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Duskwrought

Duskwrought is a cosmic horror dieselpunk setting for Ironsworn, a tabletop roleplaying game designed for solo and gamemaster-less play. The world of Duskwrought is a dark, godless place, where aberrations and creatures beyond the mortal world are exploited, hunted, damned, and worshipped. In an alternative version of Victorian-era London, metal reigns supreme: whale oil is used to power grandiose contraptions and hulking automatons roam the grime-ridden, smog-filled streets.

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0% found this document useful (0 votes)
52 views12 pages

Duskwrought

Duskwrought is a cosmic horror dieselpunk setting for Ironsworn, a tabletop roleplaying game designed for solo and gamemaster-less play. The world of Duskwrought is a dark, godless place, where aberrations and creatures beyond the mortal world are exploited, hunted, damned, and worshipped. In an alternative version of Victorian-era London, metal reigns supreme: whale oil is used to power grandiose contraptions and hulking automatons roam the grime-ridden, smog-filled streets.

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Sam Bell
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‘ 5 2 Voc eiteM ts! A Cosmic-Horror Dieselpunk Ironsworn Setting BULA GIA Ru se INTRODUCTION < What is Duskwrought? Daves it is a cosmic he r dieselpunk setting for Jronsworn, a tablet roleplaying game designed for solo and gamemaster-less play. The world of ations and creatures beyond the d. In an alternative version of Victorian-era London, metal reigns supreme: wl used to wer grandi and hulking automatons roam the grime-ridden, smog-filled streets. The Aim of this Book This setting guide is d eee ce naneee ees aea coer et eerie totems an eldritch Victorian-inspired world. ‘The aim of this book is not to fully flus out everything you might encounter in a Dushwroyght campaign, but to pr an evocative jumping off point. Given the nature of Jronsworn’s improvisational play structure, a full campaign is beyond this document's scope, but vari quest hooks are provided throughout for inspiration. iting Started To start a Duskwrought campaign, either be Truths) or start by building a character using the new professions and other character options included (see separate Assets printable). After that, feel free to kim through the rest of the book and choo: f campaign. You pie want to plot out some people and are interested in exploring to get you situated (see Faction), or have a Took at the in with creating your world (s UN a se THE CITY Setting the Scene ondon is a sprawling behemoth of rapidly industrialising businesses. Cramped side-alleys, crowded docks, jammed train stations, and bustling markets dot the city, But, whilst based on London in c.1868, the industrialisation of Duskwrought’s London is driven by eldritch pacts, dirty oil-based electricity generation, and massive clunking gears, pulleys, belts, cogs, and pistons. London is alive in more than literal sense. Beyond the mechanical, mysterious forces are also at play: otherworldly beings forcing both their physical corruption and their telepathic influence through the seams between realities. And with this power come those who are willing to exploit it. The city is controlled by a ferocious mix of hungry bureaucrats and rival gangs. Together, they own the transport, water, electricity, food, and metalwork businesses that keep London operating. To have any say in how the city runs, you first have to scramble your way to the top. Death and destruction are not uncommon, but crossing paths with those in power is a dangerous game, and their influence extends further than just those directly beneath them. Everyone owes someone. And most people are willing to throw someone else under the tramway if it means getting to work another day. Technology England is powered by machinery. During the last decade, electricity generation has become possible, but it is a dirty, corrupt industry that only services the rich and powerful. The rest of the city runs on whale oil, and most streets are lit by oil-lamps which burn through the day to try and cut through the heavy layers of fog that smother London like a layer of grimy cotton wool. Whale oil is also burned in great furnaces that live underneath the sprawling streets. These furnaces boil water to drive turbines, and this mechanical power—if not used for electricity generation in the few districts of the city where this is possible—is transferred by high-powered belts and chains of cogs and gears. Most houses have access to this torque in one way or another and it is used for everything from washing to weaving to blacksmithing. A se TRUTHS < ‘he following are a list of possible Truths about the world of Duskwrought. As in Ironsworn, you may choose any number of these if you wish, and you may twist and cajole them into working together even if they are contradictory. You may also use one of the quest starters to inspire your journey, or use them as a jumping off point for your own scenario. To begin with, choose one: © London is the only bastion of tion left in Britain. It has become a sprawling kleptocracy where money talks and lives matter less and less. Quest Starter: You've been brought together by an anonymous benefactor with other like- minded people who want to rid London of its criminal reputation. Where is the first point of attack? How could London best be improved? © London is dying, People are homeless. Crime is rife. The government sits back and does nothing, Shipments are being blocked from entering the city. Quest Starter: A ship captain comes to you with a proposition. They need to get a supply of goods in to be distributed to the inner city. In return, they'll smuggle you in a crate of ‘supplies for whatever you need. How will you aid the captain in bringing in the goods? Who will benefit fiom the supplies? © A cold shock has hit the city. The Thames has frozen over and an expansive market and circus has been set up, taking advantage of the novelty of the freezing temperatures. Quest Starter: The ring master approaches you, asking whether you can help investigate a number of strange disappearances that have been occurring on the ice. What has been happening to the citizens of London? Who's responsible for their safety? © A new wave of prosperity has landed in Britain. The economic markets are booming, the Empire is flourishing, and new and wondrous inventions are available for those with enough disposable income. Quest Starter: A strange new invention has hit the market: a homunculous that can do anything that is commanded of it. Where has it come from? Is it safe for people to buy? What's the catch? © A mysterious mist has descended over the city, Cults have begun to form, worshipping strange creatures that have been sighted within the smog, Quest Starter: You are kidnapped by a cult. What do they want with you? Who do they worship? How will you escape their grasp and defeat the creature of their worship? a UN se TRUTHS < the following a few more truths about the world. These focus less on the city asa whole, and are mostly compatible with any of the previous truths. begin with, choose one: © The solution to portable electricity has been discovered. Although expensive, it opens the door to electrically-powered automatons, rather than the dirty, oil-driven ones that are currently in operation. Quest Starter: A scientist is looking for help procuring an electrical battery for one of his experiments. Why is he looking for it? What will you do to find one? © The train lines in and out of the city have come completely under control of the Hawkhurst Gang. Nothing is allowed in or out without their permission. Quest Starter: A rival gang leader offers to help you disrupt one of the stations under Hawkhurst control. How far will you go? Will this be the first of many operations? © A rogue university department has revealed that they have been researching occult rituals. They claim to be able to bring otherworldly power under their control. Quest Starter: The university approach. u, offering you access to the ancient tomes they claim to have deciphered. Do you accep What are you willing to risk to use them? © Otherworldly magic used within the city is revealed to be part of an elaborate sham. Murders continue in the name of the occult despite the admittance that it is fake. Quest Starter: The Enforcers are looking for volunteers to bring these scam artists under control. They want to know what technology is being used. Where do you begin? Do you use the technology for your own benefit? © An enemy state has revealed that their spies have been leaking information from the British government. There is peace at the moment, but international tensions are high. Quest Starter: Afier the intelligence is leaked, a number of British special operatives are mysteriously found dead. Who killed them? What will happen if this is revealed? © The so-called Illuminati has assassinated the British Prime Minister. Quest Starter: You are offered a job to kill whoever is responsible for the murder. What do you do? Who do believe is ultimately responsible? al fa. a o? NAVIGATING THE WORLD < Using a Map Eis tecommended that when playing you keep a map of Victorian London open in front of you so you can reference it whenever you need to find your way to somewhere or invent or adapt a new location. Whilst possible to run Duskwrought without this, it will help to contextualise the areas outlined in this book. MAPCO features a wonderful map of London in 1868 that is available here: http://london1868.com/index.htm Duskewrought also only focuses on central London be default, Feel free to expand from this, or even relocate the entire setting to a different city. Dieselpunk New York would make a great alternative locale, or you could start your adventure outside the city—where the technology is less developed—and work your way to capital. The choice is yours. The city is traversed in four main ways: + The Railways are the primary way that goods and services are brought into London. The trains are a highly regulated form of transport, however, and anything brought through on them will be subject to high taxes and strict laws. + The River is used for the transport of larger goods, or for crossing from one side of the city to another. Passenger boats can be obtained relatively cheaply, or the use of larger barges can be solicited from ... If anything illegal ever needs bringing into the city, the river is the way to go. + The Streets are used for everyday travel. Smog-laden, oil-powered engines have replaced horses in providing the mechanical power for carts. Street vehicles are a common enough form of transport, but are quite conspicuous given the relative cost of renting them for personal use. Highway muggings are not uncommon. * The Underground can be traversed on foot, but most commonly people and goods are moved around through the tramways—an oil-powered analogue to the modern-day tube network. The tramways are highly regulated by the gangs that operate them, but most drivers are easily bribed. Trams provide a fast way of getting from one place to another without b ing tracked, and most large buildings have a tram station located underneath them. The sewers can also be traversed, but the dangers associated with them make them an unattractive method of transportation for most. 4 ie UN 8 s° NAVIGATING THE WORLD Themes and Domains ntroduced in Jronsworn Delve, themes and domains are compact rules and descriptions for creating dungeons and explorable locations that you might encounter throughout your travels. Here, Duskzorought themes and domains describe far more than just dungeons, but also the buildings, streets, sewers, and otherworldly places that populate the city. Generally these might be smaller than an Ironsworn dungeon, and the mechanics and descriptions provided here can also be adapted where necessary. Printable cards are available as a separate document, but provided here are brief descriptions and examples of places which each theme and domain could help to realise. THEMES Otherworldly Locations that are overrun with extra-terrestrial life or eldritch horrors, the otherworldly is that which seeps its way into the world, influencing the minds of cultists and ritualists, wreaking havoc on the local area, and slowly corrupting the fabric of London it comes into contact with. These locations might be covered in ectoplasmic goo, writhing tentacles, unearthly miasmas, contaminated pools, or possessed and mutated creatures. Example Locations: A corrupted cave network underneath Temple Gardens, a slime-ridden sewer network near Custom House Quays an eldritch ritual site in the ruins of Lambeth Church, the illegal alchemical laboratory in Bethlehem Hospital Mechanical Factories, workshops, smithies, and train stations, London’s metal age is in full swing. From grimy and smothered in oil stains like the underground train tracks, to the cleanliness of the gilded royal workshops that produce the King’s automatons, the mechanical encapsulates a huge swathe of the city’s industry. These locations might feature huge mechanical contraptions, cogs and gear: factory-lines of pistons and conveyor belts, boilers and steam, or even electrical generation and unreliable arcing pylons. Example Locations: the repair yard of South Western Railway Station, the automaton factory inside E. & W. Indiadock Co. Warehouses, the diesel refinery at the Chartered Gas Works on Goswell Road, the hulking boilers of Elliot's Brewery near Victoria Station 4 A A Bas. -9- 6° NAVIGATING THE WORLD 4 Haughty Where the rich and famous make their mansions and debonair homes, the haughty covers the areas that the regular London resident would only dream of visiting. Often the target of burglaries, these stunning buildings are filled with paintings, delicate jewellery, rare gemstones, or even sensitive ancial documents, and undrafted laws. Other locations include ilors, jewellers, and booksellers who work for the affluent classes. the shops of Example Locations: The exquisite tailors’ shops of Saville Row, the pearly white houses of South Kensington, the private galleries of Northumberland House, the dizzying array of shops on Oxford Street Mundane At the opposite end of the spectrum, the mundane is where the every-man spends the majority of his career in the city: drab offices, cramped houses, city guard towers, and bustling kitchens. Although ordinary in appearance, these locations might still hide dark secrets and mysterious links to the eldritch. These might include scrawled diaries, unusual purchase orders, defaced paintings, blackmail notes, or even haunting signs of sudden disappearances. Justice on the Strand, the wards Example Locations: The building site of the new Cowts o 1¢ County Jail on Newington of the Foundling Hospital, the legal offices of Gray‘s Inn, Causeway DOMAINS Underworld Beneath the streets of London, a web of cellars and basements connected by hidden passageways makes up an illicit trade network that supplies the criminal underworld. Connected to the underground tramways, the underworld network is used for everything from transporting people and goods, to finding places for secret hideouts and cult-controlled churches that would be investigated if they were on the surface Example Locations: An illegal alchemy store beneath Nelson square, the finest wine cellar in the city accessed from the Tower of Landon, a shadow operation under the Landon Commercial Sale Rooms, a tevisting set of passages connecting the British Museum to the trade network a -10- s° NAVIGATING THE WORLD 4 Academia London is internationally renowned for its academic institutions. From universities and boarding schools to research laboratories and libraries, the city’s educational sphere stretches far and wide. Within these locations, the discoveries that power the city are made, including the automated revolution that has begun to spin into gear. Beyond this, the occult and the otherworldly are popular research topics for academics, but these subjects come with the risk of being discovered by the Enforcers, or losing one’s faculties to the cryptic and mind-bending secrets that might be uncovered. Example Locations: The lecture theatres and courtyards of King’s College, the hallowed halls 0 The British Library, the grounds of Westminster School, the arts research institute headquartered in the National Gallery Transport ys, Tramways, dockyards, and train stations are the primary locations described by the transport domain. Filled with containers, equipment, people, vehicles, coal, oil, and—occasionally—electricity, transport yards are bustling, noisy locations that prop up England’s supply network, supporting industries that rely on the imports and exports that power the British economy. Example Locations: The train-yard of Victoria Station, the hidden dealings of Queenhithe dock, the underground waterway beneath Trinity Square, the expansive shipyard of St Katharine Docks The Estab ment Government buildings, palaces, embassies, and offices all make up the establishment’s tight grip on London. Threatened by criminal gangs, politicians and royalty tend to keep to themselves, but they still exert a huge influence over the operation of the city. Their buildings are grandiose and imposing, leering over the surrounding areas and usually contain rare artworks, stolen colonial goods, lavish furniture, and historical artefacts. Example Locations: The stunning hallways of Buckingham Palace, the offices of the Houses of Parliament, the converted dome of St Paul’s Cathedral, the outdoor bandstands and fountains of Kensington Gardens a. A Le -l1- 6° NAVIGATING THE WORLD 4 Sewers Connected to the underworld, the sewers provide a way of getting around London without being seen. Even the tramways do not provide the same level of inconspicuous movement that the sewers offer. Rats, mutated creatures, thick clouds of noxious gases, sudden floods, and unstable architecture all threaten anyone who dares to explore the maze of pipes and tunnels that zigzag beneath the city. In addition, the sewers are host to all manner of secretive locations: cult meetings, underground workshops, illegal electricity generation, disused service tunnels, and hidden artificial greenhouses for alchemy and herbology powered by the intense heat. Example Locations: A myriad of channels coming off The Thames, hidden waterways running beneath Shoreditch High Street, concealed entrances to The Tower of London, sewers leading into Royal Hospital Creek in Chelsea Streets The streets of London connect most of the major above ground locations, and provide transport both on foot and via horse and carriage. Shady dealings often occur on the street in dank back alleys, and back streets create hidden entrances and back-doors into museums, factories, galleries, and other public buildings. Despite their reputation at night, the st Iso serve as lavish shopping locales and impressive promenades for parades or protests. Example Locations: Shopping on Oxford Street, the back alleys of South Hackney, Clarendon Square and the surrounding strets, the winding paths through Kalbury Park UN =P se FACTIONS < a arious groups of people have control over London’s boroughs, from riminal gangs and the police to cults and craftspeople. The following section outlines some of the most important factions, their headquarters, and the groups of people found within their ranks. Feel free to take aspects from these descriptions and turn them into concrete NPCs. ENFORCERS The streets of London are policed by the regular city guard during the daytime. But during the night, and to ensure the protection of any particularly notorious events or people, the enforcers are called in to keep the peace. Known for violent anti-protest measures and over-the-top policing strategies, enforcers are maligned by the general population. Hiring them is an expensive effort, and one usually reserved for the rich and powerful. Occasionally a group of less-extreme enforcers will break off from the main organisation, forming their own for-hire mercenary business that can be hired more easily, and with less government restriction. Enforcers are found all over the city, but are mainly used by the government to protect transport hubs, large events, important political figures, and expensive automaton shipments. Their headquarters is located in Somerset House on the Strand. Grunt Ran ‘Troublesome (3 progress per harm; inflicts 1 harm) * Young and Audacious + Inexperienced + Quick to act Drives: Rise the ranks * Stay in line Tactics: + Move in together Surround the enemy The everyday grunts of the enforcers aren’t particularly dangerous foes on their own, but a group of enough of them can prove trouble for even the most hardened of their opponents.Occasionally, a sizeable force of grunts is dispatched to terrorise a family or faction that is overstepping its mark. Quest Starter: An enforcer grunt has witnessed violence and corruption within the force. Not wanting to draw attention to themselves, the say nothing and a family close to them is killed during a raid. Grief-stricken, they come to you for advice. al fa. -1 se PFACTIONS A Dangerous (2 progress per harm; inflicts 2 harm) + Calm and focused + Untalkative * Protect the city * Kill those who wield power they do not deserve + Prevent occult magic from being cast + Overwhelm the enemy with a psychic barrage The enforcers employ mystics in order to combat the eldritch violence that has taken over much of the underbelly of the city. Mystics wear characteristic purple robes hemmed in a silver thread and carry pendants inset with multiple eyes carved out of amethyst. Mystics are capable of counter-magic, a technique by which otherworldly rituals are prevented by blocking their power channels. Quest Starter: A mystic is killed during an underground raid of a cultists hideout. Their body is reanimated and taken under the control of an unstable necromancer. What do you to find hhim? What consequences does this have for the other mystics? Captain Dangerous (2 progress per harm; inflicts 2 harm) + Experienced in command * Cocky + Not afraid to sacrifice men for the cause Drives: * Stay in power + Earn the approval of officials * Go in fast and hard * Command from afar + Retreat if defeat is inevitable Most captains started off in the army, moving to policing when discharged. Wearing long, gold-buttoned, blue overcoats and generally sporting oversized facial hair, captains have a reputation for brutal efficiency. Due to the competitiveness of the job, many captains choose to regularly re-arrange their inner circle. Quest Starter: A recently promoted Captain is trying to make their mark on the city. Who are they? What do they want to exploit fiom London’s districts? a UN “ke se FACTIONS < HAWKHURST GANG Far from the only criminal gang to run London's underworld, Hawkhurst are one of a number of options to include in Duskwrought. Feel free to use the following stat blocks for other gangs, changing their tactics and drives where necessary. Other gangs include: The Peaky Blinders, Forty Elephants, The Richardson Gang, Boodle Gang, ‘The Grandpa Gang a The Hawkhurst Gang are a bloodthirsty, violent group of career criminals. Hellbent on disrupting the usual trade networks for their own illicit gain, the gang are responsible for using both technology and otherworldly means for destroying and terrorising the city’s stations and waterways. Hawkhurst own the largest proportion of the underworld, and have been known to use the sewers as a large-scale, distributed hideout when other gangs have attempted to make an attack. Pickpocket Troublesome (3 progress per harm; inflicts | harm) + Plucky + Nimble + Acts innocent if caught Drives: + Earn enough money to survive + Pay off debts to higher-ups Tactics: + Run away rather than be caught + Cause distraction + Aim for the exposed areas if threatened The lowest level members of the gang are pickpockets and petty criminals who have, voluntarily or not, been brought in as teenagers. Plucky and not afraid to cause havoc, pickpockets are devious and sneaky, but will not survive a targeted attack from someone with training, Pickpockets often move into burglary and arson as they move up the ranks. Quest Starter: Whilst navigating the streets of the inner city you catch a young pickpocket allempl to steal a watch. You can track kim down easily. How do you confront kim? al fa. -15- se PFACTIONS Dangerous (2 progress per harm: inflicts 2 harm) + Not afraid of self-sacrifice Drives: * Destroy the rich + Improve the gang’s reputation Tactics: + Burn it to the ground + Wipe-out completely where possible ‘The arsonists of the Hawkhurst Gang are committed to burning down everything in their path, Motivated by the thrill of it, retribution, or political reasons, all arsonists are willing to risk everything to destroy in the name of their gang Quest Starter: An entire street is burned to the ground in a mismanaged arson incident. A powerful diplomat is killed in the flames. Who were they? What is the next move for the gang? Gang Leader Rank: Formidable (1 progress per harm; inflicts 3 harm) * Dangerously ambitious * Chip on their shoulder + Heavily armed Drives: * Defeat rival gangs + Take control of the city guard Tactics: + Do not waste ammunition to quickly + Lead by example + Threaten the weakest opponent first A gang leader of the Hawkhurst Gang wields a huge amount of power, and has under their control a wealth of resources. Ammunition, weaponry, money, influence—if the Hawkhurst want something, their leaders can find a way of getting it. Leaders will also relentlessly punish those who wrong them, stopping at nothing to get revenge. Quest Starter: A new leader has risen to the top of the Hawkhurst Gang. You hear rumours that they are attempting purchase a large fleet of automata in order to wage war on a new district. What are they looking for? How will it impact London’s polities? a UN -16- se FACTIONS < “NXIORSHIPPERS OF THE DEEP ‘As one of a number of cults operating in the murky shadows of London’s underbelly, the Worshippers of The Deep are obsessed with the unknown, and the powers they can draw by letting it control them. Certain followers are taken ver by these forces, These followers become channelers, guiding the other ytes with knowledge that should be beyond their comprehension. Worshippers also believe in the destruction of London and, ultimately, the rest of the world. They often look for ways to flood districts, using powerfull magic to dam the Thames. a Primarily located in a large ruined chamber that is connected to the underworld through a wide sewer pipe, other London factions tend to stay aw: anyone who follows their strange religion. Described as insane, their plans do not often come to fruition, but some of the members come closer to achieving something profound and terrible each day that passes, Other cults include: Forged in Blood, His Holy Followers, The Fortunate Few, Death Wrought, The Bell Ringers, The Cult of the Lost Acolyte Rank: ‘Troublesome (3 progress per harm; inflicts | harm) + Brainwashed + Will not talk if captured Drives: + Serve The Deep + Kill any blasphemers Tactics: * Poison blades + Aim for the throat + Ambush where possible Acolytes comprise the majority of followers within the cult. They wield small, wavy daggers that they often coat with poison to further harm their foes even if. they manage to escape. Known for occasionally kidnapping people and animals, acolytes have a bad reputation within the community. Quest Starter: An acolyte approaches you to ask whether you want to join the cult. Do you accept? al fa. -17- se PFACTIONS Ritualist Rank: Dangerous (2 progress per harm; inflicts 2 harm) Traits: + Diverse backgrounds + Will destroy themselves for the cause + Serve The Deep + Destroy boroughs + Infuse energy into weapons + Disable automata ‘The ritualists of The Deep are powerful occult magic users who, whilst unable to summon the power they wield instantaneously, can wreak untold havoc when given time to prepare. Often working together on larger rituals, these worshippers look to acquire strange and unusual ingredients for their spells. Herbalists and alchemists are aware of their practices. Some choose to ignore them, whilst others work with the enforcers to stop them from continuing their work. Yet others choose to stock wares specifically for their use, enabling their cause—for a price. Quest Starter: A local alchemist’s is broken into, and the eyes are plucked from various pets and creatures that were in the shop to be sold. Why such a brutal attack? How can you stop them? Eldritch Channeler Rank: Extreme (2 ticks per harm; inflicts 4 harm) Traits: + Mind-controlled by The Deep + Extremely driven, obses + Serve The Deep + Destroy London * Use the environment * Control others where possible Chosen by The Deep itself, eldritch channelers utilise their abilities offensively, protecting the rest of the cult from outside forces. Some channelers even merge with other humans or animals, working to create the ultimate hybrid form for themselves. Quest Starter: An eldritch channeler has worked their way up the political ranks without revealing their true nature. You find evidence of their true identity. What do you do? UN -18- se FACTIONS < THE WORKERS’ UNION Crafispeople throughout London have unionised against the threat of criminal gangs, cults, enforcers, and political meddling. Comprised of the four primary Crafis guilds (the tailors, the jewellers, the smiths, the carpenters), the members and committees are designed to protect the interests of their workers. a Starting as a pacifist union, the recent unrest has forced the union to reconsider the strategy. Many board members have forged links with alchemists, herbologists, weapons manufacturers, artificers, and tinkerers in order to further invest in their political strategy and protection (both physical and legal). With the combined forces of these trade links, the workers’ union has become an economic and political power house, creating trade deals that ensure the survival of their work. When push comes to shove, they even invest in local bruisers to be stationed outside the most targetable workshops in order to protect the workers and goods within. Crafisperson Troublesome (3 progress per harm; inflicts | harm) * Incredibly skilled + Sociable + Old-fashioned * Create valuable works of art + Hone skills + Keep family safe Tactics: + Run and hide + Ward off threats non-violently + Use tools and their environment if neces ry Most crafispeople are non-violent, but London has forced many of them to join the workers’ union in order to avoid being an easier target for burglari Despite this, most workmen will choose to flee if attacked, or try to bribe or talk down their attackers where possible. Members of the workers’ union each wear an intricately crafted badge that represents their industry, forged from one of six metals by the blacksmiths: platinum, gold, silver, bronze, iron, copper. The metal dictates both rank and skill, with the most experienced members having the most expensive and valued badges. Quest Starter: Grafispeople from around the city have had their goods begin to rot, corrode, ‘malfunction, or fall apart. What unearthly force has caused this to happen? al fa. 40. % se PFACTIONS Dangerou: + Tough + Gruff + Loyal Protect union members + Beat up criminals and cultists progress per harm; inflicts 2 harm) + Charge straight in + Choke or strangle + Carry enemies away from vulnerable people ‘The union employ bruisers and station them at important workshops and union buildings in order to deter burglaries and political attacks. Bruisers tend to be large, muscled ex-boxers, soldiers or bouncers. Most dress simply in a black suit and black shirt, and the majority wield knuckle dusters or a baton. More experienced bruisers might carry firearms, but the board prefers them to stick to close-quarters combat to reduce the chance of innocents being harmed. Quest Starter: A group of bruisers have arrived from Europe. What are they doing in London? Union Board Member Rank: Tr: Dangerous (2 progress per harm; inflicts 2 harm) + Diplomatic + Old and experienced + Protective Drives: * Maintain the union + Keep prices and demand high for crafts + Shoot for the legs + Co-ordinate a larger force ‘The board members are mostly highly-acclaimed craftspeople in their own right, having achieved platinum or gold badges for their work. Most now are much older and mainly deal with political disputes, but board members are specifically trained in shooting in case things get out of hand. Quest Starter: A union board member has issued a call for the immediate arrest of a crafisperson. What did they do wrong? Why are the board so eager for them to be detained? a 4 UN 20 4 oe ENEJVUES well as human foes and allies, monstrous, robotic, and otherworldly threats AK dangerously present in the world of Duskorought. As well as a description and stats, the recommended theme and domain for each enemy is also provided, although each can easily be adapted to suit any scenario. ‘iant Rat Mutated by eldritch forces, the giant rat usually presents little threat to a seasoned fighter, but when its toxin-coated fangs occasionally do find their mark, they are responsible for horrendous necrotic tissue injury that requires immediate medical attention. Other nocturnal creatures stay away from giant rats as they'll lash out at anything that could become its next prey. Theme/Domain: Otherworldly, Underworld, Sewers Rani ‘Troublesome (3 progress per harm; inflicts | harm) Features: + ‘Tough + Gruff Drives: + Protect union members + Beat up criminals and cultists acties: © Charge straight in + Choke or strangle Swarm of Bloated Mosquitoes Attacking in giant swarms, mosquitoes hunt down prey extremely aggressively. Mosquito attacks have become increasingly common, with some incidents even occurring above ground. Theme/Domain: Otherworldly, Underworld, Sewers Ran! Dangerous (2 progress per harm; inflicts 2 harm) Features: + ‘Tough + Gru Drives: + Protect union members + Beat up criminals and cultists Tactics: * Charge straight in + Choke or strangle a. Le Ee A oe ENEJVUES < Piston Automaton At over seven feet tall, piston automata are imposing robots. Bodies made from an intricate weave of brass, steel, and copper and engines powered by a barrel of diesel placed on their backs, they use their extended piston forearms for driving rivets into metal, or for flattening road surfaces. Coincidentally, their extreme strength makes them formidable foes, and some automata are stolen. and re-programmed for use as bodyguards or soldiers. Theme/Domain: Mechanical, Mundane, Transport, Streets Formidable (1 progress per harm; inflicts $ harm) + Metal exoskeleton + Large piston-like arm extensions + Doas ordered + Protect itself Tactics: + Pummel into the floor + Lift and strangle Heavy Automaton Standing 2 fect taller than even their piston-wielding brethren, heavy automata are specifically designed for combat. Sporting a large blunderbuss on one arm, and an extendable tower-shield on the other, heavies are incredibly well- armoured and are even more dangerous when provoked. Their arsenal is somewhat dampened by their hulking, limited movement, but if mounted to a vehicle, or adapted specifically for more rapid operations, heavy automata can deal considerable damage to even the most nimble of opponents. Theme/Domain: Mechanical, Transport, Streets, The Establishment Rank: Features: + Thick metal armour + Heavy weaponry + Doas ordered + Protect itself xtreme (2 ticks per harm; inflicts 4 harm) + Aim for maximum injury + Tank any hits from aggressors 4 UN = “Fr se ENEJ/VUES Writhing Tentacles A mass of limbs and teeth, the writhing tentacles of this aptly named eldritch horror are extremely dangerous, tearing anyone who comes near it limb from limb. A sickly shade of purple and maroon, the creature’s warped flesh pulsates with an eerie glow, Often found hidden in the ceilings of sewers and tunnels, writhing tentacles will grab their foes from the ground, smothering them and then consuming them slowly, gaining in mass at they do. Theme/Domain: Otherworldly, Transport, Mundane Dangerous (2 progress per harm; inflicts 2 harm) Purple, acid-covered suckers + Gaping maw Drives: + Consume + Destroy Tacties: * Grapple + Prevent from breathing Scion of The Deep Scions of the deep dramatically vary in body composition. Most feature aquatic features, almost like hybrids between fish and men, and can breathe underwater. ‘Their skin is often deep blue or black, covered in tiny scales that glisten in a thin layer of iridescent ooze. It is unknown whether scions were originally people, whether they are born of the ocean, or whether they were brought here from the stars. They are aggressive, stalking predators who often rob and capsize boats that stray too far from the standard shipping lanes during storm: Theme/Domain: Otherworldl, Transport, Mundane Rank: Formidable (1 progress per harm; inflicts 3 harm) Features: + Large, clawed hand + Gills + Spiny fin-like protrusion Drives: + Serve The Deep + Gain more power Tactics: + Drown enemies underwater + Slit throats a. ” -23- oe ENEJVUES < Wraith Wraiths are undead phantoms that are still tethered to the mortal plane. Most often murdered when they were living, most wraiths seek to exact revenge on the family who wronged them, haunting the exuberant halls of their mansions. Characterised by their smoky, incorporeal nature, wraiths can take more opaque human forms when necessary. When wraiths travel through an object or person, they lower its temperature dramatically, often forming thin layers of ice or frostbite. Theme/Domain: Mundane, Haught, The Establishment Dangerous (2 progress per harm; inflicts 2 harm) Mist-like form + Glowing red eyes + Seek revenge + Murder the unsuspecting + Necrotise flesh + Frostbite body parts Flesh Golem Flesh golems are constructs created from corpses. Sewn together and reanimated through a series of occult rituals, flesh golems possess supernatural strength, healing ability, and agility, often dispatching large groups of foes with relative ease. It is said that the onl to truly kill a flesh golem is to pierce its heart and burn its corpse. Or to kill its master. Loyal to a fault, they will stop at nothing to do their creator’s bidding. Theme/Domain: Mechanical, Otherworldly, Haughty, The Establishment Extreme (2 ticks per harm; inflicts 4 harm) Stitched together flesh + Massive musculature + Large black e Follow orders + Protect its owner + Smash + Throw + Rip

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