, ritualists
5 5d6 +2 +1 Any
charged with assisting in the many holy ceremonies of
that theocratic empire. In the north, godspeakers of the 6 6d6 +3
proto-Amundi lands uttered the will of their patrons, 7 7d6 +3 +1 Any
cowing any who would dare gainsay them. Troubadours
of the Seven Rivers Confederacy sang of romances and 8 8d6 +4
tragic dooms, and the chanters of the Zakathi work 9 9d6 +4
gangs in Old Carce kept up the strength of their com-
rades with their mighty voices. 10 10d6 +5 +1 Any
In the days since those arts arose, these traditions
and more have spread, splintered, faded, and been re-
newed in many times and places. Some novice bards are
Partial Mage/Bard
simple apprentices to masters who know little of their
antecedents, while others belong to formal schools that Level Hit Dice Attack Bonus Focus Picks
have expectations for their alumni. Some are simply part 1 1d6 +0 1 Any
of cultural traditions and roles that are important in their
2 2d6 +1 +1 Any
homeland but little-understood abroad.
Their only commonality is the effectiveness of their 3 3d6 +1
techniques. Bardic arts are subtle but strong, able to move
4 4d6 +2
the hearts of strangers and encourage their faltering allies.
These powers are not magical, and wards against sorcery 5 5d6 +2 +1 Any
do nothing to forfend them. Instead, they tap into very 6 6d6 +3
deep portions of the Legacy, drawing power from the
archetypes that their human ancestors honored. 7 7d6 +3 +1 Any
While conventional expectations paint bards as 8 8d6 +4
bewitching artists with a deftly-played instrument or
compelling song, bardic arts can function equally well 9 9d6 +4
through fiery orations, persuasive speech, or even par- 10 10d6 +5 +1 Any
ticularly evocative dance. Any form of performance that
can convey an emotion or idea will serve as a medium,
and there are bardic traditions that have their own pref-
erences among them. PCs can use any method that is Partial Warrior/Bard
appropriate to their style or background for their arts.
Level Hit Dice Attack Bonus Focus Picks
Benefits of the Bard 1 1d6+2 +1 1 Warrior
The Bard is a partial Expert class that must be joined +1 Any
with a second partial class by an Adventurer. A Partial 2 2d6+4 +2 +1 Any
Warrior/Bard might be a martial skald, a Partial Expert/
Bard might be a light-fingered troubadour, while a Partial 3 3d6+6 +2
Mage/Bard might mix true magic in with their artful 4 4d6+8 +3
performances.
5 5d6+10 +4 +1 Any
All Bards gain Perform-0 during character creation.
Their abilities hinge on their power to move a listener, 6 6d6+12 +5
whether that is by song, musicianship, or stirring oratory. 7 7d6+14 +5 +1 Any
Unlike the normal Partial Expert class, Bards do not
get a bonus non-combat Focus at first level, nor do they 8 8d6+16 +6
get a Partial Expert’s bonus skill point when advancing 9 9d6+18 +6
a character level. One who takes the standard Partial
10 10d6+20 +7 +1 Any
Expert for their other class gains these things normally.
171
Battle Cry: Commit Effort for the day as an On Turn ac- Keen Senses: First practiced by the blind music masters
tion to bolster your allies. They gain +1 to hit, sav- of the Second Dynasty, this art gives you the equiv-
ing throws, and damage, including Shock, for one alent of sight out to 60’ even if blinded. You cannot
round per level. At 4th level this bonus increases to distinguish colors, but you can perceive physical
+2, and at 9th, to +3. details as readily as if with your eyes. Physically-in-
visible creatures and objects are obvious to you.
Cursed Tune: Commit Effort for the scene as a Main
Action while targeting an intelligent creature. Your Liberating Song: You are immune to mind- or emo-
imprecations cause them to falter, inflicting a -1 tion-controlling effects. You can Commit Effort for
penalty to their hit, damage, and saving throw rolls the scene as an Instant action to grant any ally in
for one round per level. At 4th level this penalty range a Mental saving throw to throw off such ef-
becomes -2, and at 9th it becomes -3. fects, assuming they allowed a save to begin with. If
the second save is failed, this art cannot help them.
Deft Fingers: You’re accustomed to juggling your belong-
ings while holding an instrument. Your maximum Rally: Commit Effort for the day as a Main Action to
Readied item count increases by two. exhort a wounded or fallen ally, removing any Frailty.
The target regains 2d6 plus your level in hit points,
Entangle Incantation: Commit Effort for the scene as an but you incur one System Strain.
Instant action when an foe within 60’ incants a spell.
Your voice tangles with their words, forcing them to Soothe the Savage: Commit Effort for the day as a
make an opposed Int/Magic vs Cha/Perform skill Main Action. For as long as you keep spending a
check against you, with a +2 bonus to your roll. If Main Action performing each round, animals and
you tie or succeed, the spell fizzles and is wasted. other living bestial creatures will not attack you or
This art can be used only once per round. your allies unless commanded by their masters or
threatened by the party. This art can’t be triggered
Evoke Emotion: Commit Effort for the day as a Main Ac- once actual combat has begun.
tion while performing. You evoke a desired emotion
in listeners, whether intelligent or animal, granting a Soothing Graces: Your arts restore and hearten those
+1 bonus to relevant social skill checks for the scene with you. You and your allies lose an extra point of
for you and your allies. If desired, you can force a System Strain after each night’s comfortable rest.
new Reaction Roll, taking it if it’s more favorable This does not stack with similar rest-aiding powers.
than the original. This art does not work in combat
and can be used only once per scene. Swift Misdirection: Commit Effort for the scene as a
Main Action and target one intelligent creature
Inspire Dread: Commit Effort for the day as an Instant within earshot. Tell them something in no more
action when your enemies are forced to make a than one sentence; unless what you say is physi-
Morale check. You goad their fears, forcing them to cally impossible or emotionally unendurable, they
make two Morale checks instead of one. Those who must make a Mental save or believe it for one round.
succeed on both must still make an Instinct check After that, they can judge your words with their nor-
immediately after. mal reason. This art can affect a creature only once
per scene.
172
The Mageslayer
In the ancient days of the First Dynasty the martial hous-
es of the empire were often forced to face fell wizards
and recondite sorcerer-kings on the battlefield. While the
First Dynasty was not without mages of its own, their
natural inclination to martial warfare led them to devise
numerous techniques of counter-sorcerous combat.
The specialists in these wusha techniques developed
numerous means of expressing them. Some relied on
eldritch tattoos to ground and diffuse magical powers,
while others practiced esoteric breathing and internal
alchemy regimens, or cultivated spiritually antinomian
Legacy signatures to disrupt the proper operation of
magic. A few even undertook generations-long breeding
projects to create naturally antimagical scions.
In the ages since, these ancient arts have spread
throughout the Latter Earth, joining and mingling with
other local techniques for disrupting spellcasters. Schools
of Mageslayers have risen and fallen at the whims of his-
tory, for those lands which have the most need of their
abilities are also those lands where their nemeses are
most common. In many places, the Mageslayer tradition
exists only in isolated master-pupil relationships or dim-
ly-understood scriptures. A few lands still have traces of
the ancient imprinted bloodlines, with Mageslayers born Benefits of the Mageslayer
by chance to unwitting parents. The Mageslayer is a partial Warrior class that must be
Where Mageslayers can be found, however, they joined with a second partial class by an Adventurer. As
often sought by the common people as protectors and no Mage class is allowed to pair with this profession, this
guardians against the depredations of sorcerers. While usually means a Partial Warrior/Mageslayer or Partial
they lack the broad combat prowess of their more secular Expert/Mageslayer.
peers, a master Mageslayer can butcher an archmage as Unlike the normal Partial Warrior class, Mageslay-
if he were no more than a gaudily-dressed peasant. Few ers do not get a bonus combat Focus at first level, nor do
archmages forget this fact. they grant a Partial Warrior’s +2 hit points per hit die.
Where wizards are often required to guard against All Mageslayers gain Magic-0 during character cre-
their arts, mages usually have the sense to enlist mun- ation. While it cannot be used for item creation or other
dane protectors or summon demonic servants to guard magical pursuits, it allows them an intellectual under-
them. The eldritch claws of an unearthly beast are not so standing of their prey’s abilities. Mageslayers gain special
easily dispelled as a hurled curse or uttered incantation. arts at first level and as they advance.
Disrupt Sorcery: As an On Turn action, Commit Effort Ward Ally: As an Instant action, Commit Effort for the
for the scene. The next attack you make that round scene when an ally within thirty feet is affected by
will leave the target unable to cast spells or trigger a spell; you are affected by the spell in place of your
Mage arts for the rest of the round, even if the attack ally. If you are both in the same area of effect, the
misses. Currently-active arts are not disrupted. If spell hits you twice. Any defenses or arts you have
the attack is successfully Screened by an ally, how- against sorcery may be applied as usual to this trans-
ever, the target is unaffected. ferred effect.
Immaculate Body: Magical transformations, curses, or Witchfinder: As a Main Action, Commit Effort for the
lingering negative magical penalties last a maximum scene. For the rest of the scene, you gain the benefits
of one scene on you. Such malisons cannot kill you, of the Apprehend the Arcane Form spell, except for
reducing you to 1 HP at worst. This applies to all the spell’s dark-vision ability.
magical effects, and not only to hostile spells.
174
The Wise
Some low-magic settings have a particular place for con-
cepts that aren’t exactly magical, but have some special General Arts
place in society. Whether a mundane priest of the dom- Dread Awe: Your kind are figures of fear and mistrust.
inant faith, a feared forest warlock, or a sacred oracle of Gain a +1 bonus on all skill checks related to in-
the gods, these Wise have a special role to fill. timidation or threat. You can spend a Main Action
Some of these Wise may have very minor or subtle cursing your foes in battle; those who hear suffer a
magical powers suitable to a low-magic campaign setting. -1 penalty to their next Morale check. You can do
this only once per scene.
Benefits of the Wise Elite Ties: You have ties with figures of societal impor-
The Wise is a partial Expert class that must be taken by tance. You can get audiences with them with mini-
an Adventurer with another partial class. It’s generally mal effort. Once per game session, get a favor from
suited for low-magic campaigns, but strictly mundane them that would not particularly inconvenience
versions of it may pass muster for a no-magic setting. them to grant.
While the Wise count as a partial Expert class for Erudite: You are uncommonly learned. Once per day,
other purposes, they do not gain the advantage of the reroll a failed skill check related to intellectual pur-
partial Expert’s Quick Learner class ability or the bonus suits or things a scholar would know about.
non-combat Focus that a partial Expert normally gets Folk-Friend: Commoners and other lower-class natives
at first level. An Adventurer who is a standard partial consider you a useful healer and helper. Once per
Expert/partial Wise does get these perks, however. day, get a modest favor from a commoner who
All Wise gain level-0 in a bonus skill appropriate to doesn’t hate you in exchange for a blessing or bit
their concept, be it Pray, Know, Magic, Survive, or some of advice.
other skill that makes sense to the GM. Healer: You are a trained and capable healer. Gain a +1
The Wise do not use Effort. All of their arts are on all Heal skill checks; once per day, as an On Turn
either constantly in effect or can be used under particular action, automatically succeed at a skill check to sta-
circumstances or a particular number of times each day. bilize a Mortally Wounded subject.
The arts the Wise learn are generally fixed by their Holy Sanctity: You are honored and respected by most in
concept and role. A mundane priest will learn certain arts this region. Gain a +1 bonus on social skill checks
as they advance in level, while a witch or an oracular seer with locals who are not naturally opposed to your
will learn others. At some levels, the Wise might have a religion or social institution.
choice; they can pick whichever art they wish, but most Personal Impunity: You bear signs of sanctity, and physi-
arts can be taken only once. cally harming you is considered taboo in this region.
The example tables here provide progression pat- Only the most vicious or desperate humans will
terns for a non-magical priest of a faith, a witch with initiate violence against you, though any will fight
minor magical powers of cursing and foresight, and an if you attack them. Hostile groups will hesitate to
oracle with limited powers of divination. For GMs that attack your companions unless provoked.
wish to allow player-made concepts, the Esoteric column Skilled: Gain three skill points to spend on any non-com-
can be used, or a specific progression can be worked up bat skills, up to the maximum skill level allowed by
in cooperation with the player. your character level. This art may be taken more
than once.
The Wise
Level Hit Dice Attack Bonus Divination Arts
Compel Truth: The diviner compels a person to drink
1
a particular brew, participate in a specific ritual,
2 or otherwise undergo a scene-long ordeal. After-
3 wards, the diviner may ask the target a single ques-
tion and the GM secretly rolls a Cha/Magic skill
4 As per page 21 of As per page 21 of
check against a difficulty of the target’s Morale+1,
5 the core rulebook, the core rulebook,
or level+6 for PCs. On a success, the subject must
with the Wise class with the Wise
6 answer the question truthfully and fully. On a fail-
counting as a class counting as
ure, they may give any answer they wish. The same
7 partial Expert. a partial Expert.
or substantially same question may not be asked
8 twice with this art.
9 Deliver Oracle: A petitioner asks about the outcome
of a particular course of action. The diviner then
10 spends a day in various rituals, seeking an oracular
175
CHARACTER TAGS
Just as ruins, cities, or noble courts can be defined by tags, d100 Character Tag d100 Character Tag
so too can individual characters. The tags in this section
are meant to give you a quick method for giving defining 1–2 Baneful Success 51–52 Impending
motivational traits and background story elements to Treachery
NPCs you generate, whether they’re antagonists, sym- 3–4 Betting It All 53–54 In Over
pathetic figures, or one-note bit player NPCs. Their Head
Each character tag comes with a discussion of the 5–6 Bitter Grudge 55–56 Inherited Duty
various ways it could manifest in an NPC, whether as
7–8 Black Sheep 57–58 Irrational Hatred
a personal trait or as a situation that has defined their
current circumstances. Tags tend to focus on how they 9–10 Blithe Idealist 59–60 Last Survivor
would affect a scheme or adventure, as it’s under those 11–12 Burnt Out 61–62 Lives for Today
circumstances that the PCs are most likely to meet them.
13–14 Chance 63–64 Load-Bearing
Each tag includes entries for likely Ambitions, par-
at Glory Relationship
ticular Powers their situation can lend them, and those
Dreads that are most likely to befall them or show up as 15–16 Chronic Illness 65–66 Lost Cause
problems in their schemes. These categories are abbrevi- 17–18 Concealed Sin 67–68 Lovesick Fool
ated as A, P, or D in the tables that follow. 19–20 Cultural Outsider 69–70 Magical Gift
To use the tags, take your NPC and roll twice on
the adjacent table. The two results can be read separately 21–22 Cursed 71–72 Marked for
as speaking of two different character traits or formative Misfortune Success
past situations the NPC has dealt with, or they can be 23–24 Delusional 73–74 Misplaced Trust
synthesized together or used to explain each other; the Self-Image
reason the NPC has a Delusional Self-Image is because a 25–26 Doomed Love 75–76 Natural Leader
past Ruined Plan was so traumatic that they cannot bear
to acknowledge the part their flaws played in it. 27–28 Doomsday 77–78 Persecuting Foe
In the same vein, the Ambitions, Powers, and Weapon
Dreads for a given tag can be inserted into your adven- 29–30 Double Life 79–80 Ruined Plan
tures to show the ways in which an antagonist’s past or 31–32 Double Loyalties 81–82 Ruinous Vice
personal nature influenced events. An obstacle to their
33–34 Down In 83–84 Secret Cravings
current plans might arise directly from their own past
The World
history, or some tool they’re using to obtain their end
might rely on some element of their own nature. You 35–36 Earnest Idiot 85–86 Secret Sectarian
can also synthesize them together; an antagonist defined 37–38 Family Alienation 87–88 Stolen
by Baneful Success and Betting It All might have so Reputation
successfully allied with the local bandit clans that their 39–40 Family Chains 89–90 Ticking Bomb
warlord is willing to personally lend his aid... because the
NPC is promising him incredible plundering possibili- 41–42 Friend Turned 91–92 Troublesome
ties, even though he’s not able to guarantee that success. Foe Friend
As with other tags, the “magnitude” of a particular 43–44 Grand Plan 93–94 Unexpected
trait can be scaled up and down to fit an NPC’s impor- Talent
tance in the adventure and their standing in the campaign 45–46 Great 95–96 Unreasonably
world. If the party hires a new henchman, you might roll Disappointment Lucky
once on the table, get Unexpected Talent, and decide that
he’s actually an exceptionally skilled singer who breaks 47–48 Great 97–98 Up From
into song whenever he’s feeling nervous. The same re- Expectations the Gutter
sult for a campaign-scale lich-king antagonist might be 49–50 Hidden Origins 99–00 Veiled Backers
read as a sublime talent at sculpture which informs his
legions of soul-animated statues, each one a magnificent that archmage really is an Earnest Idiot, brilliantly capable
personal work of art that he cares for as greatly as a lich at magic yet prone to acts of tremendous thoughtlessness
can care for anything. and short-sighted carelessness. It could be the evil high
As with any GM tool, you should use the tags only priest’s Concealed Sin is his desperate desire to make
so far as you need them. Take them as inspiration for an amends for his infernal service and escape his slavery to
NPC’s background and current situation, and don’t feel his malevolent god. The tags are there for inspiration,
compelled to follow every line. By the same token, be and you should feel free to let them take you where they
willing to be surprised by unusual combinations. Maybe might lead.
185
NAVAL ADVENTURING
Some of the finest adventuring to be had is on isolated
islands, forgotten archipelagos, or on the shores of dis- Sea Travel Procedures
tant lands far over the sea. It’s not unlikely that the PCs For each day of seagoing travel, the GM should take the
might find it necessary to take ship from time to time in following steps.
order to reach such golden destinations.
This section provides optional rules for structuring • Roll 1d10, or 1d12 on quiet seas. On a 1, an event
seagoing travel. Information is given on buying ships, hir- happens sometime that day. The seafaring event
ing crews, provisioning for long expeditions, and keeping table below offers some example possibilities. Skill
up with the inevitable decay and wear of a salt-lashed checks should be made by the best sailor or most
wooden vessel. appositely-skilled PC. Ship encounters likely call
Ship combat rules are provided as well, ones based for a Reaction Roll.
on the starship combat rules from Stars Without Num-
ber. These rules are intended to involve the entire party • Subtract one day worth of food and water from
in a seagoing fray and give each player a voice in resolv- the ship’s provisions for each crew member. If they
ing the encounter. Players who prefer a quicker, simpler run out, they’re subject to the privation rules in the
way of resolving their differences with pirates can use core rulebook.
the quick combat rules provided at the end of the section.
Even PCs who manage to avoid the attentions of • If they’ve suffered unusual calamities or lack pro-
seagoing reavers still need to have a care for the perils of visions, make a Morale check for the crew. Failure
wind and wave. It’s an easy thing for a ship to go astray means truculence; two or more failed checks might
in the great blue wastes of the Atlantean Main, and only mean mutiny if they’re not appeased.
vigilant wariness and a hold well-stocked with supplies
can see adventurers through such dangers. • Subtract the ship’s daily movement rate from the
And if the worst befalls them and their ship is given distance to go before it reaches its destination. If
to the sea, they can only hope that an uncharted island the PCs are just exploring an area, move them an
might be close enough to reach while life remains…. appropriate number of hexes on the map.
Ship Types
The ship types listed below are some of the more com- Grace reflects the nimbleness and maneuverability
mon ones navigating the coasts and open seas of the of a ship. It is added to all skill checks the crew makes
Latter Earth. Each ship is defined by certain statistics. that involve ship-handling, speed, or agility.
Hit Points are depleted by ship gunnery damage,
Crew indicates how many crew are needed for ordi- and the ship sinks or founders at zero hit points. Ordi-
nary operation and the maximum number the ship can nary weapons and attacks can’t harm a ship’s hit points,
readily hold over a long journey. Ships with at least half but major fires and large sources of damage can do some
the minimum crew, rounded down, can limp along at half injury at the GM’s discretion.
speed and a -2 Grace penalty, but less than that and the Armor Class is the target that enemy gunnery needs
ship is at the mercy of wind and wave. to hit in order to damage the ship or harm its crew. Some
Rowers are additional crewmen needed if the ship ships have a good AC due to agility, and others due to
is to make way by oar. Unsurprisingly, ships that have no heavy planking and thick hulls.
oars need no rowers. These rowers are in addition to the Cargo is the number of tons of cargo that the ship
necessary minimum crew for operation. can reasonably transport. Would-be merchant princes
Rowers allow the ship to sail regardless of the must remember that crew provisions must also have their
winds, but they can manage no more than eight hours allotted space in the hold if the ship is to get far.
of headway a day and so generally make less progress Weapons gives the maximum number of cargo tons
than sail-bearing craft. Some ships are rowed by slaves that can be dedicated to mounted weaponry and armed
or convicts, but free rowers can be dragooned into a ship’s crew units, as described in the next section. A ship may
boarding detachment if necessary. have a vast cargo hold but only so much space in it can
Miles per day is the average number of miles the be usefully employed for weapons.
ship can travel every 24 hours. For convenience, it’s as- Size is the general size category of the ship. Some
sumed the ship can sail directly toward its destination weapons and other fittings cannot be reasonably mount-
and doesn’t need to tack back and forth to manage the ed on ships too small to bear their bulk. Small ships can
wind. When sailing on a hex map, any excess mileage be used as ship’s boats, mounted on larger craft at a cargo
beyond a hex increment is added to the next day’s sailing. space cost equal to half the smaller boat’s cargo rating.
Common Ship Types the smaller trading vessels that are its usual prey.
The instability of the Legacy and its capricious limits are Tavat’s pirates are notorious for impressing prison-
shown clearly in the myriad different ships that ply the ers as rowers.
seas of the Latter Earth. The historical ships of mod- Lanong: The bigger cousin of the garay, lanongs are
ern-day Earth had their strong and weak points, but time found most often under the command of Aristoi
and improved seamanship led to many early designs be- commodores or Shinbu Anak warchiefs. Their
ing abandoned in favor of later, better classes of ships. outrigger design makes them stable and seaworthy,
Improved rigging, new sail technology, advancing tech- with their oars allowing for careful maneuvering in
niques of hull construction, and other such innovations confined spaces. Most pirate lanongs carry several
led to steadily-improved ships. launches to bring the ship’s vast raiding complement
This is not the case in the Latter Earth. Many tech- ashore.
nologies that ought to work perfectly simply do not func- Pinnace: A small craft sometimes used as a ship’s boat on
tion correctly thanks to ancient Outsider forbiddances, a larger vessel, pinnaces are exceedingly nimble and
physics decay, or special-case curses embedded by some can be rowed if enough strong arms are available.
ancient nautical empire. A host of ship designs that have Some are used as small coastal traders, but they deal
been superseded for centuries in the modern world are poorly with the perils of the open sea.
actually among the most functional, efficient, and practi- Raider Launch: These small craft come in numerous
cal options available for a far-future sailor. Some manage shapes and sizes, but all are meant to be launched
to dodge the hindrances embedded in the Legacy, and from a larger ship kept safely offshore. Their crews
others actually benefit by ancient blessings bestowed on row in, plunder, and flee before organized resistance
the design by long-vanished seafarers. The ship designs can strike back.
listed below are merely the most common of these sur- Ship of the Line: Some would say these ships are the
viving designs. finest warships in the west, the fruit of centuries of
Sunward Isles seamanship. They form the backbone
Bedar: A double-ended, junk-sailed ship popular in the of the island navies, each one heavily laden with le-
western Amundi kingdoms for its seaworthiness, thal Sunwarder cannon. Their complexity has made
speed, and small crew requirements. them rare elsewhere, in addition to their complete
Brigantine: A favorite of Sarxian privateers, this square- unsuitability for many traditional forms of magical
rigged, two-masted ship can carry crew enough to augmentation and blessing.
overwhelm small craft while retaining enough cargo Skyship: The middle class of flying ships, few of these
space to haul the plunder back to port. have survived since the days when they formed the
Cutter: One of a variety of small, fast cargo ships with bulk of the Wind Cities’ aerial navies. The few that
intricate rigging. They require more crew than other remain are most often in the hands of skilled and
ships their size, but their sails catch the wind with rapacious sky pirates or the windfarers of Yain.
great efficiency. Stormcruiser: The biggest class of skyship known to sur-
Dhow: Lateen-rigged trading and fishing boats, usually vive, these vessels are vanishingly rare. Rumors per-
kept close to a coastline. They lack the speed and sist of buried hangars in the Choking Dunes where
cargo capacity of a cutter, but their rigging is far whole squadrons of these ships lie sleeping since the
simpler to handle. destruction of Javair.
Dromon: The biggest Tseban war galley along the west- Triaconter: One of a variety of oared war galleys favored
ern and eastern coastlines of southern Gyarus, a in tight waters, like the Sleeve of western Gyaros.
dromon is exclusively oar-powered, usually by par- Their lack of sails helps them mount large numbers
ticularly luckless slaves. While ungainly, a dromon of deck weapons, and their rowers are usually Tse-
can carry both a vast number of soldiers and a great ban soldiers ready to join any boarding action.
amount of cargo. War Galleon: The fearsome fist of Sarx, their war galle-
Fluyt: Sluggish and fat-bellied, a fluyt carries more car- ons are a sight dreaded from the top of the gulf of
go than any other common ship of its size. Some Amund to the southern shores of Xindai. Almost
daring pirates use them as motherships, hanging all are exclusively military in nature, built to crush
launches off the sides for quick shore raids. troublesome pirates and smash the navies of rival
Frigate: The pride of the Atlantean navies, the frigates states.
of the Prior Crown are extremely complex in their Windskiff: Smallest of the flying ships, these arcane ves-
construction and operation, and few are able to sels are rare marvels used most often for scouting
build them outside of the ports of Atlantis. Even and swift message transport.
fewer are permitted to buy them, but some of the Xebec: A three-masted ship with both lateen sails and
more daring Kytheronian privateers have been oars, a xebec is popular with both raiders and trad-
known to acquire them by rougher means. ers, not least for its relatively inexpensive construc-
Garay: A popular pirate vessel in Tavat, a garay is a sin- tion and comparatively easy handling. Many of the
gle-masted, oared ship nimble enough to run down Free Clans sail them on the Vermillion Sea.
202
Ship Weapons
Some of the most common ship-mounted weapons are Cargo is the cargo space required for the weapon
listed below, along with some of the more frequently-en- or the unit’s equipment. A ship cannot effectively mount
countered crew units deployed in combat. more tons of weaponry or marine gear than its Weapons
Cost gives the price of the weapon in places where it rating. This burden counts against a ship’s cargo limits.
is usually sold. Less familiar regions may pay double, if it Size is the smallest size of ship that can effectively
can be found at all. In some cases, such as with Ondasi mount the weapon. Craft smaller than this do not have
guns, the weapons may not even work outside their place the room or the bracing needed to handle the weapon.
of manufacture. This price does not include crew hiring A ship is assumed to have enough ammunition
costs, but only their equipment. aboard for any reasonable sea engagement, with the cost
Crew is the number of crew necessary to man the of resupply accounted for under a ship’s usual mainte-
weapon or fill out the unit. Without this many crew, the nance cost. For weapons that fire both solid shot and
weapon or unit cannot fight effectively. Crew can be shift- grapeshot, the choice of ammunition can be made when
ed among weapons if losses require it, but they must be the weapon is fired.
trained for the role.
Range is the maximum range of the weapon or unit. Restricted Weapons and Units
Attacks made at Near range all gain a +2 bonus to hit, The list below contains several entries for weapons that
regardless of the weapon’s maximum range. may not be appropriate for particular campaigns. A few
Damage is the amount of hit point damage inflicted items in particular are meant for specific settings.
on the target ship on a hit. Small arms and grapeshot Earth-historical campaigns can use arquebusier
instead inflict their damage on the target’s Crew Strength, units and can treat hurlants as smoothbore cannons,
with the GM subtracting any losses from the most like- with long hurlant units being used for riflemen.
ly-seeming victims. If the GM thinks it plausible to target Sunwarder cannon function normally in other
a specific creature with it, its damage dice are tripled, and regions of the Latter Earth, but are rare and expensive.
a creature brought to 0 HP by it dies instantly. Ondasi guns function only within sight of Ondas’ coast.
Ship Fittings
Item Cost Cargo Effect
Augmented Sails 10% 10% 20% faster sail movement per day
Boarding Rig 5% 3 +2 to ship combat boarding skill checks
Braced Hull 20% 20% 20% greater maximum ship hit points, rounded up
Expanded Cargo Hold 10% 0 20% more cargo, -1 Grace, -2 AC, -10% hit points
Improved Rigging 10% 10% +1 Grace, to a maximum of +2
Reinforced Planking 10% 10% +2 ship Armor Class, -1 to ship Grace
Reinforced Weapon Mount 5% 5 Can mount one weapon of one size class larger
Saltwood Blessing 5% 0 Immune to the Decree of Ligneous Dissolution spell
204
Spellcasting in Naval Combat Pierce the Pallid Gate: This spell can allow the boarding
It’s to be expected that mages may want to employ their of a ship within Near range if the crew is ready for it.
sorcery during a naval battle. Such wizards must take the The created portals remains static even as the ship
Do a Deed action during their ship’s turn and can cast moves, so there is only a very momentary window
only one spell per ship combat turn; the chaos of naval to rush through.
combat makes it difficult to find a good moment to cast. Sigil of Aeolian Auctoritas: Used as a buff on a target
Spells can only be cast on targets that are Abreast, or sailing ship, it grants +4 on all movement skill
Near if the spell can hit something 500 feet away. Many checks for the rest of the fight. Used to hinder a
spell results need to be adjudicated by the GM, but some specific foe, it inflicts a -4 on all its movement skill
of the more likely choices are noted below. checks for the remainder of the encounter. The
winds can favor only one ship at a time.
Decree of Ligneous Dissolution: Most ships expecting The Dazzling Prismatic Hemicycle: The target ship suf-
combat have a Saltwood Blessing to nullify this spell. fers a Crew Strength loss equal to 1d6 per caster
If not, the ship takes 5 hit points of damage per level. level.
Deluge of Hell: The target ship suffers 1d6 hit points The Inexorable Imputation: The caster must be part of a
of damage per caster level and twice that in Crew boarding action to use this spell, but properly-word-
Strength damage. If used on a ship that is Abreast, ed imputations can force a Morale check or inflict a
there’s a 25% chance the caster’s ship is caught in Command Point penalty on the enemy ship equal
the blast as well. to half their caster level, rounded up.
Disjunctive Temporal Reversion: This spell can be used Wind of the Final Repose: Subtract 1d6 Crew Strength
to grant an officer a second attempt at a failed skill per caster level for the next round of Crew Combat
check. only. Only half the Crew Strength at most can be
Exhalation of Congelating Cold: The target ship is part- caught this way.
ly icebound, suffering -2 on all movement-related
skill checks for the next round and taking 1d4 Crew Resisting Enemy Spells
Strength damage per two caster levels, rounded up. While fishing boats and petty pirate vessels are unlikely
Howl of Light: Targeting the hull, it does the caster’s to have a magical contingent aboard, most fighting ships
level in ship hit point damage. Targeting the crew, prefer to have at least a novice High Mage in the crew
it does 1d6 Crew Strength damage per two caster with the Counter Magic art available. This “ship’s wizard”
levels, rounded up. Targeting the rigging, it counts or “ship’s witch” may not be overly trusted by their fel-
as a successful Target their Sails hit. lows, but their protective powers are vital when engaging
Phobic Storm: The caster must be part of a boarding enemy casters.
action to use this spell, but it inflicts an automatic When a ship or its crew are targeted by a spell, any
Morale check and 1d4 Crew Strength damage per wizards aboard with the Counter Magic art may employ it
two caster levels, rounded up. freely as an Instant countermeasure, provided they have
enough Effort to do so.
207
Ship Actions
Each action is shown with its Command Point cost.
Many actions can be taken more than once, if enough Bosun
Command Points are available, but others can be per- Damage Control (3 CP): Roll Int/Fix or Int/Sail versus
formed only once per round. An officer can choose ac- difficulty 7. On a success, repair three times your
tions from their department or the General action list, skill’s level in ship hit points. Each time after the
while PCs who are not officers can pick from only the first you use this action, its difficulty increases by +1.
General list. Emergency Repair (3 CP): Roll Int/Fix or Int/Sail ver-
sus difficulty 8. On a success, one weapon that has
Captain been disabled by an enemy Target their Guns ac-
Bolster the Crew (0 CP): Choose an officer. They get 2 tion is repaired, or one -1 Grace penalty inflicted by
Command Points to spend on actions from their Target their Sails is eliminated. Each time after the
department. This action can be taken only once per first you use this action, its difficulty increases by +1.
round. Grapple Ship (2 CP): Make an opposed Str or Dex/
Hold the Course (0 CP): Negate a successful enemy Sail skill check against the target enemy with a +2
ranged attack and roll a crisis instead. You may take bonus on your side. On success, you are now grap-
this action as an Instant response to a hit. This ac- pled to the target ship. The target must be Abreast
tion can be taken only once per round. to be grappled. You always succeed in grappling a
Into the Fire (0 CP): Suffer a Crew Lost crisis and gain target that another ship has already grappled. Ships
your Lead skill plus one in Command Points. This involved in a grapple always fail all opposed Sail
action can be taken only once per round. skill checks.
Step Lively (0 CP*): Roll Cha/Sail or Cha/Lead versus
Helmsman difficulty 9. On a success, add your skill level plus
No actions from this list can be taken while the ship is one to the available Command Points. On a failure,
grappling or grappled. A ship locked in a grapple always add one Command Point. If you take this action,
loses all opposed Sail skill checks. you may take no other Bosun actions this round.
Confound the Guns (2 CP): Make an opposed Int or Tend the Wounded (2 CP): Roll Cha/Heal versus dif-
Dex/Sail check against the enemy ship. On a suc- ficulty 8. On a success, recover 1d6 plus your skill
cess, their gunners suffer a -4 to hit your ship due level in lost Crew Strength, or 1d6-1 if you have no
to your nimble sailing. This penalty does not stack. skill. Each time after the first this action is taken, its
Cross the T (2 CP): Make an opposed Int or Dex/Sail difficulty increases by +1.
check against the enemy ship. On a success, grant
your ship’s ranged attacks a +4 bonus to hit that Gunner
ship for the rest of the round. This benefit does not Fire All Guns (3 CP): All of your guns and archery units
stack. fire once at one or more targets within their range.
Ramming Speed (4 CP): Usable only at Near range and Fire Ready Guns (2 CP*): Only the guns and archers
only if the ship is oared and equipped with a ram. who are immediately ready will fire. Pick a number
Make an opposed Int or Dex/Sail check against the of guns or archer units equal to your Shoot or Lead
enemy ship. If you win, you move Abreast, inflict skill, whichever is higher, to a minimum of 1. These
your ram’s damage, and may optionally choose to guns fire. This action can be taken only once per
be grappled with them. round.
Set Course (4 CP): Make an opposed Int or Dex/Sail Ready the Guns (1 CP): Gain a +2 bonus to your next
check against the enemy ship. If you win, you move gunnery hit roll. This bonus does not stack.
one range band closer or farther away. If you tie or Target their Guns (1 CP): Make an opposed Int or Dex/
lose, there is no change. If you move past Sighted, Shoot skill check against the enemy’s Int or Dex/
you escape the engagement at the end of the round, Sail. If you win, your next gunnery hit this turn
assuming they don’t catch up before then. will do no damage but will disable one of their guns,
ballistas, or other mounted weapons. Archers and
other crew cannot be targeted this way.
Target their Sails (1 CP): Make an opposed Int or Dex/
Shoot skill check against the enemy’s Int or Dex/
Sail. If you win, your next gunnery hit this turn will
do no damage but will apply a cumulative -1 penalty
to their Grace. When the penalty reaches -3, their
rigging is destroyed and they cannot take Helms-
man actions. Rowed ships are immune to this action.
209
Ship Crises
d12 Ship Crisis Type
1 Cargo Damage Acute
2 Crew Lost Acute
As an action, a captain can choose to accept a Ship Crisis
in place of taking damage. At other times, the GM may 3 Crew Panicked Continuing
inflict a crisis on a ship when it faces a dire situation or 4 Evil Omen Continuing
some other misfortune. The table here provides a list of
5 Fire Aboard Continuing
possibilities, but others can be invoked as well.
6 Hull Sprung Acute
Resolving a Crisis 7 Rigging Snaps Continuing
To resolve a Ship Crisis, an NPC officer or a PC must
8 Trapped Crew Continuing
take the Deal With a Crisis General action. Doing so is
the only thing they can do during that round of combat, 9 VIP Imperiled Acute
and they have ten or fifteen minutes in which to take 10 Weapon Misfire Continuing
whatever actions they think might solve the problem.
The GM might call for relevant skill checks, or sim- 11-12 No Crisis -
ply let the attempted solution work if it seems reason-
able. The resolution attempt shouldn’t take more than been ruined. Until their spirits are raised again, all
two or three minutes at the table; just let the PC say what skill checks and gunnery hit rolls involving the
they’re trying to do and decide whether or not it’s enough crew’s efforts take a -2 penalty.
to deal with the situation. Fire Aboard: Whether through enemy action or the up-
Some crises are listed as continuing. They apply a setting of a shipboard fire source, flames are leaping
penalty or consequence each ship combat round until the up. The ship suffers 1d8 hit points of damage at the
PCs deal with the crisis. end of each round until this crisis is resolved.
Other crises are acute. If they are not resolved by the Hull Sprung: Damaged planks groan and are about to
end of the next ship combat round, they’ll apply some give way under the stress of war or weather. If not
grim consequence and then be removed. resolved by the end of the next round, the ship suf-
Crises are automatically removed at the end of ship fers 1d6 hull damage, doubled for medium-sized
combat, as the crew then has time and attention to deal ships, and quadrupled for large-sized ships.
with them. No Crisis: By the blessings of the gods, the skill of the
Most crises can be applied more than once to the crew, or sheer blind luck, the ship has somehow
same ship, stacking their penalties. Once all the cargo is avoided an otherwise catastrophic situation. No
destroyed or all the weapons misfired, however, addition- crisis is inflicted on the ship.
al crises of that kind may not mean much. If a crisis is Rigging Snaps: The sails have been taxed too hard, and
rolled that does not apply to a ship, it counts as no crisis. critical cables have parted. Until the wildly-flapping
canvas is secured, roll twice on all Sail skill checks
Ship Crises and take the worst. Oared ships ignore this Crisis.
Cargo Damage: Straps groan and crates slide unsecured, Trapped Crew: Timbers have fallen, cargo has shifted,
or an enemy’s weapon has just stoved in the side of canvas has plunged down, or some other obstacle
a cargo compartment. Unless the cargo is secured has trapped a number of crewmen. Until they are
by the end of the next round, 1d10 x 10% of it will rescued, the ship suffers a 10% penalty to its Crew
be ruined. Strength during the Resolve Crew Combat phase
Crew Lost: Rigging is about to snap, hull planks are about and a -1 skill check and hit roll penalty.
to buckle, loose cargo’s about to crash down, a rogue VIP Imperiled: Some shipboard peril threatens the life
wave’s about to sweep the deck, an unsecured weap- of a PC or important NPC. The victim must make
on is going to swing wildly, or some other peril is a Physical saving throw; on a success, they lose half
about to kill or wound crew. If the Crisis isn’t re- their hit points, and on a failure they are Mortally
solved by the end of the next round, lose 1d2 * 10% Wounded. If NPC crew are nearby, they can make
of the ship’s original Crew Strength as casualties. a free attempt to stabilize the wounded with their
Crew Panicked: Some sudden turn of events has pan- usual crew skill bonus. If they fail their check, a PC
icked many of the crew, convincing them that their must resolve the crisis before the end of the next
doom is at hand. Until this crisis is resolved, their ship combat round or the victim will die.
effective Crew Strength is halved for dice purposes Weapon Misfire: Some twist of wind and wave has
during the Resolve Crew Combat phase. caused a random ship-mounted weapon to misfire,
Evil Omen: Some nautical sign has promised doom to snapping cabling and throwing itself from its mount.
the crew, and they’re filled with despair at the sight Until it is somehow repaired or jury-rigged back
of it. A well-loved crewmate might have been felled into action, it cannot fire. Ships with no weapons or
by blind chance, or some ship’s charm might have only archers aboard are immune to this crisis.
211
Example Ships
The ships given here are just some of the more common Each ship is listed with a default Command Point
or exemplary ones that PCs are likely to meet. Each are total. This is the number of points the NPC ship can
listed with their average crew, and their hit rolls and spend each round as a simplification for the GM’s benefit.
other statistics are calculated based on their most likely The standard prices include only the ship, its weapons,
degree of skill. and its fittings; crew must be hired separately.
BACKER CREDITS
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Adam Crossingham Aram Zucker-Scharff Brian “Nitehood” Johnson Chris Parker Dan ‘Credorion’ Griffith
Adam Donovan Aramyle Brian A. Chris Pietrzak Dan Bond
Adam Doochin Argamae Brian Alan Baker Chris Ramdeen Dan Fran
Adam Duffy Argenna Brian Foster Chris Renz Dan Lowery
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Adam Koszela Arron Appleyard Brian Lewandowski Christian “Zebulon” Fer- DanDaze
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Adam Shive Arthur Brian Mays Christian G. Daniel “Anand” Salles de
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Adrian Coombs-Hoar Arturo Soriano Brice_T Christian Michael Wana- Daniel Boys
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Albert Baird Aurélien Vincenti Bryan “Cybershaman(X)” Christopher Bertram Daniel Herd
Albin Jacobsson Austin Jerralds Logie Christopher Best Daniel Hoffmann
Alec Decker Ayden Dudding Bryan “Maldroth” Botz Christopher Bishop Daniel Jupp
Alec Gretta B.C. Norton Bryan Jones Christopher Crowe Daniel L. Cromwell
Alec McGuire Baeledun Bryan Mangum Christopher E. Eliasen Daniel MacPhee
Aleksandr Yaneevich BaggyPantalons Bryan Roman Christopher Herrell Daniel Miller
Alex Baker Baron Swodeck Bryce G. Poole Christopher Justusson Daniel O’Hare
Alex Bennett Bart Ballinger Brynn Mountain Christopher Kallini Daniel Ottavio
Alex DiMieri BashD20 Brysen “Bugzilla” Rodriguez Christopher Klau Daniel Peterson
Alex Duden Bask Burny Christopher Rowe Daniel Ryan
Alex Dworman Bazzalicious bv728 Christopher S Daniel Steinmeyer
Alex Gonnella Ben Fried-Lee C Haines Christopher Salmassy Darcy Newling
Alex Huyer Ben Hammond C. Jeff Lacy Christopher Stieha Darren Brum
Alex Minge Ben Hosek C. Robinson Christopher Tullo Darren von Trapp
Alex Whitehouse Ben Krauskopf c.ian.avery Christopher Weeks DasKhrys
Alex Wilson Ben Novack C.T. McGrew Christopher White Dave Bartram
Alexander Bolig Ben VanOpdorp Cade F. Christopher Zabaglo Dave Ford
Alexander Cain Benjamin Copeland Cafe Marches Buck Chuan Lin Dave Radmore
Alexander Chang Benjamin Friedman Calamity’s Child Chuck Barbee Dave Sealy
Alexander Gräfe Benjamin Klenklen Caleb Pennell Ciara Francoeur David “Stormhound” Craft
Alexander Pruss Benjamin Mottram Caleb Rogers Ciaran Carbery-Shaha David B. Mitchell
Alexander Rasmussen-Sil- Benjamin R. Terry Calle Englund Cibman David Balsiger
verstein Benjamin Torell Canis Dirus Cigeus David Bettsack
Alexander Ryan Aldous Benton ‘Lord Gadigan’ Carent Marlo Cintain 昆遊龍 David Bresson
Alexander Walker Wilson Carl Hickman Cirlot David Clarkson
Alice Lucile Shaw Bernhard “GreatCthulhu” Carl Meyer CJ Simpson David Cook
Allan Rodda Trecksel Carl P. Clayton Rennie David DeRocha
AllPossibleDogs Beth Hosek Carl Schnurr Clint Johnson David F. McCloskey
Alon Niv Bill Vee Carmen Sbordone Clint Trucks David Feld
Althar Aran Billy Moosehead Casey James Bates Clyde Lee Graham David Gallo
Amanda Voegtlin Billy Owen Carter Casey Ludwig Cody E David Harrison
Amati Mattia Blackwood Melrose [email protected] Cody Parker David Huttleston
[email protected] Blaine Murawski Catsmith Colby Clark David II
Anderson Todd Blair Reyburn Cauldron of Bats Cole Nordin David Johnston
Andi “Secondhand” Scarr Blake Carter Caz Cole Stephan David Kaczorowski
Andreas Hohn Blake Foley CCB Colin Jeasup David Kittrell
Andreas Wichter Blake Hutchins [email protected] Colt Ramsden David Koslow
Andrew ‘Ninja’ Morales Blake Taylor Chad Andrew Bale Colton Terry David Kyoycz
Andrew “Norwolf ” Avra- Blarghtholomew McBleu- Chad Hauver Cominius David Lee Terhune
menko benjenson Chari CommanderPulsar David McQuiston
215
David Mélançon Elijah Edmondson Geoff Hill Isaac Rudich & Zenith JC Kullmann
David Moreau Elohdon Rycor Geoff Stonecipher Rudich JCD
David Moreland Em “Tsuma” Orwig Geoffrey (Jetstream) Walter Isaiah Hall JD Walsh
David Myers Emil Vazquez Geoffrey Acker Ix’taka and The Postmen Jebediah
David Nielson Emiliano Marchetti Geoffrey T J. Austin Hutchinson Jeff Baker
David Paul Emma Q Gross George C. Johnson J. Davis Jeff Bernstein
David Pawley Eoin Carter George Pollard (@porges) J. Patrick Riley Jeff Chenier
David Petermann Epsylon Rhodes Gerard Cagayat J.D. Beers Jeff Geisperger
David Rache Eric “Narco” Glocker gerg J.L. Spaw Jeff Glodek
David Ross Eric Anondson Geza Letso J.M. Sunden Jeff H
David Rubin Eric Bussey [email protected] Jack Jeff M
David S. Pietka Eric Butkus Giuseppe D’Aristotile Jack Innit Jeff Monahan (MacTORG)
David Stephenson Eric Coates GK Jack Toups Jeff Pierce
David tavakoli Eric M Stitzman GK Coleman Jack Wolf Jeff Scifert
David Woodhouse Eric Manley Glaivethruster Jacob Hopkins Jeff Stickle
Davide Guerra Eric Mills glitch Jacob Kalb Jeff Vandine
Davis Walker Eric Reitz GM Ed Jacob L Jeff Welke
DCE Erica Spitz Gorilla Jeazy Jacob Lavoie Jeff Zitomer
DeadlyReed Erick Kennedy Grady Victory Jacob Moore Jeffrey Craigie
Delaver Ray Case Jr Erik Hansen Graeme Copeland Jacob Phillips Jeffrey Dixon
Dennis Eggers Erik Lee Graham Gass-Mejia Jacob Possin Jeffrey K. Smith
Depths Unknown Pub- Erik Lindman Grant Jacob Poulette Jeffrey May
lishing Ernest N Rowland Jr Grant Hagstrom Jacob Steinbauer Jefimeyerhoff
Derek Andelloux Ethan Boeve Grant Parks Jacob Traska Jehan Mestral
Derek Elliott Ethan Deneault Greenwolf JacobL Jennifer Erixon
Derek Munn Ethan Payne Greg Cooksey Jaime T. Matthew Jeramie Parenteau
Derek Odom Ethan Trovillion Greg Dunn Jake “ChiefMcClane” Cook Jeremy “Blackwingedheaven”
Derek W. Branim Eugene “Shalamar of the Greg Freeman Jake B Puckett
Derpedes Amethyst Tower” Bragg Greg Hillenbrand Jake Bruce Jeremy Coffey
Derrick Niese Eugene Helm Greg Lynn Jake Feltham Jeremy E.
Deveyus Evan “Dndgenerate” Chaney Greg Maroda Jake Marsh Jeremy Friesen
Devin Croak Evan Boucher Greg Mele Jake Parker Jeremy German
Devin O’Connor Evan Jones Greg R Jake Snider Jeremy Kear
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DiV DiPaV Fabian Matas Günther Kronenberg James Corlett Jesse Goldberg
DJ_DungeonMaster Fabio Denis GuodMan James Helm Jessy L Maldonado
djflippy Fabio Mascarenhas Guppy G James Henry Steinberg Jetfire99
DMentus Fabrice Breau Gus Badnell James J. Zecca Jethro Logan
doddwaco Falka Riannon Gwenito James Landry Jim Davis
Dominic Lopez Federico C H. Ulrich James Martin Jim Jones
Domopunk Felix Niemann Hamad Alnajjar James Page Jim May
Don D Fenriswolf Han Rardig James Palmer Jim Mount
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Douglas Decker Stoll Forrest Fleming HashtagFarmlife Jamie Devlin Joel Beckum
Douglas Meserve Forrest J.S. Schreick Hayden Jamie Lee Joel Dunkelberg
Douglas Molineu Forrestt Derry Hayden Robertson Jamie Manley Johannes Paavola
[email protected] Francesco Polizzi hdp Jamie Smith John Barbour
Dr.Bang Francis Arachea Heat! Filbert Jan Arkebauer John C
Dread Lord Witte Franco Caragiulo hemlocke Jared Carver John C Fiala
Drewseph McKlannington Francois Gouin Henry “PandaDad” de Veuve Jared Herring John Casey
the Neutral Good Necro- Frank Schirmer Henry Gray Jared Senters John Desmarais
mancer Frankie Blankenship Heptalemma Jared Staiert John Dyer III
drnuncheon Frankie Wakefield Herceg Jarret Warren John Edwards
DroidAvoid Frederick Münch HeroicCookie Jason “Shig” Shigenaka John Familo
Dry Bones Frederick Paepke Hipes Jason A Reid John Foy
Dustin Headen Frédérik Rating Holden Morter Jason C Lund John H. Bookwalter Jr.
Dustin Niehoff Frits Kuijlman Hunter S Jason Coleman John Harper Brinegar
Dustin Nigels G. Goodnight Hyulf Jason DeForest John Humphrey
Dusty Poster G. Hartman I <3 Christina Jason Hallford John Kane
Dwaine Stevenson Gabriel Close Iain son of Thomas Jason Herlevi John Kane
Dylan Abraham Game Dave Ian B Duncan Jason Is John M. Atkinson
Dylan C. Gamerdad Ian Barnes Jason Johnson John McKay
Dylan Green Gantolandon Ian Broome Jason Kurt Paulsen John Mehrholz
E.A. Griffith Garran “EquineLord” Ian Gingrich Jason Lescalleet John Michael Hess
Earl R. Kriewall Tomekeeper Ian Herbert Jason Owen Black John Nelson
Ed Bordeaux Garrett Jensen Ian MacRae Jason Stewart John Roszkowski
Edd Glasper Gary Anastasio Ian McKy Jason Swart John Schuhr
Edvin Alicajic Gary Devantier Ian Rumpel Jason Taylor John Schwartz
Edward Kline Gary McBride Ian Waters-Busto Jason Turner John Sheley
Eesa Ottallah Gary Only Ighton Jason Vanhee John Steinmann
Effie Sanin Gary Roth Ignatius Montenegro Jason Winget John Teserovitch
Eldritch Guardian Gaston Phillips In Memory of Maximillian Javier Setoain John Turner
Eleanor and William’s Dad Geir Lanesskog Von Braun Jay White John W Kirkpatrick
Elgin Scott Gemini Factor Indie Game Reading Club Jaycee [email protected]
Eli Carley Gene George Insy JayDee JoJo A
Eli Ryan Gene-Paul Isaac Betty Jayson Turner Joliyen
Elijah Dixon Geoff Hegg JB Joyner Jolly Djinni
216
INDEX
Symbols Copper Wizard 134 Gyarus 6
Couront 16, 42 Gyre, The 17, 55
!Man Origin Focus 181 Crew Strength 204
!Men 147 Cut, The 14, 20 H
A D Hammersea 14
Handgonne 163
Acalis, Imperator 10 Dear Companion 143 Hantu 17, 56–57
Accipiter 132 Deepfolk 144 Harbinger 133
Accipiter Origin Focus 181 Deepfolk Origin Focus 182 Harbinger Origin Focus 181
Accursed Class 168–169 Deep Lords 6 Harvester 137
Adeia 35 Dragon 135 Hellhound 133
Agathon 6 Drylands 160 Herondeep 14
Ai Mej 26 Dwarves 10, 64 Horses and Warmounts 148
Airships 41, 126 Dynast 45 Hosthulk 150
Ais 87 Hua Beastfolk 181
Aktoth 87 E Hundred Schools 17, 58–59
Alchemy. See Mundane Alchemy Hungry Corpse 155
Elementals 153
Amundi Godblood Foci 178–179
Elves 45, 64 I
Amundi Kingdoms 16, 20–25
Emedia 26
Anak Wastes 16, 26–27
Eternal Beloved 136 Indur Banners 8, 108
Anamon 35
Example Ships 212–213 Intoners 6, 114–115
Antinom 142
Iron Destrier 137
Arcane Secret Foci 180–181
Aristoi 28, 132
F Iron Men 72
Aristoi Origin Focus 181 Far Wastes 16, 43
Aristoi Principalities 16, 28–29
J
Fidach 20
Arquebus 163 Fifth Dynasty 16, 44–49, 94 Javair. See Spire Lords of Javair
Atba Sim 16, 30–31 First Age 6
Atlantean Main 14 First Dynasty 30, 44, 66, 108, 120 K
Atlantis 8, 16, 32–37 Flame of Heaven 84
Autopurgator 134 Flayer 145 Keeper of the Word 138
Flintlock Pistol 163 Kitsune Beastfolk 182
B Flying Jellyfish 148 Kraken Shrimp 150
Four Dynasties 6 Kytheron 17, 60
Baneling 132
Fourth Dynasty 44, 120
Bard Class 170–171 L
Free Clans 17, 50
Bight of Nakad 14
Black Pact 16, 38–39 Lakaian Range 15
Black Spine 14
G Languages 128–129
Bleeding God 42, 60 Gadavin Coast 17, 52–53 Liberated Republic 6, 103
Blessed Dead 152 Gaian dynasty 114 Lich 156
Bluecrowns 16, 40 Gashaq 87 Litten Strand 17, 64–65
Bone Partisans 153 Gebed Hau 14, 43 Logomachy of Nakad 8, 17, 54, 78, 84
Boras Mur 14 Gebed Mur 14 Lost March, The 20
Bright Names, The 68 Genius Loci 154 Low and No-Magic Campaigns 159
Ghoul 146
C Ghoul Origin Focus 181 M
Giant 145
Carce, Kingdom of 8, 32–33 Mageslayer Class 172–173
Glass Emperor 114
Carcereal Sea 14 Maiming Wounds 161
Glass Spider 140
Carven Peaks 14, 24 Manu Beastfolk 182
Godblight 17, 54–55
Cattle of Dis 148 Maqqatba 17, 66
Gods of Truth 20, 78, 84, 87
Changeling 142 Maqqatban Knight Foci 176–177
Golden Path 47, 50, 123
Character Tags 184–197 Marchen 21, 60, 73
Grand Harmony 6, 28, 98
Chawi 143 Marchenpeaks 60
Great Benevolence 10
Choeru Beastfolk 181 Master’s Teeth 15, 30
Great Plan of the Gate 64
Choking Dunes 16, 41 Maw Ogres 146
Guardian Spirit 154
Choral Republic 114 Medrat 87
Guer Beastfolk 181
Clippermen 150 Mishar 20
Gulf of Amund 21
Colligation of Epochs 4, 64 Moebian Ocean 15
219