Swords of The Serpentine
Swords of The Serpentine
                                                     Credits
     Publishers: Simon Rogers and Cathriona Tobin
     Setting Design and Development: Emily Dresner and Kevin Kulp
     System Design and Development: Kevin Kulp and Matthew Breen
     Based on GUMSHOE rules design by Robin D. Laws and Kenneth Hite
     Editing: Tim Gray, Kevin Kulp, Cathriona Tobin
     Creative Direction: Kevin Kulp
     Sensitivity Editing: Misha Bushyager
     Art Direction: Kevin Kulp, Cathriona Tobin
     Cover Artist: Jérôme Huguenin
     Interior Artists: Simone Bannach, Mary Corballis, Siba Gasser, Olivia Hintz, Jérôme Huguenin, Pat Loboyko, Rich
     Longmore, Jen McCleary, Gill Pearce, Hannah Seakins, Phil Stone, Madison VanDoren, Piya Wannachaiwong
     Layout: Jen McCleary
                                               Dedications
     Emily: To my husband, Eric, who is always a font of the very best and craziest ideas.
     Kevin: To Peggy, now and always. Pins, Abigail.
     ©2021 Pelgrane Press Ltd. All rights reserved. Swords of the Serpentine is a trademark of Pelgrane Press Ltd.
     Pelgrane Press is co-owned by Simon Rogers and Cathriona Tobin.
Swords of the Serpentine                                                                                        iii
 Andrew Lister           Michele Mishko           Leonard Pimentel          James Schoonmaker        Hector Trelane
 Noah Lloyd              Avi Molder               Tom Pleasant              Dennis Schroeder         Blake Tullo
 Mike Longfritz          James Moody              Vic Polites               Derek Schubert           Aaron Valentine
 Igor Losev              Scott Moore              Jenna Povey               René Schultze            Jochem Van ‘t Hull
 Lothwin                 George Moralidis         Tracy Pressé              Nikita Shalin            Hayley Garcia Van
 Stephen Loveless        Max Morrice              Nikica Puksic             Daniel Sheldon             Dinther
 Jeanna “Iekika”         Alison Morris            Mark Quinto               Sam Sherry               Rogier Garcia Van
    Lundgren             Adam Morse               Troy Raines               Ekaterina Shmaylova        Dinther
 Robert “The Khanda”     Denise Moxon             Marco Ranieri             Cris Shuldiner           Paul Venner
    Lundgren             Belton Myers             Oscar Ratcliffe           David Shuldiner          Viktor Vereb
 Pepote Luvazza          Simon (That’s            Sacha Ratcliffe           Steve Sigety             Joost Vermeulen
 H. M. ‘Dain’ Lybarger     Outrageous) Myers      Epidiah Ravachol          Oscar Simmons            Clay Vernon
 Jill Lybarger           Ricardo Nacarini         Maddie Reynolds           Aaron Size               Roe Vernon
 Edward MacGregor        Alex Negelein            Raena Reynolds-           Kristin Size             Avi Vogel
 Paul St John            Christopher Robin          Jackson                 Scott Slater             Artemy Volopyansky
    Mackintosh             Negelein               Stephen Rider             Rebecca Slitt            Mert Vuraldi
 Kristen MacLean         Gabe Nichols             Dennis Ringewaldt         Matt Slucas              Ralf Wagner
 Dávid Magyari           James Nicoll             Andres Rivera             Christopher Small        Jennifer Walker
 Cindy Maka              Nimbian                  Norman Riveros            Marina Smirnova          Mitchell Wallace
 Lesley Malfavon         Christopher Noble        Kirin Robinson            Jonathan Smith           Todd Ward
 Andrea “Panda”          Dave Nolin               Wade Rockett              Erik Smith               Clara Warford
    Mandalari            Ivan Novosel             Andrew Roddy              Alkesandr Smykin         Noel Warford
 Volker Mantel           Michael Nutt             Brian Rogers              Jay Song                 Nicco Wargon
 Lauren Marino           Eugenio Nuzzo            Elizabeth Rogers          Thomas Sonneberg         Dave Weinstein
 Marisa                  Marcus Nyahoe            John Rogers               David South              Ben Wellner
 Victoria Marrero        Thurstan (Give it a      Rachel Rogers             Dave Speredelozzi        Leonardo Weyand
 Matthew R. Martinez       Go) Nyg                Simon Rogers              Elliot Spin              Alex White
 John WS Marvin          Patti O’Connell          Chris Roosenraad          Joshua Spin              Collin White
 Ronaldo Mascarenhas     Peggy O’Connell          Jodi Roosenraad           Lonnie Spin              James White
 Mike Maughmer           Paige O’Connell-Bach     Kathryn Rose              Rebecca Spin             Mel White
 Jacob McArdle           Christopher O’Neill      Betsy Rosenblatt          Steve Stanzani           Tim Wilde
 Kris McCosh             Robin Oakley             Greg Rothauser            Lucky Starflower         William
 Cameron McCurry         Erik Oberlin             Greg Roy                  Paul Stefko              Charles Williamson
 Owen McIntosh           Joshua O'Connor          Jennifer Roy              Liam Stevens             Dale Williamson
 Ian McLean              Dimitrios Oikonomou      Steven Roy                Derek Stoelting          Toby Williamson
 John McMullen           Olkon                    Zach Ruiz                 Elisabeth Strayer        Daniel Withrow
 Julie McNeil            David Olsen              Adi Rule                  James Sura               Luke Withrow
 Márcio Melo             Ben Osborne              Gareth Ryder-             Ben Swinehart            witpun
 Members of the          Ian Osborne                Hanrahan                Kathryn Swiss            Oliver Wolf
    Pseudopolis Yard     Osvaldo Oyola            Max Saltonstall           Lawrence Szmulowicz      Jeremy Wong
    Dawn Patrol          Lisa Padol               Brenda Samler             Gaylord Tang             Chihiro Yamada
 Jacques Menasche        Eric M. Paquette         Paul San Clemente         Neal Tanner              Jeff Yaus
 Frank Merten            Jonathan ‘Evil Laugh     Kristin Sands             Tartra                   Kit Yona
 Sarah Messer              Guy’ Parsons           Levin Scassellati         Paul Teece               Zach
 Dawn Metcalf            Carlos Passos            Mirin Scassellati         Matt Thompson            Patrick Zammit
 Marina Michelini        Brian Paul               Rowan Scassellati         Rodney Thompson          Ksenya Zheltova
 Michelle                Greg Pearson             Ralf Schemmann            Ruth Tillman             Zackery Zobrist
 Tracey Michienzi        Mike Pereira             Pete “Ethain”             Farkas Tivadar           Zolzos
 Mike Miller             Connor Peterson            Schlough                Grgo Toplak               …and people in any
 Rich Miller             Lucija Petricioli        Mary Schmitt              Jenry Towle                playtests whose
 Nancy Milligan          Giulia Peverini          Andy Schmoll              Michael Towle              names accidentally
 Lara Milton             Sam Phinizy              Saul Schnitman            Thomas Toynton             weren’t recorded.
 Daniël Mioque           Sylvestre Picard         Heiko Scholz              Alan Traylor               Thank you.
      Special bonus thanks to Peggy O’Connell, Storn A. Cook, Matthew Breen, M. H. Grzesiak, and to everyone in our
         home playtesting groups. May your canals never flood, even in rainy season, and may you always turn a profit.
Swords of the Serpentine                                                                                                                                     v
Table of C ontents
Character Growth................................................. 98
                                                                                                Chapter Six: Gear, Both
   Ability Advancement After Each Game............. 98
   Spending Advancement Points......................... 98                                      Sorcerous and Mundane
   Allies and Enemies........................................... 99
   Gear................................................................ 99      How Much Can You Carry?.................................. 131
   Wealth and Lifestyle......................................... 99             The Cost of Goods and Services............................ 131
   Changing Your Abilities................................... 99                Weaponry............................................................. 132
Putting It All Together......................................... 100               Weapon Modifiers............................................ 132
                                                                                Melee and Ranged Weapons Table........................ 133
                                                                                Firearms............................................................... 134
     Chapter Four: Sorcery and Corruption                                       Mundane and Alchemical Gear............................. 134
                                                                                   Miscellaneous Gear.......................................... 134
Sorcery Quick Reference....................................... 101                    Alchemist’s Fire .......................................... 134
Sorcery 101: The Essentials................................... 102                    Badge of Office .......................................... 134
   Health or Morale Damage?.............................. 102                         Cestino’s Cameos ....................................... 135
   Learning Sorcery.............................................. 102                 Denari’s Book of Truths and Tax Code....... 135
   Sorcerous Spheres............................................ 103                  Dogbane..................................................... 135
How Sorcery Works.............................................. 112                   Nightstones................................................ 135
How Corruption Works........................................ 113                      Theatrical Disguises..................................... 135
   Exceptional Damage........................................ 113                  Mundane Protective Gear................................ 136
   Unique Spells................................................... 115               Buckler....................................................... 136
   What Happens When You                                                              Chainmail................................................... 136
   Spend Corruption?........................................... 117                   Leather Armor............................................ 136
Advanced Sorcery................................................. 120                 Plate Armor................................................ 136
   Rituals: Time, Assistants, Astrology, Sacrifices,                                  Scorpion Shield........................................... 137
   and Sorcery...................................................... 120              Shield.......................................................... 137
   True Names..................................................... 121                Snake’s Eye................................................. 137
   Curses.............................................................. 122           Watch Whistle............................................. 137
   Sorcerous Glyphs and Traps............................. 124                     Poisons, Toxins and Venoms............................ 138
                                                                                      Cadia Juice.................................................. 138
                                                                                      Fallow Weed............................................... 138
       Chapter Five: Wealth and Lifestyle                                             Feasting...................................................... 138
                                                                                      Floodlung................................................... 139
Wealth.................................................................. 125          Gluggut...................................................... 139
Lifestyle................................................................ 127         Gutsplash.................................................... 139
   Low Repute..................................................... 127                Hollowing.................................................. 139
   No Repute....................................................... 127               Sea King’s Blessing...................................... 140
   High Repute.................................................... 127                Snapback..................................................... 140
Repute Spend Table.............................................. 128                  Trembleroot............................................... 140
   Describing Your Lifestyle................................. 128               Sorcerous Gear..................................................... 141
   Minimum Lifestyle........................................... 129                Grimoires ........................................................ 141
Assigning Treasure................................................ 130                Grimoire: The Calcifex Manuscript.............. 141
                                                                                      Grimoire: The Ophidius Parables................ 141
                                                                                      Grimoire: Zelgrieb’s Notebook of
                                                                                      Dissection................................................... 142
                                                                                   Miscellaneous.................................................. 142
                                                                                      Beggar’s Rags.............................................. 142
                                                                                      Earring of Truth.......................................... 143
viii                                                                                         Swords of the Serpentine
Mysteries and Leads.............................................. 212            The Menagerie: Wild Animals in Eversink........ 236
  Core Clues....................................................... 212          Divinity and Divine Power............................... 237
  Defining Clues................................................. 213            Sumptuary Laws (and Other Unusual Edicts)... 237
  Using Multiple Clues....................................... 213             Eversink’s History................................................. 238
  Clues on the Fly............................................... 213            A Thousand Years of Adventure....................... 238
  Listen to Your Players...................................... 214               Before Eversink................................................ 239
  Write and Summarize Clues............................. 214                     The Founding of Eversink................................ 239
  Location and “Wild Card” Abilities.................. 214                    City Districts........................................................ 241
  Start Adventures as Late as Possible.................. 214                     Temple Market................................................ 244
Adventure Construction........................................ 215               Ironcross.......................................................... 252
  Types of Scenes................................................ 215            Alderhall ......................................................... 259
  Lead-Ins and Lead-Outs (and why                                                Sag Harbor...................................................... 263
  they’re essential).............................................. 215           Harbor Approach............................................. 268
  Plot Maps........................................................ 215          The Tangle...................................................... 274
  Jumping Around in History............................. 217                     Other Major Features in Eversink..................... 279
  The Challenge Montage: Speeding and                                            Eversink’s Government.................................... 282
  Summarizing Travel......................................... 217                Eversink’s Powerful Committees ..................... 283
  One-Shot Construction.................................... 217                  ‘Sinkish Law.................................................... 285
Customizing Swords of the Serpentine.................. 219                    Allegiances: Who Matters in Eversink?................... 288
  More Narrative Play/Less Randomness............ 219                            The Ancient Nobility....................................... 288
  No Melee Combat........................................... 219                 The Church of Denari...................................... 290
  Change the Setting.......................................... 220               The City Watch............................................... 291
  Customizing Allegiances.................................. 220                  The Commoners.............................................. 291
  Customizing Sorcery........................................ 220                The Guild of Architects and Canal-Watchers.... 292
  Customizing Abilities....................................... 223               The Mercanti................................................... 293
  Customizing Foes............................................ 224               The Mercenaries.............................................. 295
  One-on-One Play............................................. 224               The Monstrosities............................................ 295
  Fledgling and Sovereign Heroes....................... 225                      The Outlanders................................................ 297
  Playing a Ghost................................................ 226            The Sorcerous Cabals....................................... 298
                                                                                 The Thieves’ Guilds......................................... 299
                                                                                 The Triskadane................................................ 301
      Chapter Nine: The City of Eversink                                      Economics and Trade........................................... 302
                                                                                 What Is For Sale? ............................................ 302
Eversink in a Nutshell........................................... 227            The Balance of Trade Guilds, Mercanti
   The Buildings are Always Sinking..................... 227                     and Ancient Nobility........................................ 303
   The City and the Goddess are One................... 227                       Banks and Coinage.......................................... 304
   Statues Are Everywhere, Because Statues                                       Foreign Trading Partners................................. 304
   Represent Souls............................................... 229            Trade as Invasion............................................. 305
About Eversink..................................................... 229          Trade as Intelligence........................................ 305
   The People...................................................... 229       Internal and External Threats to Eversink.............. 306
   Location.......................................................... 229        The Chuggut................................................... 306
   Climate............................................................ 230       Class Warfare................................................... 306
   Architecture..................................................... 230         Corruption...................................................... 306
   Roads, Canals and Bridges............................... 232                  Disease and Plague........................................... 306
   Death, Burial, and Funerary Statues................. 233                      Fire.................................................................. 307
   Sports.............................................................. 234      Flooding and Weather...................................... 307
   Languages....................................................... 235          Non-human Threats........................................ 307
   Eversink’s Food............................................... 235            Refugees and Immigration............................... 307
Swords of the Serpentine                                                                                                                                 xi
Chapter One
The B asics
                                         Introduction
When it’s summer, you smell her before you see her.          crystal turrets reflect down into a shimmering bay full of
The guilds won’t have flushed the canals out yet like        hundreds of brightly colored boats. Architecture from
they do on Scouring Day, so the smell hits you like a        a dozen eras towers above a tangle of grand plazas and
slap in the face. You sail up the delta of the Serpentine    narrow canals. Temples to her goddess rise above the
River and the scent of the open sea drifts away to be        mansions and tenements, calling her people to prayer.
replaced by the stench of low tide, of boat tar, of rare     She may be ancient and corrupt, slowly and inexorably
spices spilled from a smuggler’s ship, of cooking smoke      swallowed by an endless bog, but she’s alive in a way
and human waste.                                             most cities aren’t. She’s a melding of faith and stone
    You can hear her, too. Bells ring out across the water   and wood and water — and mud — that’s unique in all
and echo like the song of ghosts, loud enough to almost      the world.
drown out your sailors’ chanted prayers.                        It doesn’t matter whether you’ve come to kill a rival,
    Finally, you see her. You round the bend past the        earn a fortune, learn a secret or hire an army. You’re
salt flats and the lower fort and she’s sprawled out on      home now, and the Sinking City will embrace you. All
scores of islands across the sheltered water, and you        you need to do is survive.
gasp, and everything else falls away. Her jeweled and           Welcome to Eversink.
                                                Concept
Swords of the Serpentine is a tabletop roleplaying game         This is a game of investigation, heroism, sly politics,
(RPG). It supports 1-7 players (with a sweet spot of         and bloody savagery, set in a fantasy city rife with
4-5) playing fantasy heroes inspired by sword & sorcery      skulduggery and death. These rules adapt Pelgrane
fiction, and one Game Master (GM) who keeps the              Press’ GUMSHOE system into a fantasy game with
adventure moving and plays the foes and supporting           a relatively loose class structure and high-action
cast, also known as Supporting Characters.                   roleplaying. These rules work fine even without the
                                                             included setting of Eversink, and shine more brightly
                                                             when political allegiances are closely tied to the heroes.
             2                                                                     Swords of the Serpentine
The Basics
                                                                                         Designer Notes:
                         Investigative Abilities                                       Creating House Rules
             GUMSHOE is all about acquiring and using                             One of the advantages of a long design process
             information, and Investigative abilities let you find            is that we have the chance to select and include
             that information by giving you key (or “core”) clues if          rules we consider the most fun. That said, this
             you have the right ability for that situation. Say you’re        is now your game, and you get to customize
             looking around a library. If you point out to the GM             it however you like. Play it in a way that is fun
             that you’re using your Research ability, you’ll find any         for you, and if the GM or players don’t like any
             Research-related information automatically. You don’t            of these rules, change them or leave them out.
             need to roll for these abilities, or spend any points to         You’ll find more thoughts on customization in
             get them — you just need to ask the right questions and          Chapter Eight: GM Advice.
             roleplay the right actions.
Chapter 1: The Basics           3
                                    The Basics
        Welcom e t o Eversink
             4                                                                   Swords of the Serpentine
The Basics
                                                                                                                                  The Basics
�   An intricately carved stone bridge arches over a           �    A mighty-thewed northern warrior saunters
    wide canal. At dawn, lovers pause at the edge and               through the Sunrise Gates, looking around in
    throw flower petals into the water below, pledging              wonder at the city before her. Her pocket is picked
    their love.                                                     before she makes the first tavern. She vents her
�   The City Watch tramps out their route, half-asleep,             anger on the first local foolish enough to pick a
    knowing local politics will probably prevent them               fight.
    from solving the murders they’re bound to discover         �    Late at night, a tipsy noble finds himself lost without
    — and they’ll have to try regardless, or face the               his guard in the wrong part of town — and from
    Watch Commander’s wrath.                                        the shadows, bitter commoners close in around
�   Laughing with unbridled joy, an outlander thief                 him on every side. In the morning the Watch will
    scales a crystal spire, empty sacks slung across her            find his corpse hung from a butcher’s hook, with a
    back. If she survives this, she’ll eat well for a year.         sarcastic sign dangling from what’s left of his hand.
�   In the vast courtyard of a noble estate, a mercenary
    army refuses to attack a neighbor and social rival         So welcome to Swords of the Serpentine. If you want to
    unless they’re paid in advance — with a bonus,             track down foul sorcerers in a corrupt and decadent
    thank you very much, or they’ll just see how much          city, clamber through underground ruins to sneak into
    that neighbor is willing to pay instead, won’t they?       an enemy’s home and rob them blind, or wage a secret
�   In the darkness of a slowly flooding tunnel, a             war against a rival political faction, you’re in the right
    hissing voice reveals ancient secrets to a clever          place.
    young commoner.
�   An elderly woman strolls the bazaar, casually                             Designer Notes:
    mentioning a rumor here and a rumor there, setting
    wheels in motion to discredit and ruin her family’s
                                                                         Stream Your Game Online
    political rival.
                                                                       Emily and Kevin here. We’ll have designer
�   A gaudily dressed and portly merchant looks up
                                                                   notes throughout this book to explain designer
    from her ledgers to learn yet ANOTHER shipment
                                                                   intent, point out rules subtleties, and mention
    has been hijacked, and what is she paying her guards
                                                                   fun plot hooks.
    for, anyway?
                                                                       With lots of player world-building, cinematic
�   A sorcerer stares into the spilled intestines of his foe
                                                                   combat, and no battlemap required, Swords of the
    and sees the future within them.
                                                                   Serpentine (#SerpentineRPG) works well for
�   Cloaked men and women pilot a shallow-draft
                                                                   online play and live-play podcasts. If you want to
    barge through the reeking swamp, hoping this
                                                                   broadcast your game, thank you! Pelgrane Press
    shipment of smuggled goods will successfully
                                                                   is committed to supporting online streaming of
    bypass Eversink’s greedy and grasping reach.
                                                                   play; see the Swords of the Serpentine Resources
�   Thirteen anonymous shapes meet in a shimmering
                                                                   page at PelgranePress.com for guidelines and
    room of illusion and lies. Districts and guilds rise
                                                                   advice for online streaming.
    and fall on a single word.
             6   Swords of the Serpentine
The Basics
Chapter 2: Your Hero                                                                                                7
Chapter Two
                                                                                                                        Your Hero
                                     Your H ero
            Before you make your characters, your group needs to           To quickly choose your group’s origin and the tone
            decide what kind of game it’ll be so you’re all pulling    of the campaign, pick one of the following:
            in the same direction. Your GM probably has an idea
            of the kind of story she wants to explore, and what the
            tone and themes are. Discuss as a group what it will                 Big Damn Adventurers
            feel like, and what will it be about, and check whether
            anyone has issues or concerns with the themes.             You’re old friends, you don’t work for anyone but
                                                                       yourselves, and your adventures might take you
                                                                       anywhere in the city or across the world. People look
                           GM Advice:                                  at you warily because you’re an unknown quantity;
                      Jumping Around in Time                           with no specialization and few loyalties beyond your
                                                                       own self-interest, trust from others might be more
                Classic sword & sorcery stories often skip between     of a challenge. Classic literary heroes from Robert E.
                the hero as a young fledgling adventurer, as an        Howard, Mercedes Lackey, or Fritz Leiber fall into this
                aging ruler, and as a hero at the peak of their        category.
                career. You can do this in your Swords of the
                Serpentine game, even turning it into a trilogy of
                adventures that skip around in time. See p. 225                 Bookhounds of Eversink
                for details.
                                                                       You work for, or run, a bookshop that specializes in
                                                                       ancient tomes of history, prophecy, and sorcery. The
            Talk to the other players about how your characters
                                                                       Heroes act as muscle, thieves, and sages, and many of
            know each other. Is it through allegiances, occupations,
                                                                       your adventures focus on finding, retrieving, or stealing
            shared history, common goals, or something else? See
                                                                       important tomes.
            “How Did Your Heroes Meet” below for quick ideas.
                                                                          Alternatively, you may be the professors, staff and
               Your character may not be particularly heroic,
                                                                       students of one of Eversink’s universities, researching
            or they might have secrets they keep from the other
                                                                       and exploring the city’s secrets and vast and wondrous
            Heroes, and that’s fine. Who you and the other players
                                                                       mysteries — even as you try to procure funding for
            choose to play will influence the type of adventures you
                                                                       next year. A game where the professors were from a
            go on, the type of enemies you fight, and the type of
                                                                       sorcerous university would echo some of author Terry
            mysteries you solve.
                                                                       Pratchett’s fiction.
                                                                                                                            Your Hero
You are working-class officers in Eversink’s City Watch,
headquartered in a selected district and focusing on               If you want a fast and fun origin for your
crime both there and across the city. Drawing inspiration          group of Heroes, have them act as independent
from novels by Terry Pratchett, this type of adventure             problem-solvers for a noble family (for politics),
focuses on mysteries, solving crimes, and negotiating              a Mercanti guild (for wealth), a thieves’ guild
complex politics while you try to keep the city safe.              (for illegality), law enforcement like the City
                                                                   Watch (for justice and legality), or a paid team
                                                                   of independent investigators working on special
                    Do-Gooders                                     assignment for the Church.. That makes your
                                                                   Heroes the people others come to when they
You’re making the world a better place. Whether you’re             need something done that can’t be accomplished
ensuring beleaguered commoners are fed and housed,                 through “polite” channels, and it keeps your
scouring self-interested politicians and officials from            Heroes independent enough that they can easily
the government, or brokering peace between warring                 strike out on adventures of their own.
cabals of sorcerers and their mercenaries, you specialize
in doing what’s right. When true evil rears its head, you
may well be the only people worthy to fight it.
                                                                            Government Agents
                 Family Business                                You’re elite government problem-solvers who chase
                                                                down mysterious prophecies from state-sanctioned
You may be a prestigious member of the Ancient
                                                                seers. You work alongside members of the Black Swans,
Nobility, the merchant princes behind a major Mercanti
                                                                Eversink’s secret police, and you often work directly for
guild, or even a close-knit family of commoners who have
                                                                the secret rulers of the city themselves. Making sense of
taken up a life of crime. For you, family is everything —
                                                                divinations helps you untangle any number of different
and when family and friends get threatened by personal
                                                                problems and mysteries in the city. In this type of game,
or political enemies, you turn to heroics to get your
                                                                you act with governmental authority; use it wisely!
own back. This style of game deals with family politics
                                                                   Other forms of governmental teams are also possible.
and social pressure as much as external threats; you may
                                                                If you’ve ever wanted to play a combat accountant,
have just slipped into a rival’s office to poison their wine,
                                                                leading a group of elite tax collectors who get assigned
but is that going to make your mother proud of you?
                                                                challenging scofflaws to track down for smuggling and
                                                                tax evasion, this is the game for it.
                 Freelance Slinks
                                                                                      Infidels
You solve other people’s problems... assuming they can
pay. You’re investigators (sometimes called “slinks”),
                                                                Like religion but hate Denari, Goddess of Eversink?
and you’re beholden to no one but yourselves. Some
                                                                Make your adventuring team all worshippers or initiates
difficult security work, more than a little theft, a
                                                                of a tiny cult to a forgotten small god. Or hey, declare
smattering of blackmail, occasional exploration of very
                                                                that your Hero is an avatar of the god made flesh. The
dangerous places, and a lot of investigations — you
                                                                god (more of a spirit right now, really) can be a deity
handle it all. This type of game treats the Heroes like
                                                                of literally anything you want. It probably dwells inside
noir detectives, fighting darkness and corruption deep
                                                                your sorcerer to give them power, and will give you
in the heart of the city.
                                                                blessings as long as you venerate it. Grow their worship
                                                                — and take Denari down a peg or two in the process.
            10                                                                      Swords of the Serpentine
             You belong to the Church of Denari and act as Her              Information is power, power means wealth, and in
             inquisitors, church militant, prophets, diplomats, and         Eversink it’s the information brokers and spies who
             agents in the world. You sniff out heresy and corruption,      know that best of all. Either you all work for an
             you expose traitors in the city, you kill monstrosities, and   information broker, gathering rumors and blackmail
             you bring the word (and coin) of Denari to whomever            material, or one of you is the broker and has to navigate
             needs it most. If you want a game focused on religious         a minefield of political challenges and threats. If you
             mysteries, demon-hunting, and villainous sorcerers, this       think Littlefinger or Lord Varys in Game of Thrones has
             is a fun way to arrange it.                                    an interesting job, this is a great choice for a campaign
                                                                            framework.
                         Misbegotten Soldiers
                                                                                           Thick as Thieves
             You all belong to a mercenary company, your own or
             one you’ve signed up with. You get sent on dangerous           You belong to a thieves’ guild, either your own private
             assignments for little pay, usually to kill someone who’s      guild that you run or a much larger guild you’ve
             getting the same raw deal from their end. Even when            sworn allegiance to. You’ll spend your time dodging
             missions seem suicidal, it’s up to you to carry them out.      the City Watch, running cons, stealing wealth, spying,
             This style of play lets you echo author Glen Cook’s The        and getting into some fascinating trouble. This style of
             Black Company.                                                 game draws inspiration from Scott Lynch’s The Lies of
                                                                            Locke Lamora.
Chapter 2: Your Hero                                                                                           11
                        Creating a Character
                          Quick Reference
                                                                                                                    Your Hero
 Once you’ve set the tone and theme for your group’s game, follow these steps for making a character in
 Swords of the Serpentine.
 2.   Note a few Adjectives to describe your Hero and write down your Drives, which are your three
      favorite things in life (p. 17).
 3.   Assign Investigative Build Points according to the number of players and choose Investigative
      Abilities (p. 19).
 4.   Decide your Allegiances (p. 288) – assign 2 Build Points to Allies (both to the same Ally, or one
      each to two Allies) and 1 Build Point to an Enemy. Your Ally and Enemy can be the same faction!
 1. 6. Assign Health and Morale (p. 77), splitting 18 Build Points between the two, with a minimum
    of 3 in each.
 7.   Give yourself Health and Morale Thresholds of 3; if your Health or Morale is 10 or higher, that
      threshold will be a 4.
 8.   If you have any ranks of Corruption, decide whether your Sorcery targets your enemies’ Health
      or Morale. Pick one Sorcerous Sphere (the theme and appearance of your spells) for every rank of
      Corruption you possess. See p. 103.
9. Write down 5 or more pieces of minor, iconic gear that help define who you are (p. 42).
10. Give yourself 1 point of Grit (p. 75). Grit helps reduce Morale damage.
 11. You start with no Wealth (p. 125) and you’ll start with No Repute (see p. 128) for the first
     adventure.
 12. Name yourself. Most people in Eversink have fantasy names based on medieval Italian names (there
     are plenty of lists online), but there’s nothing magical about that naming scheme, so name your
     Hero something you love.
                                           Sample Character
Your Hero
                        Pallia Vitturi
                  (sometimes called “Murk”)
                                       OO
                                       O
                                       O
                                       O
                                                                               O
                                                                               OO
                                                                               O
                                                                               OO
                                 8   OOOOOOOO                                         Mercanti +1
                                                                                      Mercenaries +1
                                                                                      Ancient Nobility -1
                                 5   OOOOO
                                 1   O
                                 8   OOOOOOOO
                                 3   OOO
                                 5   OOOOO
                                                                                                            4   1
                                                                                  O
                                                                                      O                     3   1
Character Professions
                                                                                                                         Your Hero
Four professions are common: sentinel, sorcerer, thief, and warrior. Professions are defined by the role you feel your
Hero plays, not by the point distribution on your character sheet. These are part of your character concept and
guide your choice of abilities later on.
Sentinel
                                       Sorcerer
Your Hero
                                            Player Advice:
                                          When is a Sorcerer
                                           Not a Sorcerer?
Thief
                                                               Your Hero
You specialize in secrets. Thieves may attack with word
or blade, and they’re equally treacherous with either.
You probably know the alleys and canals of Eversink
better than anyone else. You may be incredibly lucky,
you’re likely skilled at gathering information through
illegal means, and you are tied into the web of gossip
and scurrilous rumor that circulates throughout the
city.
            16           Swords of the Serpentine
                                        Warrior
Your Hero
                                                                                                                         Your Hero
                     Adjectives                                          Designer Notes: Drives
Jot down some adjectives on the character sheet that            The game is designed so that you can pick up
encapsulate your Hero’s personality. This provides              a new character sheet and know everything
a fast reference for how you act when you face a                you need to know about the Hero from their
difficult decision. It’s particularly useful when building      Adjectives, their Drives, and their Gear (which
characters for one-shot games.                                  sounds odd, but it’ll make sense, we promise).
                                                                As a result, Drives are a really handy way to
    You want to play a young woman recruited                    summarize the things your Hero holds most
    by the Guild of Architects and Canal-                       dear. They’re fun to create, and ideally capture
    Watchers, one of the most prestigious guilds                the most important reasons you willingly throw
    in the city — and one with a secret. You                    yourself into a life of adventure.
    write down:
       Young, fiery, opinionated, loyal, never
    forgives a betrayal
                                                                                    Drives
       You can change these later, but it’s a
    fast way to remember how she reacts, and                 Once you know more about your character’s personality,
    knowing her personality will help guide your             answer this question from the 1982 Conan movie: what
    choices when roleplaying or when picking                 three things are best in life?
    abilities during character creation.                         These are your Drives. Write down the three answers
                                                             to this question on the top of your character sheet.
                                                                 You can invoke each of these Drives once per
                                                             adventure to gain +1 on a single die roll, or to try and
                                                             use a General ability you have zero ranks in, but the
                                                             situation needs to relate to the Drive you’re invoking.
                                                             You can only invoke one Drive per test, but can invoke it
                                                             after you already roll. Invoke your Drives to emphasize
                                                             your personality and to gain a small bonus when it really
                                                             matters.
                                                                 Your Drives will change over the course of your
                                                             adventuring career because your experiences will
                                                             change who you are and what makes you happy. Adjust
                                                             your Drives whenever you need to, and let your GM
                                                             know you have.
            18                                                                    Swords of the Serpentine
                 Swords of the Serpentine pays attention to the mechanical results of your abilities, leaving it up to you to
                 describe how they work and what they look like. You may decide your Hero is a Marketpriest who is an
                 extremely charming individual, and people just like her whenever they meet her. Alternatively, you may
                 decide your Marketpriest has the power of the goddess Denari flowing through her, and that this divine
                 charisma wins over anyone she meets. In both cases, you’d represent this by starting with 1 or more ranks of
                 the Investigative ability Charm. The mechanical result is the same — people like your Hero enough to tell
                 them secrets — but the two characters feel very different because of how they’re described.
                    Similarly, the first character may practice their Bind Wounds ability with leeches, poultices and plenty of
                 bandages to keep someone up and running in the middle of a fight. The second character might describe their
                 Bind Wounds ability as divine healing from the Goddess. There is no mechanical difference between the two,
                 but the ignorant or deeply faithful you meet in Eversink may have more respect for the latter.
                    When you’re building your Hero, think about what you want them to look and sound like, and then
                 describe their abilities accordingly.
                                         Investigative Abilities
             Investigative abilities define what you know and how
             you interact with other people in the world. These               Scale for Investigative Abilities
             abilities always work; without ever having to roll a die,
             they let you discover leads and clues that push you          �   Rank 0 in an Investigative ability means you cannot
             farther into the adventure.                                      use it to gather leads
                                                                          �   Rank 1 in the ability makes you proficient at it
                  Your Hero has 1 rank of the Investigative               �   Rank 2 makes you an expert
                  ability Leechcraft, giving you extensive                �   Rank 3 indicates remarkable knowledge or aptitude
                  medical knowledge. When investigating the                   in that area
                  corpse of your poisoned friend, tell the GM             �   Rank 4 suggests you’re one of the best in the city in
                  you’re using Leechcraft, and if there are any               this area
                  Leechcraft-related clues on the body, the GM            �   Rank 5 indicates you are one of the best in that
                  will give you those clues. It’s then up to you to           ability that most people will ever meet
                  interpret them.                                         Without GM approval, you may not exceed rank 5 in
             Even one rank in an Investigative ability means you’re       any Investigative ability.
             proficient in that field of knowledge. It’s rare to
             see anyone with more than three ranks in any given
             Investigative ability.
                You can spend points from your Investigative ability
             pools to gain special abilities and do remarkable things.
             Details on these special benefits is on p. 51. Spent
             Investigative points can’t be refreshed until the next
             adventure, but you don’t stop being knowledgeable in
             a subject just because you spent one or more points.
Chapter 2: Your Hero                                                                                                    19
                                                                                                                             Your Hero
                                                                 abilities and 1 rank each of Profession
   We like the idea of splitting up Investigative                abilities City’s Secrets, Ridiculous Luck,
   abilities into Social abilities, Profession abilities,        Scurrilous Rumors, and Skulduggery. All
   and Allegiances, even though they all work the                of your profession-specific abilities are in the
   same way. It gives you a fast place to look when
                                                                 thief profession, so you gain a bonus Build
   you just want to remind yourself what your
                                                                 Point.
   personality is; it lets you design an incredibly
   social Hero who seems to know everyone but
                                                             Build Points don’t all need to be spent before play
   who has zero profession abilities; and it makes
                                                             begins. Leaving a few points unallocated can give you
   homebrewing new professions a whole lot easier.
                                                             flexibility when you really need a particular ability
                                                             during an adventure. You don’t even need to spend any
                                                             Build Points on Profession abilities at all if you want a
            Initial Build Points                             Hero who focuses only on Social Investigative abilities
         for Investigative Abilities                         and Allegiances; such a Hero still gains the bonus Build
                                                             Point.
The Investigative ability Build Points you can spend
during character creation varies based on the number of          Player Advice: How to Distribute
Heroes. If there’s a Hero whose player you don’t expect
                                                                  your Investigative Build Points
to attend regularly, disregard them for the purposes of
determining the number of players.
                                                                When assigning Investigative Build Points, you
                                                                can pick a balance between raw power, influence,
                                    Investigative               and flexibility.
      # of players
                                    Build Points                � If you spread your Build Points out between
            1                      14 (see p. 224)                  lots of abilities, not initially putting more
                                                                    than 1 or 2 points into any one ability, you’ll
            2                             13                        gain tremendous flexibility. In exchange
            3                             12                        you’ll limit how much damage you can do
                                                                    in any one attack, and you probably aren’t
            4                             11
                                                                    renowned for being astonishing at any one
           5+                             10                        thing.
                                                                � If you focus your Build Points into fewer
As well as these, new characters also receive 3 additional          abilities, each with more ranks, you’ll gain
Investigative Build Points which must be spent on                   quite a bit of power in that area and be able
Allegiances — 2 for Allies and 1 for Enemies.                       to inflict considerably more damage when
Assigning Allegiance points is discussed on p. 34.                  you’re pulling out all the stops during a
    When creating a character, you gain 1 bonus                     climactic fight. You’ll also develop something
Investigative Build Point if you choose all your initial            of a reputation. In exchange, you’re going
profession-specific abilities from the same type. You can           to lack flexibility while adventuring and have
spend this bonus point on any Social ability, Allegiance,           fewer opportunities to find leads and clues.
or for one more rank of one of your Profession abilities.
                                                                It’s the classic trade-off with specialization: is it
                                                                more fun to be really good at fewer things, or
                                                                solid at a lot of things? The answer to that will
                                                                change from Hero to Hero.
            20                                                               Swords of the Serpentine
                                                                                                                   Page
                  Ability Name                   Type                            Description
Your Hero
                                                                                                                  Number
                     Charm                       Social             People like you, or find you attractive         21
                                                                                                            Page
    Ability Name                    Type                                  Description
                                                                                                           Number
                                                            You can read fight scenes and understand
                                                                                                                          Your Hero
   Tactics of Death          Profession/Warrior                                                                32
                                                                         military tactics
                                                             You can make people angry enough to
         Taunt                      Social                                                                     23
                                                                      monologue at you
                                                       People want to trust you unless you give them
     Trustworthy                    Social                                                                     23
                                                                      a reason not to
                                                            You notice tiny details others might miss,
       Vigilance            Profession/Sentinel                                                                25
                                                                 making you seldom surprised
   The first thing everyone asks is “If I spend my point of Charm, do I get less charming?” Nope. Spending these
   doesn’t make you any worse at Charm. You get leads because you have ranks of Investigative abilities. But
   once per adventure for every rank you have, you can spend a pool point of Charm to accomplish something
   particularly cool. Don’t be shy about spending those pool points, either; every remaining point unspent at the
   end of an adventure is a lost opportunity to do extra damage or do something cool.
                                                                                         Intimidation
Your Hero
                                                                      You can terrify others into doing what you want or into
                                                                      telling you what they know. Make no mistake: they
                                                                      aren’t going to be happy about helping you, because
                                                                      you’re intimidating them into it, but they’ll tell you
                                                                      regardless.
                                                                          Sample Spend: Bully a Supporting Character into
                                                                      obeying you even after you’ve left the area.
                                                                                           Liar’s Tell
                                                                      You can usually tell when you’re being deliberately lied
                                                                      to, and when people are trying to distract you from the
                                                                      truth. You may also be able to tell when someone is
                                                                      being sorcerously mind controlled.
                                                                          Nearly everyone lies, and there are a lot of reasons
                                                                      someone might not be telling the truth. Liar’s Tell won’t
                                                                      tell you what that truth is or why they’re obscuring it,
                                                                      but it will indicate when a deliberate lie is being told.
                                                                      Certain individuals may be so skilled at lying that they
                                                                      never set off your Liar’s Tell. Some people believe their
                    GM Advice: Best in the World                      own falsehoods. While Liar’s Tell will not function on
                                                                      everyone, it will never give you a false positive or false
                 During playtesting someone made their Hero           negative.
                 with 5 ranks of Command, something that                  Sample Spend: Gain great insight into why a person
                 wouldn’t normally have occurred to us. I mean,       may be lying, even if it doesn’t tell you what the truth
                 sure, you can theoretically make a specialized       actually is. The knowledge of the lie may allow you to
                 Hero who only has two Investigative abilities of     manipulate them or pry out the truth.
                 5 ranks each, but is that fun?                           Need to lie to someone and have it believed?
                     It sure was in this case. When a player does     Spending a point of Liar’s Tell makes it less likely other
                 this, they’re saying “I want to be the best in the   people question your lie, because your body language
                 world at this thing.” So let them! Five ranks of     and delivery are flawless. Unlikely information may
                 Command meant that people looked to him              still be questioned, but others won’t believe you’re
                 to be in charge. When he gave a command no           deliberately telling a falsehood.
                 one dared refuse. People kept hounding him
                 to act as their general, their leader, and their
                 spokesperson. Strangers would gossip about his                              Nobility
                 personal magnetism — was it natural? Was it
                 from a god? Was it sorcerous? — and you can bet      You fit in with the nobility and other rich and powerful
                 that his reputation preceded him. His enemies        people of social prominence, and you can easily make
                 were terrified of this inexplicable command and      small talk with them. They likely accept you as one of
                 wanted him recruited or dead.                        their own. You can dress fashionably for any occasion (if
                     You won’t see them very often, but a Hero like   you can afford or steal the clothes), recite your lineage,
                 this is handing you a year’s worth of plot hooks,    make your way past gatekeepers determined to keep out
                 and the game hasn’t even started yet. Embrace it.    the riff-raff, learn specific or relevant gossip about a rich
Chapter 2: Your Hero                                                                                                 23
or important person, follow proper social conventions,           Sample Spend: Goad an enemy or enemies into
and identify the best wine, liquor, and art. People won’t    attacking you or paying attention to you, instead of an
always like you, but they see you as socially important.     ally who would rather stay unnoticed. Incite a crowd
                                                                                                                           Your Hero
The more ranks of Nobility you have, the more                into jeering insults or actual mob violence against a
important people think you are.                              person or organization you wish targeted; the larger the
   Sample Spend: Manipulate others through your              crowd, the more points you’ll need to spend. You can
social status, convincing them they will be socially         also spend pool points of Taunt to trick two Supporting
humiliated if they don’t do as you suggest. Establish        Characters or adversaries into arguing with each other.
you’re skilled at unusual hobbies favored by the nobility,
whether hunting a commoner through a nature reserve
(for fun, of course, those old illegal hunts died out                           Trustworthy
many generations ago) or singing complex hymns once
taught only to the nobility.                                 You can make people trust you, and you can reassure
                                                             people even in the most terrible of circumstances. When
                                                             things go poorly, others turn to you for help. People
                      Servility                              tell you secrets and give you information because they
                                                             trust you not to misuse it. (Whether you do misuse it,
People tend to forget your name. An expert at cringing,      of course, is entirely up to you. Trustworthy is a must-
bootlicking and truckling to those of higher station, you    have ability for any con artist.)
appear so socially inconsequential that others ignore you        Sample Spend: Pass a bald-faced lie off as the truth
or disregard you as a potential threat. You hear secrets     without anyone immediately questioning you.
that people don’t think you’re important enough to               People look to you for inspiration and support. A
understand, and you’re overlooked when enemies               1-point spend of Trustworthy can restore 6 points of
consider their security risks, sometimes allowing you to     Morale to an ally, as long as you have at least 1 rank
hide in plain sight by taking on the role of a beggar or     of the General ability Sway. If you don’t, or if you’re
servant. The more ranks of Servility you possess, the less   trying to restore your own low Morale, a 1-point spend
important you appear.                                        restores 3 points of Morale.
   Sample Spend: Manipulate an attacker into attacking           You and your friends tend to trust your judgment
someone else instead, since you seem so servile and          over that of others. A 1-point spend can give you or
inconsequential. If knocked unconscious, a 1-point           an ally Grit 4 for one round or Grit 2 for a scene. (Grit
spend will cause your enemy to disregard you and spare       works like Armor against Morale Damage – for more
your life.                                                   details, see p. 75.)
                                                                 A 1-point spend in the middle of a fight may get
                                                             your foe to stop and talk to you for at least a moment
                        Taunt                                instead of continuing to attack. This conversation
                                                             lasts until anyone attacks the reassured enemy, or
You are an expert at infuriating others, making them so      until it’s dramatically appropriate for the conversation
angry that they let their secrets slip while berating you    to conclude. This use of Trustworthy is handy for
and monologuing. You can goad them through insults,          buying time when it’s needed the most and for solving
sarcasm, disdain, or public humiliation. You know            misunderstandings that lead to combat. If your GM
when a threat against you is sincere, and you know how       decides that the foe isn’t going to stop and listen at all,
to drive your foes into a furious need to explain how        you don’t lose the points you tried to spend.
clever they truly are.
            24                                                                    Swords of the Serpentine
            Each profession has four unique abilities specific to            A 1-point spend of Felonious Intent will allow you
            them. These cost 1 Investigative Build Point per rank.        to act as a bodyguard for one attack, taking the place
            Starting your character with profession-specific abilities    of another person in Point-Blank range who is the
            from only one profession gives you a bonus Build Point.       subject of a Health attack or Maneuver. The attack or
                                                                          Maneuver is instead resolved as if you were the target.
                                                                          Your Health Threshold and Armor applies, instead of
                            Player Advice:                                theirs. You may make this spend and act as a bodyguard
                       Trying the Wrong Ability                           even if you have already taken your turn that round.
                                                                                                                            Your Hero
The Church of Denari considers those blessed with
                                                              remarkable eye for detail and notice small and unusual
(as they call it) Inquisitor’s Gaze to be hand-picked by
                                                              details around you, seeing clues or leads that others
the Goddess, and by ecclesiastical law such people are
                                                              might miss. You spot subtleties and inconsistencies
remanded to the church for training as Inquisitors. It
                                                              someone else might gloss over. You’re more likely to
isn’t uncommon for people who prefer to avoid a life of
                                                              spot hidden passages, traps, disguised imposters, and
faith to keep their Spirit Sight secret.
                                                              unexpected secrets.
    Sample Spend: Spend 1 pool point to gain both
                                                                 Sample Spend: Gain an additional +3 Alertness
Armor and Grit for the scene equal to your Spirit Sight
                                                              Modifier to notice someone or something hidden. A
rank, effective only against sorcery attacks and attacks
                                                              spend (usually prompted by the GM) will let you notice
from adversaries with the Insubstantial special ability.
                                                              signs of an ambush before it has been sprung. Spend a
    Spirit Sight can be spent to heal the psychic pollution
                                                              point to go first in the initiative order at the start of a
left by sorcerous Corruption; by reaching into the spirit
                                                              fight, or to seize the initiative order from a foe.
world you literally start to knit reality back together in
that spot, although it’s not always a simple process. See
p. 120 for details.
    Spend 1 point to remove the
Insubstantial special ability from a
creature for a scene, but for interaction
or combat with you alone; your attacks
reach into the spirit world to affect
it. Spend 2 points to entirely remove
the Insubstantial special ability from
a creature for a scene. It will appear
ghostly but will be solid to the touch
and vulnerable to normal attacks, fully
dragged into your world.
    There are ever-shifting spaces in
Eversink where the barrier into the
spirit world is particularly thin and
you can step across, usually where
Corruption has occurred. Only if your
GM allows, spend a point to fully enter
the spirit world for one scene, and two
points to bring your party with you.
This may cause damage to body and
mind, but you’ll feel the effects with
enough time to escape back to the real
world before the experience kills you.
For more about the spirit world and the
dangers therein, see p. 281.
            26                                                                    Swords of the Serpentine
                                                                          Forgotten Lore
                                                                          You’re a repository of legends and superstitions, as
                                                                          well as political, historical, and general lore. You learn
                                                                          languages quickly and you know historical trivia,
                                                                          forgotten stories, old truths, and half-remembered
                                                                          rhymes about the near-mythical past. This is your catch-
                                                                          all ability for remembering, or being able to track down,
                                                                          essential information that most people just wouldn’t
                                                                          remember.
Chapter 2: Your Hero                                                                                                 27
    In addition to the normal fluency in a mother tongue         Spend points to give someone a disease or to poison
that everyone has, every rank of Forgotten Lore allows       them. In combat this poison can be as simple as inflicting
you to be fluent in two additional known languages,          an extra die of damage per pool point spent, or be more
                                                                                                                           Your Hero
decided whenever it would be useful to declare your          complex, as described on p. 90.
fluency. See p. 235 for more about languages.                    If you are treating disease or poison, every pool point
    Sample Spend: You know ancient secrets that make         of Leechcraft you spend can give the victim a cumulative
your sorcerous knowledge more dangerous; every pool          +3 on their next Health or Morale test to resist the
point you spend adds an additional die of damage to          affliction, and will often give them an immediate test to
a successful Sorcery attack. Spend one or more points        lessen their symptoms. Describe your cure however you
to create a protective ward (see p. 75) that briefly         wish, even if it has no basis as a cure in the real world.
reduces damage to you or your allies.                        So long as your patient makes their next Health test
    Use Forgotten Lore to help world-build. You can          against the ailment, the cure you prescribe will work.
spend 1 pool point to establish a new fact about the
world. If your new fact conflicts with a truth that the          Your ally seems to be suffering from a virulent
GM has already established, usually she’ll either accept         foreign plague. You prescribe a poultice of
your truth instead or she’ll give you your pool point            dung and chicken blood, moistened by a
back.                                                            widow’s tears and held to the neck for 12
    “There doesn’t seem to be an heir? My                        hours by a silk cloth. You spend 2 points of
    Forgotten Lore tells me that the family line                 Leechcraft. Your ally gets +6 on their next
    might not really be dead, and they supposedly                Health test against the disease, succeeds, and
    changed their name and moved across the                      begins to recover due to your help.
    city. Let’s go see if we can track them down!”                  Alternatively, your Hero is very faithful
                                                                 to Denari, and you decide to describe your
Note that with your GM’s permission, any player can
                                                                 Leechcraft as divine inspiration that triggers
help world-build at any time. Forgotten Lore spends
                                                                 magical healing. When you see a plague
just let you do so at a time when it’s immediately
advantageous to you.                                             victim, you place a coin on their tongue and
                                                                 pray to the goddess. You spend 1 point of
Leechcraft                                                       Leechcraft, you describe golden light flowing
                                                                 from your fingers, and your patient gets +3
With 1 rank of Leechcraft you have enough experience
in folk medicine to diagnose poisons and diseases,
                                                                 on their next Health test against the disease.
treat illnesses (usually with disgusting poultices), and
determine cause of death. When someone suffers from          Prophecy
an injury, disease, or poison, you can tell how sick         You can prophesy (or interpret others’ prophecy); see
they are and their chances of recovering. You learn any      glimpses of the past, present, or future; and even use your
injury-related or health-related leads from corpses you      oracular knowledge to influence future events. Whether
examine.                                                     you’re reading dreams, studying the murmuration of
    With 2 or more ranks of Leechcraft, you likely           50,000 seagulls, or poking through the intestines of a
have formal training as a physician, and rely more on        gutted foe, knowledge of Prophecy means that you can
known facts than on old superstitions. It’s just about       sense the location of unknown leads.
as effective, but you sound much more authoritative             This is a handy Investigative ability in that it can
about your knowledge.                                        provide a path forward when all else is lost. Your
    Sample Spend: Spend 1 pool point to wake up              GM may use it to steer you towards leads you might
someone who is unconscious.                                  otherwise miss. Prophecy can also be used in a more
    If you have at least 1 rank of Bind Wounds, a 1-point    focused manner, deliberately looking for signs so
Leechcraft spend will restore 6 Health for an ally. If       you learn where to look for more information about
you don’t have any ranks of Bind Wounds, or if you’re        a specific lead. Some leads might only be obtainable
trying to heal yourself, the spend heals 3 Health instead.
            28                                                                Swords of the Serpentine
            through Prophecy, making someone else’s carefully              your flashback work. You can also spend 1 point
            kept secret available to only you.                             of Prophecy to know exactly where to look for a
                Prophecy seldom gives you out-and-out answers: it          discarded but useful tool, which will allow you to
Your Hero
            supplies leads, not solutions. Much more often it gives        succeed automatically at a difficulty 4 Preparedness
            you a glimpse of a location or a person and you won’t          test or gain +3 to a more difficult test.
            yet know why. You’ll just know they’re important.
            You’ll need to head to that location, or speak to that         Combat: There are multiple futures, and you get to
            person, to understand how they’re connected to your            pick the one you like. Spend 2 points of Prophecy
            adventure.                                                     and choose any General ability. For the rest of the
                Less often, you may also see a complete scene taking       scene, whenever you need to make a test with that
            place in the past or possibly the present; such dream-         ability, roll two dice and choose the result you
            like images play out as if you’re standing in the scene,       prefer.
            but no one else can see or hear you.
                Rarely, you’ll receive a poem, a riddle, or a bit of      Designer Notes: Niche Protection
            doggerel that can be interpreted to help you find out
            what you wish to know. This is entirely dependent upon        You’ll notice that this game has fewer abilities
            your GM. If you use Prophecy and the GM doesn’t               than many other GUMSHOE games. That’s
            wish to give you additional leads (or there aren’t any        deliberate; our game design philosophy is to have
            available), you’ll either receive a vision of something you   broader and more-frequently-useful abilities, and
            already know that you need to pay particular attention        then let players describe those abilities however
            to; you’ll experience a prophecy of something unrelated       they choose.
            (that may be foreshadowing for a future adventure); or           Playtesters initially expressed some concern
            you’ll receive no vision at all.                              about niche protection. Would characters seem
                Sample Spend: Your ability to foretell the future can     too similar to one another? We haven’t seen that
            gain you benefits including the following:                    problem in practice. A barbarian, a hardened
                                                                          mercenary, a shadowy assassin, and a noble
                 Wealth: You see the location of minor treasures,
                                                                          duelist all feel very different in play even when
                 from coin-bags dropped in a sewer to lost and
                                                                          their capabilities overlap.
                 hidden art. Spend 1 point to foresee the location
                                                                             If you want to guarantee some niche protection
                 of forgotten wealth worth Wealth 3 or (sometimes
                                                                          regardless, talk to the other players when you’re
                 quite substantially) more. Mind you, success isn’t
                                                                          making your Heroes so that everyone knows they
                 automatic: you may know where it is, but you still
                                                                          have something they’re best at.
                 have to get to it...
                     If you let it be known that you have the gift of
                 prophecy, strangers may approach you with both
                 wealth and questions. Not only might these be fun
                 plot hooks, but you’re likely to get paid as much
                 or more than you’d earn from prophesying the
                 location of lost treasure.
                                                                                                                         Your Hero
City’s Secrets
The architectural and geographical secrets of Eversink       The thing about Ridiculous Luck is that it
and other cities are yours to discover, and you can          isn’t always good luck. If you and the player are
uncover other secrets (such as political machinations)       amenable, every few adventures a particularly
with relative ease. You more-or-less understand how          lucky Hero’s fortune might go ridiculously badly
a city’s bureaucracy functions, you know the many            for a single scene: one coincidence after another
districts and neighborhoods of Eversink, and with some       goes against them, old enemies show up at the
work you can find a particular location above or below       worst possible time, the plan doesn’t work the way
ground when you need to.                                     they expected, they fall into a wagon of nightsoil,
    Sample Spend: Spend 1 point to determine entry           and suddenly they’re framed for something they
points into sealed portions of the undercity, or to travel   didn’t actually have anything to do with! During
across the city through shortcuts at roughly double          this scene full of bad luck, the Hero may not
normal speed. You may take allies with you if you wish.      spend any pool points of Ridiculous Luck.
If in a building or urban environment, you may also              At the end of this scene the afflicted Hero
spend a point during a fight to move twice as quickly as     gains a bonus pool point of Ridiculous Luck as
normal for one round.                                        compensation — a point that they can use to dig
                                                             themselves out of what just occurred. Just don’t
Ridiculous Luck                                              engineer this on a night when the actual player
                                                             has had a bad day.
Remarkable coincidences happen around you on a
regular basis, and a million-to-one chance is a thing to
bet on. Gain leads by simply stumbling across them —
if you’re wise enough to notice the coincidence when                 Designer Notes:
it occurs.                                                   The Quintessential Ridiculous Luck
    Like Prophecy, Ridiculous Luck is a great catch-
all ability that picks up on leads other people haven’t      There’s a scene in the very first Conan story,
thought to look for. Strange coincidences, useful            Robert E. Howard’s novelette “The Phoenix
happenstance, and unexpected good or bad luck help           on the Sword”, where the enslaved and servile
you notice important details you might otherwise miss.       sorcerer Thoth-Amon tells a cowardly baron that
In fact, some leads might only be noticed by Ridiculous      he only became a slave because a thief stole the
Luck — if you don’t stumble on it accidentally, no one       magical serpent ring that once gave him great
will.                                                        power. Unfortunately for the snobbish baron
    Don’t assume that Ridiculous Luck can replace every      who was studiously ignoring Thoth-Amon,
other Investigative ability. Luck isn’t always pleasant,     the word “ring” makes him declare (and we
heroic, or convenient; being arrested and thrown into        paraphrase), “Hey! I forgot all about my magical
jail may have gotten you that clue, but now you still        serpent ring which I bought off a thief! Let me
have to break out of prison to pursue it.                    just pull that out!”
    Sample Spend: Spend 1 pool point to generate a              It is of course the same ring, Thoth-Amon
non-lead-related lucky coincidence when you need one         pulls out a dagger and gets particularly stabby, the
most, such as an unexpected escape opportunity or a          baron dies messily, and our demon-summoning
handy unlocked armory door.                                  bad guy is back in the game.
                                                                Moral of the story? Servility is a great way
                                                             to not get noticed by nobles, and it’s seldom a
                                                             bad idea to invest in at least 1 rank of Ridiculous
                                                             Luck.
            30                                                                    Swords of the Serpentine
            Scurrilous Rumors                                                 Sample Spend: Use pool points to affect public opinion
                                                                          about a person, faction, idea or event. The more points
            You have your ear to the ground. Not only can you learn
                                                                          you spend, the farther your rumor spreads and the more
            rumors both fair and foul; with a little work you can start
Your Hero
                                                                                                                            Your Hero
Know Monstrosities                                                Morale. When fighting a heavily armored
You have knowledge of monstrous foes and can predict              mercenary warlord, you spend a point so that
their traditional weaknesses (if any). You can identify           one of your allies also ignores 3 points of the
monstrosities when you interact with them (even ones              warlord’s Armor and Grit for the duration
that appear human), and you understand their typical              of the battle.
tactics and hunting strategies.
   Sample Spend: Use pool points to manipulate such           Spend 1 or more points to heroically smash, break or
foes in combat, goading them into an action or position       destroy something non-magical: an enemy’s shield, a
you desire in order to set a trap; if you need that swamp     locked door, a stout chain, sturdy manacles, a pillar
giant to be standing right next to the quicksand,             holding up the temple ceiling. Ask your GM: the more
spending a point can make sure that occurs.                   narratively important the object, the more pool points
   Spending points allows you to increase your damage         are required to smash it.
against a monstrous foe by 1 damage die per point
spent. You can also gain this bonus damage against
non-monstrous foes if, when making the spend, you                          Designer Notes:
describe how fighting some monster in the past might
                                                                    Spot Frailty and Bilbo Baggins
give you an advantage in this combat.
    “Good thing I saved some of the venom when                   The ability to see the weaknesses in things doesn’t
    I disemboweled that giant snake!”                            at first seem like a traditional talent in sword &
                                                                 sorcery novels, although there’s definitely space
                                                                 for a warrior who’s superb at smashing pillars,
Spot Frailty                                                     shattering swords, and finding the weak spot in
You notice the weaknesses in objects around you, from            an opponent’s armor. The inspiration for Spot
the corroded hinge on a dungeon cell door to the small           Frailty comes from J.R.R. Tolkien’s The Hobbit.
chink in your opponent’s armor. You automatically
ignore an enemy’s armor by 1 point per rank of Spot                   The dragon rolled over. “Look!” he
Frailty when you damage their Health.                                 said. “What do you say to that?” “Daz-
   If you prefer, you can decide when creating your                   zlingly marvelous! Perfect! Flawless!
character that Spot Frailty instead applies to Grit.                  Staggering!” exclaimed Bilbo aloud,
You instinctively sense and exploit people’s emotional                but what he thought inside was: “Old
vulnerabilities, and you ignore an enemy’s Grit by 1                  fool! Why, there is a large patch in the
point per rank of Spot Frailty when you damage their                  hollow of his left breast as bare as a
Morale.                                                               snail out of its shell!”
   When you add your first rank of this ability, decide
                                                                 Bilbo now has the information he needs to
whether your Spot Frailty applies to your foes’ Armor
                                                                 ignore Smaug’s armor. He can’t use it himself,
or to their Grit. Once you reach 2 or more ranks of
                                                                 though, so later he spends his pool point of Spot
Spot Frailty, the benefit applies to both Armor and
                                                                 Frailty so that Bard of Laketown can use this
Grit, allowing you to automatically ignore 1 point per
                                                                 same vulnerability against a single foe (Smaug)
rank of each.
                                                                 for a single scene.
   Sample Spend: Spend 1 point to give this ability’s
                                                                    It’s not exact, of course. But we love it enough
benefit to an ally for use against a single, designated foe
                                                                 to want it in our game.
for one scene.
            32                                                                  Swords of the Serpentine
            Tactics of Death
                                                                                        Designer Notes:
            You understand ambushes, combat tactics, particularly
            lethal weapon maneuvers, and the most efficient                           The Clash of Armies
Your Hero
                                                                                    Player Advice:
                                                                                   Call of the Wild
                                                                                                                       Your Hero
                                                                            Wilderness Mastery is probably
                                                                            the least-selected ability for the
                                                                            predominantly urban Heroes who
                                                                            are based in Eversink — why in the
                                                                            world would anyone ever want to
                                                                            come face-to-face with dangerous
                                                                            nature? — but it’s essential if you
                                                                            go on an expedition outside of the
                                                                            city walls or choose to explore the
                                                                            world. Remember that you can
                                                                            spend pool points of Allies to hire
                                                                            a reputable guide for the duration
                                                                            of an adventure.
                                                                                Even if you never leave the
                                                                            city, Wilderness Mastery is a must
                                                                            for anyone who loved the old
                                                                            movie Beastmaster, or who wants
                                                                            huge flocks of aggressive seagulls
                                                                            to harass their enemies. See p.
                                                                            153 for more details on animal
                                                                            companions.
                                          Allegiances
Allegiances allow you to wield political power in the      �   Ancient Nobility (p. 288): dissolute but infinitely
same way a warrior might wield a sword. They help you          proud, clinging to their social graces and ancestral
manipulate politics and call in powerful favors in a way       superiority within their crumbling mansions.
you might not see in a typical fantasy game.               �   Church of Denari, goddess of Commerce and
   Allegiances are Investigative abilities tied to rival       Civilization (p. 290): every exchange of money
political factions in your game. Allies and Enemies            is a prayer to her sly wisdom and obsession with
are permanent Allegiances, have ranks, and act as              trade that defines the city itself. Her priests are
standard Investigative abilities. Favors and Grudges           moneylenders who hunt down Sorcerers and carry
are temporary Allegiances, never have ranks, and have          out her will.
pools of influence that disappear once they’re used.       �   City Watch (p. 291): these poor bastards are
   Pick your Allies and Enemies from the following             under-funded, under-respected, and the hardest
political factions, as well as others the GM creates.          working employees in Eversink. They’re responsible
            34                                                                    Swords of the Serpentine
                 for enforcing order, solving murders, and bringing        �   The Triskadane (p. 301): anonymous rulers
                 the guilty to the gallows.                                    of Eversink, their secret police, and the vast
            �    Commoners (p. 291): no one remembers the                      government bureaucracy of committees that keeps
Your Hero
                 underclass, but the commoners look out for their              the city functioning as well as it does.
                 own, and there’s a lot more poor in Eversink than
                 there are nobles. A terrifying force when roused.
            �    The Guild of Architects and Canal-Watchers (p.                       Assigning Allegiances
                 292): despite rumors that guildmembers often die
                 young from disease and injury, this powerful guild        Assign 2 Investigative Build Points to any political
                 ensures Eversink’s architectural stability, and thus      faction as Allies, and one point to any faction as an
                 enjoys significant political sway within the city.        Enemy. You can also assign any leftover Build Points
            �    Mercanti (p. 293): the new-money nobility of              from character creation into Allies.
                 Eversink, church-blessed families whose iron grip             Your GM may want all the Heroes to be associated
                 on specific guilds brings in the trade that powers        with the same faction, and so will assign your Enemy
                 the city.                                                 rank or one of your Allies ranks for you. The second
            �    Mercenaries (including House Armies) (p.                  rank of Allies is always yours to assign freely.
                 295): hard-living professional warriors who stay
                 loyal as long as their pay doesn’t run out.                   Your GM wants all the player characters to
            �    Monstrosities (p. 295): most people have                      be working for one of the Guildhalls of the
                 never seen one, but there are rumors that a
                                                                               Mercanti. You mark down “Mercanti 1”
                 loose community of non-humans live within (or
                                                                               under Allies. You decide you were raised in
                 underneath) Eversink. They’re unlikely to have
                 Denari’s best interests at heart.
                                                                               the poor part of the city and you still have a
            �    Outlanders (p. 297): an unorganized and                       lot of friends there, so you spend your second
                 unpredictable group of barbarians, travelers,                 Ally Build Point to take “Commoners 1”. As
                 tourists, professional adventurers and piratical              a commoner, you probably don’t have a lot
                 scoundrels seeking some quick coin.                           of affection for the Ancient Nobility, and
            �    The Sorcerous Cabals (p. 298): Sorcery is                     you decide a noble house (to be decided later)
                 considered inhuman, unnatural, and antithetical to            had your grandmother falsely executed for
                 the grace of the goddess Denari. If one or more               sorcery and still has it out for your family.
                 sorcerous cabals exist, they’re a threat to everything        You spend your Enemy point to mark one
                 right-thinking people love. A sorcerous cabal is              rank of “Ancient Nobility”.
                 typically headquartered and run from outside of
                 Eversink, and its agents typically represent sorcerers’   If you ever have an Allegiance rank of 2 or more with a
                 interests in the city.                                    political faction, you gain a reputation with them, and
            �    Thieves’ Guilds (p. 299): avoiding taxes is               members of that group are likely to recognize and know
                 a mortal sin in the eyes of the goddess Denari,           about you. As your fame (or infamy) grows, so does
                 but making money is a blessing, so it’s fair to say       your reputation.
                 the dozens of smugglers’ and thieves’ guilds are
                 conflicted at best. They’re a shadowy power in the
                 city, and they manipulate power most people don’t
                 even suspect exists.
Chapter 2: Your Hero                                                                                                   35
General Abilities
                                                                                                                            Your Hero
General abilities represent taking actions in the game.
When your character wants to do something, your GM                          Initial Build Points
will indicate what General ability you need to roll. You                   for General Abilities
can spend one or more of your General ability pool
points and add them to your roll, typically trying to         When creating your Hero, split 30 General Build
hit a target Difficulty of 4. That means by spending 3        points between General abilities, excluding Health
points from your ability, you’ll automatically succeed in     and Morale. There’s no minimum spend; the maximum
most situations.                                              you can spend on your highest ability is twice the rank
    Each rank in an ability gives you one pool point, so      of the next highest ability. Each rank in a General ability
Warfare 4 gives you 4 pool points to spend. Your pool         costs 1 Build point.
in an ability may rise and fall as you refresh and then           Next, split an additional 18 points between Health
spend points, but the rating (number of ranks in that         and Morale, spending a minimum of 3 in each ability.
ability) remains the same. Larger pools give you more         10 points or more in Health or Morale increases that
options and effectiveness in an action scene.                 ability’s Health or Morale Threshold (see p. 77)
    You can refresh spent General ability points              from 3 to 4.
throughout the game, as described on p. 97.
                                                                  You use 14 Build points to buy Sorcery 14, a
                                                                  high rank. To do so you must have another
        Scale for General Abilities                               ability at 7 points. This leaves you only 9
                                                                  points to split between other General abilities.
�   Rank 0 in a General ability means that unless you             That’s not much, so you decide to spend 10
    are attacking, you may not roll the die to attempt            points on Sorcery instead. That leaves 15
    success unless the GM gives you specific permission           more Build points to distribute freely, once
    to do so
                                                                  you buy at least one ability at rank 5.
�   Rank 1-3 indicates that you are a dabbler
�   Rank 4-7 means you’re trained and are quite
    competent
                                                                           Player Advice:
�   Rank 8-15 indicates that you are an expert in that
    ability, and qualify for the special bonuses called             Stock Up on a Combat Ability
    Talents.
                                                                 You’ll be most effective in combat if you have
                                                                 at least one combat ability (Sorcery, Sway, or
                Talents:                                         Warfare) at 5 or higher, and you’re unlikely to
                                                                 regret raising one of these abilities to at least 8
         Rewarding Specialization                                ranks. Taking down many Mooks at once with
                                                                 your ability’s Talent isn’t just good tactics, it’s
Every General ability except for Health and Morale has
                                                                 darned fun.
a Talent, a feature that kicks in when the character has a
                                                                    If you want to play a non-combatant but still
rank of 8 or higher in the ability. Talents exist to reward
                                                                 be effective in a fight, choose Sway. You’ll have
specialization, to mark the point where “competent”
                                                                 a chance to turn the tide of battles without ever
becomes “expert”, and to make sure you get more bang
                                                                 picking up a weapon or shedding blood.
for your buck when you focus on a limited number of
General abilities. Most Talents function constantly; you
can always use a Talent’s special benefit, even if that
ability’s pool has dropped to 0.
            36                                                                     Swords of the Serpentine
                 The two ability sets are handled differently because they have different jobs during an adventure. The goal
                 of most adventures in Swords of the Serpentine is to solve a problem — stop (or commit!) a crime, unravel a
                 mystery, identify a sorcerer — and then confront or manipulate the forces behind it. That confrontation must
                 be suspenseful, which is why General abilities have a possibility of failure. But the confrontation has to occur
                 in order for your players to feel satisfied, which is why investigating the problem — in order to get to the
                 confrontation — must succeed. A well-designed scenario rewards players for cleverly or stylishly solving the
                 problem by making the confrontation more exciting, more survivable, or flat-out more fun.
                    For more on scenario design, see GM Advice starting on p. 201.
                                   Covers physical activities such as   You have the opportunity to dodge or parry
                   Athletics                                                                                                 37
                                   running, jumping, and climbing.                   Warfare attacks.
                                     Roll to have what you need,          Set up Flashbacks where, on the fly, you
                 Preparedness                                                                                                38
                                          when you need it.                   establish your schemes and plans.
                                   Use fear or persuasion to attack      You may injure more than one target on a
                     Sway                                                                                                    41
                                         someone’s Morale.                           high attack roll.
                                        Use a weapon to attack           You may injure more than one target on a
                   Warfare                                                                                                   42
                                         someone’s Health.                           high attack roll.
Chapter 2: Your Hero                                                                                                       37
                                                                                                                                Your Hero
                      Athletics                                               Designer Notes:
                                                                            The Awkward Dodge
Athletics allows you to perform general acts of physical
derring-do, from running and jumping, to climbing a               We thought long and hard before adding Dodge
wall. Any physical action not covered by another ability          to the game. Thematically we love it — it echoes
probably falls under the rubric of Athletics. With a              classic swordfights and battles where a hero
successful Athletics test, you can:                               simply avoids an attack that should have skewered
[ throw a bottle of alchemist’s fire                              her, it chews away steadily at your Athletics pool,
[ race after someone                                              and it pairs nicely with shields and bucklers —
[ climb walls                                                     but it uses a mechanic that we don’t use much
[ swim out from underneath a collapsing building                  elsewhere, and it has the potential of slowing
[ dive for cover without using an action                          down the game until the player gets the hang
[ ride a horse                                                    of a fast opposed roll. Yet it’s the kind of ability
[ pole a gondola.                                                 that can really save your butt at the last moment,
                                                                  especially if an evil sorcerer has just flung a brutal
Talent: Dodge
                                                                  spell at you and maybe, just maybe, you can
You can try to dodge or parry attacks against your                dodge out of the way…? Playtesters found it fun,
Health. After you’ve successfully been attacked, but              we agreed, and so in it stays.
before your foe rolls damage, spend at least 1 point of               That said, we haven’t added the equivalent of
Athletics and roll an Athletics test. You must exceed             Dodge for avoiding Morale attacks. There wasn’t
the attacker’s successful result; if their result was a 5 to      a General ability that “Laugh It Off” (the name
attack you, for instance, your result must be 6 or higher         being an excellent playtester suggestion) seemed
to successfully Dodge. If you’re using a buckler or               to fit, and it felt like a solution in search of a
shield, you must only meet (not exceed) the attacker’s            problem, especially since by design it’s far more
result to successfully Dodge.                                     efficient in the game to heal Morale damage
                                                                  with Sway than it is to heal Health damage with
                                                                  Bind Wounds. We like the classic feel of Morale
                  Bind Wounds                                     getting battered down during a fight by insulting
                                                                  or terrifying foes, and then getting encouraged
You can spend your action restoring Health points to
                                                                  at a key moment by a well-timed inspirational
yourself or others. Unlike other General abilities, you
                                                                  pep talk. Laugh It Off doesn’t quite capture that
do not roll a die when spending pool points of Bind
                                                                  tone, so out it goes.
Wounds. Instead, every point you spend from your
Bind Wounds pool restores 2 Health points to someone
else who has lost Health points, or 1 Health point to
you. This is capped at their Health rank.
    Healing becomes less effective once your patient           points to try to hit a Difficulty number. Such spends do
becomes Seriously Wounded, at or below -6 Health.              not simultaneously restore Health points.
See Healing Injuries on p. 80 for additional details.             You can describe your healing methods however you
Rarely, Bind Wounds tests are used for actions other           wish, whether you use leeches (as most physicians do),
than healing; for instance, a Difficulty 4 Bind Wounds         poultices, or rare herbs. For instance, it’s common for
test can stabilize someone who is Seriously Wounded.           those faithful to Denari to be granted magical healing,
In such cases, roll a die normally and add Bind Wounds         and Sorcerers who specialize in flesh might be able to
            38                                                                  Swords of the Serpentine
            knit together wounds. You both use the same Bind            action, or when you do — your choice. You can use Fast
            Wounds rules, but choose to describe it as miraculous       Hands to either remove something or add something
            or magical.                                                 to their pockets.
Your Hero
                                 Burglary
                                                                                              Morale
            Burglary is the nuts and bolts of being a skilled thief.
            It’s different from Stealth, which is all about not being   Your Morale measures how close you are to fleeing
            noticed. Using Burglary you can go where you’re not         when foes attempt to demoralize you, or otherwise
            wanted and steal what’s there.                              oppose you. It is also used to gauge stubbornness,
                With a successful Burglary test, you can:               measure willpower, and resist sorcerous mind control.
            [ pick pockets without being noticed
            [ plant small objects on people
            [ pick locks                                                                  Preparedness
            [ deactivate or evade mechanical traps (and even
                 Sorcerous traps, if you have at least 1 rank in        You never know what you’re going to need on an
                 Corruption)                                            adventure, and Swords of the Serpentine assumes you’re
            [ find suitable places for breaking and entering, and       packing some nonstandard gear above and beyond
                 use them                                               what you have written down on your character sheet.
            [ find relatively safe routes through dangerous but         Assuming you have access to your gear, you can produce
                 navigable portions of the undercity.                   whatever object you or your allies need to overcome an
                                                                        obstacle.
            Some locks require specialized tools that can be                Make a Preparedness test at a Difficulty specified
            produced with a Preparedness test. Complex or tricky        by the GM, usually 4; if you succeed, you have the
            locks and traps may have a higher than usual Difficulty     item you want. You don’t need to do this in advance
            to open them speedily, to avoid noise or damage, or         of the adventure: you can simply sort through your
            to relock or reset afterward. Some traps require ranks      nonstandard gear as the need arises. The rarer the item,
            of specific Investigative abilities to bypass; the most     the higher the Difficulty, although you can typically
            common of these are magical traps, wards or glyphs          purchase them using both your Preparedness and your
            requiring 1 or more ranks of Corruption to successfully     Wealth (see p. 131) if you’re in a location where such
            bypass with Burglary.                                       items are for sale.
                                                                            You don’t need to use Preparedness to produce
            Talent: Fast Hands                                          minor and inconsequential items appropriate to your
            Once per round, you can try to pick someone’s pocket        lifestyle (such as typical dress, a knife, or a standard
            without taking an action to do so, even if you’re           sword for someone focused on Warfare), or basic tools
            in combat at the time. This Burglary test is usually        that allow your abilities to function (such as lockpicks
            Difficulty 4 but may be higher or lower depending           if you have Burglary). You have to roll Preparedness
            on what you’re trying to steal. If you don’t mind           if you’re trying to produce a non-basic weapon, for
            your target noticing you just picked their pocket, the      instance, chain mail, or oddball items that suddenly
            Difficulty is 1 point lower.                                come in handy in the course of the adventure.
               Your target must be at Point-Blank range, and you            The sorts of items you can produce at a moment’s
            can try to pick their pocket either when they take an       notice depend on narrative credibility. If the GM
Chapter 2: Your Hero                                                                                                  39
                                                                                                                           Your Hero
   One early playtest started with the Heroes on a small canal boat facing down three other boats full of angry
   opponents. One Hero leapt between boats and attacked with Warfare; one Hero used Sway to intimidate
   enemies on a second boat into backing down; and one Hero used Preparedness to attack.
      Wait, what?
      “I have the Flashback talent from a high Preparedness, and I knew this might happen. I’m going to say
   we’re right next to a huge facility that processes the pig feces from the slaughterhouse. I’m going to whistle,
   and my friends up there are going to open the valve to the high pressure outlet pipe… the pipe that’s right
   next to the people we’re about to fight. Can I use Preparedness as a combat ability?”
      Yes, you gloriously inventive pig-foulness-spraying tactician. Yes, you can. Just make a successful roll for
   your Flashback first.
      The point of this? Whether it’s using Burglary to drop a venomous snake down someone’s neck, or
   Athletics to throw alchemist’s fire, allow players to use non-combat abilities as combat abilities when it makes
   sense. It rewards creativity.
determines that your possession of an item (especially       Preparedness test to succeed, and you must still convince
a sorcerous item) would seem ludicrous and/or out of         the GM that your precaution is credible. If the action
genre for her game, you don’t get to roll for it. You        required a test (of Burglary, Stealth, etc.) you or your
simply don’t have it. Any item that elicits a mocking        collaborators must make it successfully. Depending on
laugh from the group when suggested is probably out          the result, the GM might introduce a complication to
of bounds.                                                   make life interesting…
   Gear you acquire with Preparedness doesn’t stay on           The difference between a Flashback and a standard
your character sheet.                                        Investigative or General point spend is twofold.
                                                             [ Your plan can involve other Heroes and their
Talent: Flashback                                                 abilities.
If your Preparedness rating is 8 or more you can narrate
                                                             [ You can present your plan to the GM as a fait
                                                                  accompli; you don’t need to go back and roleplay
a flashback where your group prepared a secret plan in
                                                                  your fellow Heroes hiding blackmail material in
the past, even if no one had been aware of it until now.
                                                                  an easy-to-find location. You just grab narrative
Examples include:
                                                                  control, state what occurs, roll your Preparedness
[ declare that a foe’s breakfast that morning was
                                                                  test, and then each Hero involved spends whatever
     poisoned
                                                                  points are needed, and succeeds with their rolls, to
[ a portal normally kept locked and barred is left ajar
                                                                  make it happen.
[ a dagger smuggled in earlier is hidden beneath your
     chair                                                       A suspect is fleeing from you across the densely
[ a stolen satchel of treasure turns out to be previously        packed rooftops of one of Eversink’s poorer
     switched for an identical one with different contents
                                                                 districts. It’s common to have planks of wood
[ you’ve previously bribed one of the two armed
     mercenaries threatening you to be your ally.                between buildings to act as impromptu
    You must have had opportunity and the means to               bridges for the locals. Using Flashback, you
set up the action, which can include the help of fellow          announce that Prophecy warned you about
Heroes even if you haven’t filled their players in on            this, so you previously had an ally partially
the Flashback plan until this very moment. (This, by             saw through one of the wooden planks that
the way, is an excellent reason to keep pre-adventure            hangs above a pig pen 10 meters below. This
planning as loose as possible: you’ll have more “blank           is a complete surprise to your fellow player
space” available for preparation.) You must still make a         Karla, but she’s enthusiastic about the plan.
            40                                                                Swords of the Serpentine
                 You make a Preparedness test, Karla makes             [   Minimum guaranteed damage from Sorcery points
                 a Burglary test for her Hero (since it involves           only applies to your initial target.
Your Hero
            Talent: Blast
            If you have Sorcery of 8 or more,
            you can use powerful Sorcery to
            automatically attack multiple foes, or
            blast through many mooks at once.
            [ After rolling a successful Sorcery
                 attack, your final attack result
                 determines how many additional
                 foes you hit. Each three points
                 over the target number, rounded
                 down, allows you to hit one
                 additional foe. If your original
                 target was Health or Morale
                 Threshold 4, you need a result of
                 7 to hit one extra foe, 10 to hit 2
                 extra foes, etc.
            [ Health or Morale damage against
                 additional foes has Damage
                 Modifier +1. Want to save time?
                 Instead of rolling a die, assign 4
                 damage (a low average) against
                 each additional foe.
            [ Attacks using Blast never score a
                 Critical Hit.
            [ Additional foes must be in Close
                 range of your original target.
            [ Additional foes must have a
                 Health or Morale Threshold
                 equal to or less than that of your
                 original target.
Chapter 2: Your Hero                                                                                                41
                                                                                                                         Your Hero
                                                            lower the Difficulty of Stealth tests.
   It’s good to remember that players describe
   their General ability use in whatever way                Talent: Where’d She Go?
   is coolest or most fun, but should still use             When you succeed at a Stealth test, disappear from a
   whichever General ability best applies to the            location and reappear later in a physically accessible
   action they’re attempting. This comes up most            location at a convenient time during the same scene,
   commonly when they describe using Sorcery to             without worrying about how you got there.
   do something normally resolved with Athletics.              This means you can slide behind a pillar mid-combat
   They should absolutely describe climbing onto a          and a moment later rise up behind the evil high priest
   roof by simply animating the rock beneath their          up on his pulpit. It’s okay that no one saw how you
   feet to fling them upwards, because that’s a lot         sneaked behind him; you’re that good.
   more fun and cinematic. Just remember that
   having Sorcery is what enables them to do it this
   way, and it might be the fast route — but flying                                 Sway
   through the air and landing safely still requires an
   Athletics test.                                          Sway is a combat ability. It allows you to attack a foe’s
                                                            Morale, demoralizing or terrifying them into surrender
                                                            or flight even if you never engage in physical warfare.
                                                            Your words and non-verbal behavior can end a fight
                                                            without a single blow being struck. You can also use
                       Stealth
                                                            Sway as an action to restore your own or someone else’s
                                                            lost Morale (p. 83), even impacting more than one
Sometimes it’s better not to be seen or noticed. You’re
                                                            person at once.
good at noticing other people trying to be unobtrusive,
and you’re skilled at not being noticed yourself. With a
successful Stealth test, you can:
                                                            Talent: Play to the Crowd
[ hide in plain sight within a crowd                        Your words can sway multiple people when attacking,
[ blend into the shadows to hide                            most useful against many Mooks at once. After rolling
[ escape from someone following you                         a successful Sway attack, your final attack result
[ spot someone trying to hide or be sneaky                  determines how many additional foes you hit. Each
[ avoid being Surprised in combat                           three points over the target number, rounded down,
[ Surprise others in combat                                 allows you to sway one additional foe. If your original
[ follow someone without being noticed.                     target was Morale Threshold 4, you need a result of 7
                                                            to hit one extra foe, 10 to hit 2 extra foes, etc.
   The riddle contest between Bilbo and Gollum, deep beneath the Misty Mountains? Smaug atop his dragon
   hoard, using his voice to lure out an invisible Bilbo? Éomer, Gandalf, and the Rohirrim terrifying the orcs as
   they charge down the hill towards Helm’s Deep… or for that matter, the terrifying scream of the Nazgûl?
   Wormtongue whispering to King Théoden, and Gandalf breaking the spell? Saruman speaking from the
   balcony of Orthanc in Isengard? The one ring itself, corrupting anyone who claims it?
      All Sway.
            42                                                                   Swords of the Serpentine
                            Your Hero
            44                                                                 Swords of the Serpentine
                                                                                                                   Your Hero
Want to get started quickly? Grab one of these templates and then tweak it after your first game.
   Each template is written assuming that you have 5 or more Heroes in your party, so each starts with 10
Investigative Build points. If you have fewer than 5 Heroes in your group, add a number of additional points per
the table on p. 19.
 Assassin
Killing with poison or with a knife in the back, you possess
enough broad knowledge to be terrifyingly effective.
Health 11, Morale 7
Allegiances:
Ally: Thieves’ Guilds 1, Ally: Ancient Nobility 1,
  Enemy: City Watch 1
Social Abilities: Charm 1, Intimidation 1, Liar’s Tell
  1, Servility 1
Sentinel Abilities: Vigilance 1
Sorcerer Abilities: Leechcraft 1
Thief Abilities: Ridiculous Luck 1, Skulduggery 2
Warrior Abilities: Spot Frailty 1 (vs. Health)
General Abilities: Athletics 8, Burglary 3, Preparedness
  2, Stealth 8, Sway 1, Warfare 8
 Barbarian
With little or no knowledge of the city and a deadly mastery
of warfare, visiting barbarians are typically placated (or
manipulated) by nearby locals.
                  Beggar
                 Don’t let the rags or odor fool you; when information or
Your Hero
                 Health 7, Morale 11
                 Allegiances: Ally: Commoners 1, Ally: Thieves’ Guild
                   1, Enemy: Ancient Nobility 1
                 Social Abilities: Liar’s Tell 1, Servility 3, Taunt 1,
                   Trustworthy 1
                 Thief Abilities: City’s Secrets 1, Scurrilous Rumors 2,
                   Skulduggery 2
                 General Abilities: Athletics 4, Burglary 8, Preparedness
                   4, Stealth 4, Sway 8, Warfare 2
                  Brute
                 Big, strong, and brutally effective.
                  Burglar
                 Take what you want, get out safely, and never let them
                 know you were there.
                 Health 9, Morale 9
                 Allegiances: Ally: Thieves’ Guild 2, Enemy: City Watch
                   1
                 Social Abilities: Charm 1, Intimidation 1, Liar’s Tell
                   1, Servility 1, Trustworthy 1
                 Thief Abilities: City’s Secrets 1, Ridiculous Luck 2,
                   Scurrilous Rumors 1, Skulduggery 2
                 General Abilities: Athletics 5, Burglary 8, Preparedness
                   2, Stealth 8, Sway 2, Warfare 5
Chapter 2: Your Hero                                                                                               47
                                                                                                                         Your Hero
the temporal will of the Goddess and the Church.             loathe to draw upon the power you possess.
                                                              Marketpriest
 Duelist
                                                             You are the friend of common people, and the bane of
Stylish, urbane, and witty, with a blade even deadlier       thieves.
than your insults.
                                                             Health 8, Morale 10
Health 10, Morale 8                                          Allegiances: Ally: Church of Denari 1, Ally: Commoners
Allegiances: Ally: Ancient Nobility 2, Enemy: Mercanti 1       1, Enemy: Thieves’ Guilds 1
Social Abilities: Charm 1, Command 1, Nobility 2,            Social Abilities: Charm 1, Liar’s Tell 1, Servility 1,
  Taunt 1                                                      Trustworthy 2
Thief Abilities: Ridiculous Luck 1, Scurrilous Rumors 1      Sentinel Abilities: Felonious Intent 2, Laws and
Warrior Abilities: Spot Frailty 1 (vs. Health), Tactics        Traditions 2, Vigilance 2
  of Death 2                                                 General Abilities: Athletics 5, Preparedness 8, Stealth
General Abilities: Athletics 10, Preparedness 4, Stealth       3, Sway 8, Warfare 6
  2, Sway 4, Warfare 10
            48                                                                     Swords of the Serpentine
who pay for the privilege. What did she give me?”
             Prophet                                                        Sorcerer
            You see into other realms, and pray that the things in other   Whether it comes from a possessing demon or ancient
            realms don’t see you as well.                                  tablets, your knowledge of Corruption can change reality
                                                                           itself.
            Health 6, Morale 12
            Allegiances: Ally: Church of Denari 1, Ally: City Watch        Health 7, Morale 11
              1, Enemy: Sorcerous Cabals 1                                 Allegiances: Ally: Sorcerous Cabals 2, Enemy: Church
            Social Abilities: Liar’s Tell 1, Trustworthy 1                   of Denari 1
            Sentinel Abilities: Spirit Sight 2, Vigilance 1                Social Abilities: Charm 1, Intimidation 1, Liar’s Tell
            Sorcerer Abilities: Forgotten Lore 1, Prophecy 2                 1, Nobility 1
            Thief Abilities: City’s Secrets 1, Scurrilous Rumors 1         Sorcerer Abilities: Corruption 3, Forgotten Lore 2,
            General Abilities: Athletics 5, Bind Wounds 5,                   Prophecy 2
              Preparedness 8, Stealth 1, Sway 10, Warfare 1                General Abilities: Athletics 3, Preparedness 8, Sorcery
                                                                             10, Stealth 3, Sway 6
Chapter 3: Rules                                                                                               49
                                        Chapter Three
                                         Chapter Three
R u les
                                                                                                                      Rules
                  Swords of the Serpentine 101:
                         How to Play
Already created your Hero? Here are the basics on how to play, along with page numbers to look up more details.
             attacking. (p. 70)                                           people: the target takes damage if they don’t allow
        �    If your attack exceeds the target number by 5 or             your Maneuver to affect them. (p. 72)
             more, you score a Critical Hit and do an extra die
             of damage. (p. 68)
                                                                                                                          Rules
                                                               about occasionally summarizing known clues.
        �     Create one of the special effects noted under the     Using General Abilities
              ability’s description.
                                                                    Investigatively
        �     Create a unique special effect that you and the GM
              agree is balanced with others on this table.          In a pinch most General abilities can also function
                                                                    as Investigative abilities when they’re clearly the best
                                                                    choice for gathering a lead. Stealth, for example, might
                  Designer Notes: The Most                          be used as an Investigative ability to cleanly infiltrate the
                                                                    temple of a heretical cult without being seen (although
                 Important Part of the Game!
Rules
                                                                                                                        Rules
            Player Advice:                                 single Ally to gain a reputation and indicate a stronger
     Encouraging Creative Solutions                        bond. In fact, the same political faction can include
                                                           both Ally and Enemy ranks, indicating that the Hero is
   You’ll notice we use the phrase “if you can             a member or friend of that faction, but also has enemies
   rationalize it” a lot when describing what you can      in it, secretly (or maybe not so secretly) working against
   accomplish by spending an Investigative point.          them.
   There’s a reason for that. This game works best
                                                               Your Hero is an idealistic teenager from
   when you come up with creative solutions for
                                                               a prominent but corrupt noble family.
   using your abilities. No GM is going to give you a
                                                               During character creation you assign your
   damage bonus if you ask “Can I do extra damage
   by spending a point of Nobility?”, but they will            2 Ally points, AND your 1 Enemy point,
   if you explain: “As a child I was trained each year         into Ancient Nobility. That indicates you
   by a different fencing tutor, and I learned eight           have loyal allies within high society (probably
   different fighting styles in eight years. I’d like to       drawing on your family’s centuries-old clout
   spend a point of Nobility to remember one that              and influence), but other members of the
   does particularly painful damage. Then I want to            nobility secretly wish to see you thwarted or
   stab this guy in the throat.”                               dead. You and the GM decide on something
       Why the difference? The latter description              heroic or memorable you did to make those
   helps build the world, expands your Hero’s                  people hate you.
   background, and makes the game more fun for
   everyone. You deserve to be rewarded for that.                 When you draw on your Ancient Nobility’s
   For her part, your GM will try to be open-                  influence, you’ll have to watch your back to
   minded and default to “Yes, and…” when you                  avoid betrayal. You have a reputation with
   make your case.                                             other nobles, who will usually recognize you
       Once you’re familiar with the rules, you’ll end         by sight.
   up creating unique special effects and creative
   solutions almost every adventure.
                                                                   GM Advice: Simplifying the
                                                                   Game – Politics, Schmolitics
                                  Allies                                                        Favors
        These are political factions you — big surprise — are             These signify that the faction owes you favors, but once
        permanently allied with. If you have 1 or more ranks in           you call those in, you’re considered even. These have
        an Ally, at least one person in that faction will gladly assist   a rank of 0, and are temporary pool points in a given
        you whenever you need them to, including providing                faction. When you say “I’m going to have to cash in
        details that would otherwise be hidden from outsiders.            a few favors for this,” you’re spending pool points of
Rules
        When you say something like, “Don’t worry, I know                 Favors to get what you want. You never gain free leads
        someone who’ll be willing to help,” you’re drawing on             or clues from an unspent Favor, but you can spend pool
        your Allies. The faction descriptions starting on p. 288          points of Favors for faction information or assistance.
        suggest ways that your Allies might be able to aid you.           Unspent Favors last between adventures, but once you
            You can spend Ally pool points during an adventure            spend a Favor point, it is gone and does not refresh.
        to use the faction’s clout or resources to help you.                  New pool points of Favors are typically earned by
        Mercenaries might supply you with troops (or                      helping a faction during an adventure.
        withdraw their troops from one of their clients at a
        crucial moment), the Mercanti might give you a ride                   You have Favors: Monstrosities 1, gained
        on a fast ship when you need it the most, the Thieves’                after you spared a rat-thing’s life. You and
        Guilds might steal crucial evidence for you, the Church               the monstrosity have a grudging respect for
        of Denari may give you access to their prophets, the                  each other at best, but if you ask it, it’ll go
        Triskadane may bend the law for you, the City Watch                   out of its way to give you information about
        may briefly arrest someone you want out of the picture,               monstrosities or to do you a favor. Once it
        and so on. Just ask (and spend enough pool points),                   does, the 1 point of Favor is spent, and the
        and they’re happy to help. Don’t be surprised if they                 two of you no longer have a continuing
        occasionally ask you for help in return. That’s what                  obligation.
        allies are for.
            As with all Investigative ranks, spent pool points
        from Allies refresh at the start of every adventure.                                   Enemies
            New ranks of Allies are typically earned by spending
        Advancement points (see p. 98). If you’ve repeatedly              If you have 1 or more ranks in an Enemy faction, at
        proven your worth to a faction over time, your GM                 least one person in that faction hates you. When you say
        may, rarely, reward you with a rank of Allies with that           something like, “We’ll be fine as long as no one from
        faction.                                                          the Thieves’ Guilds sees us,” you’re probably referring
                                                                          to an Enemy. Like any Investigative rank, you can use
             You assigned your Hero Allies: Thieves’
                                                                          your Enemy ranks to find leads and clues about that
             Guilds 2, so you have two ranks of friendship
                                                                          faction. However, your enemies (not you!) can spend
             with Eversink’s underworld. You know the
                                                                          the same number of pool points to complicate your life
             movers and shakers of the criminal world,                    in a number of ways discussed on p. 210. As with all
             and a lot of them know you. You can freely                   Investigative ranks, spent pool points from Enemies
             go to them for leads and clues, and if you                   refresh at the start of every adventure, even when you
             need a favor, your two ranks give you 2                      wish they wouldn’t.
             pool points that you can spend if you need                       Talk with the GM and decide why your enemy hates
             to have a rival’s pocket picked or acquire a                 you. Make it personal, make it interesting, and make it
             particularly rare poison, for instance.                      dramatic.
Chapter 3: Rules                                                                                                55
                                                                                                                     Rules
                                                           Your Allegiance Investigative ranks represent this
    threatens you in public.
                                                           influence, and you shouldn’t be shy about using
                                                           it to gain leads or spending it to gain favors.
New ranks of Enemies are assigned by the GM and
                                                               The idea of Allegiances came when we asked,
are typically earned by thwarting a faction’s goals in a
                                                           “How might you handle something like 13th Age
memorable way. If you thwart a faction in a way that
                                                           RPG’s icons in a GUMSHOE game?” We think
only leaves important members of the faction briefly
                                                           that game does a brilliant job of tying heroes
angry, you’ll receive a Grudge (below).
                                                           to vast powers. In this game we’ve lowered
                                                           the default political power down from 13th Age
                                                           RPG’s continent-spanning level to our city level,
                     Grudges                               but the theory still holds. Ally yourself with the
                                                           powerful, and you can rely on them to aid you
These signify your obligation to someone or hostility
                                                           when you need it most.
against you, but not a long-lasting vendetta. These have
                                                               Even more interesting to us are Heroes who
a rank of 0 and are temporary pool points in a given
                                                           spend their initial Investigative Build Points
faction. If you say something like, “We may not want
                                                           to increase their Allegiances instead of their
to go to Ironcross, I’m not really popular there right
                                                           Profession abilities. You can legitimately play
now,” you’re walking around with at least one point
                                                           a new Hero with 5 ranks of Allies in a single
of Grudges from the Triskadane. Once the faction (not
                                                           faction, letting you start off as one of the most
you!) uses the Grudge against you to call in a favor or
                                                           politically powerful and influential people in all
to thwart you somehow, that point is spent, and the
                                                           of Eversink — with combat power identical to
grudge is gone forever. No hard feelings, right? The
                                                           that of other Heroes. Just check with your GM
GM may award you Grudge points in any adventure
                                                           first, because you want to make sure they and the
where you thwart a faction’s plans.
                                                           other players think this is as much fun as you do.
    You have Grudges: Sorcerous Cabals 1,
    gained when you refused to help a Cabal
    sorcerer animate a surprisingly large number
    of corpses. The Cabal will do something nasty
    to complicate your life, but once they do the
    Grudge is spent; survive their complication
    and they’re off your back until the next time
    you cross them.
                                                             Tests
        If you aren’t looking for a clue or lead, success is tied to   rolling the die, you may choose to spend any number of
        your General abilities, and isn’t automatic. This is often     points from a relevant General ability pool, adding +1
        the case when you already know where to go for your            for each point spent to the final die result. If you forget
        next lead, but there’s some sort of barrier or obstacle        to specify the number of points you want to spend
Rules
        between you and your goal that doesn’t provide you             before rolling, you’re stuck with the unmodified result.
        with any new information: a vigilant guard, a locked           That’s okay. It happens.
        door, a devious trap, or a hungry monster.                         You can keep using a General ability even when your
                                                                       pool drops to 0, so long as your rank in that ability
             You’ve followed a clue to discover some                   is 1 or higher. You just don’t add any pool points to
             missing jewels, but they’re protected by a                your die roll, because you don’t currently have any pool
             sorcerous glyph, a bound guardian spirit,                 points to spend.
             and a locked chest. You’ll need to deal with                  Spending points indicates special effort and
             those before you can grab the evidence.                   concentration by your Hero. Spend enough points and
                                                                       you can guarantee success, although this may leave you
                You still need to get out, and you’re no
                                                                       temporarily depleted in that ability. For normal tests of
             longer hunting for a clue when you do so. Your
                                                                       Difficulty 4, you have a 50% chance of success without
             group must make Stealth and Burglary tests
                                                                       spending any General ability points, and a 100% chance
             to get out successfully, and your roleplaying             of success if you spend 3 points. For a nearly impossible
             makes a big difference as to whether you can              test, you’d need to spend 8 points for a 50% chance of
             successfully fool any servants or guards who              success, and 11 points to guarantee success.
             spot you. Later, after the alarm is sounded
             and the house guard rushes in pursuit, you                Revealing Difficulty Numbers
             make Athletics tests to flee across the rooftops.         The GM should usually not reveal exact Difficulty
                                                                       Numbers, but when the information would be evident
        Tests apply to General abilities only, and the GM should       to you the GM should indicate whether they are easier,
        call for tests only when their failure is consequential. You   harder, or much harder than normal.
        don’t need to roll an Athletics test to climb up onto the
        rooftops when you just happen to be wandering around               “Can I use Sway from here to talk him into
        the city. If you’re involved in a chase, however, or trying        surrendering?”
        to avoid a raging flood, that Athletics test matters.
            There are two common types of test: simple tests                  “He’s on the other side of the loud street
        and full contests (including chases).                              on a roof, just barely in Medium range, and
                                                                           you’d have to really shout. It’s possible, but
                                                                           much harder than normal.”
                           Simple Tests
                                                                       On occasions where spending more than needed is
        A simple test occurs when you attempt an action                frustrating instead of fun, such as the Dodge Talent
        without active resistance from another person or entity.       from a high Athletics or on Health and Morale tests
        Swimming a canal, jumping across roofs, shooting a             (see p. 77), your GM will tell you the target number.
        target, and sneaking into an unguarded building are all
        examples.                                                          “He’s trying to skewer you but you have
            The GM determines how hard any given action is by              Dodge. His attack result to stab you was a 5.
        assigning it a Difficulty number ranging from 3 to 12.             You need to roll a 6 or higher on an Athletics
            You roll a single d6: if your result is equal to or            test in order to Dodge entirely. Want to
        higher than the Difficulty Number, you succeed. Before             spend any points?”
Chapter 3: Rules                                                                                                              57
                                                                                                                                    Rules
                                                              Sneaking past a well-lit watch-post full of alert guards,
             10                Exceptionally Hard
                                                                         watch dogs, and vigilant geese1
1
   Throughout actual history, geese turn out to make superb guards, and that’s true in Eversink as well. No, seriously! Go Google
it, and see p. 173.
                                                                  Alertness Modifiers
            GM Advice: When to
                                                                  Your Alertness Modifier affects whether you’ll spot
          Reveal Difficulty Numbers                               hidden people and objects. You gain that modifier on
                                                                  your General ability tests to notice something that isn’t
    If your players are loss-averse and feel frustrated           supposed to be noticed, like a lurking assassin or a secret
    because they don’t know exact Difficulty                      passage. Every rank of Vigilance you have gives you a
    numbers, get in the habit of telling them the exact           constant +1 bonus, and spending a point of Vigilance
    numbers by default. Secrecy is less important than            gives you an additional +3 Alertness Modifier on your
    your friends having fun, and revealing Difficulty             next test. This usually lets you notice hidden things
    numbers to your players sure won’t break the                  automatically, even when they aren’t leads or clues.
    game.
                                                                       You have 3 ranks in Vigilance, giving you a
                                                                       +3 Alertness Modifier. You’d normally have
General Spends                                                         to roll a Difficulty 4 Burglary test to notice
Occasionally there’s a task at which there is no                       that your wine at dinner has been poisoned.
reasonable chance of failure, but which should cost                    Your Alertness modifier means that you
the Heroes a degree of effort. To do this, the GM                      notice it automatically.
will simply charge your Heroes a number of points
                                                                     A foe’s Alertness Modifier represents their ability to
from relevant General ability pools; 1 or 2 points per
                                                                  notice your activities when you’re the one trying to be
character is a reasonable General spend for most tasks.
                                                                  stealthy. Your foe’s Alertness Modifier affects the base
Where tasks can be performed by a team effort, multiple
                                                                  Difficulty of your Stealth test.
Heroes may contribute points to the total.
                                                                       The guard dog has a +3 Alertness Modifier
     “You want to enter the tower by the roof,
                                                                       due to keen hearing and a heightened sense of
     and you’re willing to take your time helping
                                                                       smell. Your Stealth Difficulty to sneak across
     each other get up there? Sure. Spending 10
                                                                       the courtyard rises from 4 to 7. There’s also a
     Athletics points gets everyone up there safely,
                                                                       guard, but she’s drowsy and has an Alertness
     and I don’t care who or how many people
                                                                       Modifier of −1; the Stealth Difficulty to sneak
     they come from.”
        58                                                                   Swords of the Serpentine
             past her is only 3. You roll a single Stealth           either because they lack pool points or do not have the
             test at Difficulty 7 to see if the dog notices          ability at all, the Difficulty of the attempt increases by 2.
             you.
                                                                         You and four of your allies use Stealth
                                                                         to sneak into the guildhall of a notorious
        Stealth Modifiers
                                                                         thieves’ guild. You take lead. Everyone else
        Your Stealth Modifier affects whether other people will
                                                                         in your group should pay 1 point of Stealth
        spot you when you’re trying to be Stealthy. Spending
                                                                         so they can piggyback with you. Problem is,
        a point of Skulduggery or (when appropriate) Servility
Rules
        gives you a +3 Stealth modifier on a Stealth test to hide.       two of your allies have no points left in their
                                                                         Stealth pool. Your Difficulty rises by 4 points,
             You’re hoping to avoid that guard dog. You                  2 for each of those two allies, to 8. Spend
             spend a point of Skulduggery for a +3 Stealth               accordingly!
             Modifier, conveniently cancelling out the
             dog’s Alertness Modifier. The Stealth test to           In most instances your group can’t logically act in
             successfully sneak drops back to 4.                     concert. Two Heroes with Preparedness check for an
                                                                     item one at a time instead of checking at the same time,
        A foe’s Stealth Modifier represents their ability to be      unless they’re combining their Wealth to buy it in a
        stealthy when you’re the one trying to notice them.          shop. Only one character at a time can pick a normal-
        Your foe’s Stealth Modifier affects the base Difficulty      sized lock.
        of the Stealth test you make to try and spot them; a foe
        with a positive Stealth Modifier is harder to spot, and      Cooperation
        a foe with a negative Stealth Modifier is easier to spot.    When two characters cooperate toward a single goal,
                                                                     they agree which of them is undertaking the task
             A shadow demon with a +4 Stealth Modifier               directly, and which is assisting. The leader may spend
             drifts closer to you, hoping to ambush you.             any number of points from their pool, adding them to
             The Difficulty of a Stealth test to spot it rises       the die roll. The assistant may pay any number of points
             from Difficulty 4 to Difficulty 8.                      from their pool. All but one of these is applied to the
                                                                     die roll.
        Retrying a Failed Test                                           You and your ally are trying to lift a very,
        Other than combat attacks, the test represents your              very heavy portcullis enough to slip under.
        best chance to succeed. Once you fail, you’ve done               She takes lead. You both spend 6 Athletics;
        your best and cannot retry unless you take some other
                                                                         your bonus on the test is +11.
        supporting action that would credibly increase your
        odds of success. If allowed to do this, you must spend
        more pool points than you did on the previous attempt.
        If you can’t afford it, you can’t retry.                                        Full Contests
                                                                                                                            Rules
                                                                    through a market stall full of chickens,
    A drunken argument with a noble has led                         hoping the loose birds will confuse you. The
    to an archery competition… with the target                      rat-thing makes a Warfare test at Difficulty
    being a piece of fruit set atop the head of a                   4 to smash open the cages while it runs past.
    commoner. You’re going first. If you miss,                      This increases the Difficulty of the rat-
    you possibly aren’t the only person who loses.                  thing’s chase test by +2 this round, making
                                                                    it Difficulty 6.
Typically each character attempts to beat a Difficulty of              If the chicken diversion is successful, the
4. A notable advantage or disadvantage can lower the                Difficulty of your (and your allies’) next
Difficulty to 3 or raise it to 5 or higher for one or both          chase tests rises by an amount chosen by your
of the characters.
                                                                    GM, usually +2. If any of you then fail your
    Using the Talent from a high Preparedness                       chase test, the diversion will have worked and
    ability, one of your friends establishes with                   that person will have to drop out of the chase.
    Flashback that your opponent in the archery                 It’s up to the loser of the chase how they respond upon
    contest has been poisoned with a drug that                  being caught or losing the chase. They may surrender,
    leaves their hands shaking badly. Their                     they may fight, they may try to hide, or they may try
    Difficulty rises from 4 to 6, while your                    to talk their way out of trouble. Either way, they’re
    Difficulty stays at 4.                                      probably trying it while panting from exertion.
                                                                    If a fight erupts during or at the end of a chase,
                                                                move into normal Initiative (see p. 64), with one of
Chases
                                                                the victors going first in combat.
In Swords of the Serpentine the most common full                    Refresh tokens (see p. 97) are held back until
contest is the chase. A chase occurs when one character         the end of the chase. The goal of a chase is flight, not
(or group of characters) is trying to catch up to another       combat, and slowing down to defeat enemies along
character or group, or when multiple groups are taking          the route shouldn’t allow Heroes to then refresh their
separate routes to race to a single spot.                       Athletics pool to run even faster.
    Characters roll a Difficulty 4 chase test against a
key ability that varies based on the nature of the chase,
and any character who fails a roll is out of the chase.         Racing to a Location
If a quarry fails, pursuers catch up with them and they         Some races don’t have a pursuer and quarry, and
must surrender or fight. If a pursuer fails they may not        instead are multiple individuals or groups racing for
continue the chase, and they rejoin the group after the         a finite duration or to a specific location. Examples
chase’s conclusion. The chase ends when all pursuers            might include a ten-person footrace, sprinting through
have dropped out of the chase, or when all quarries             a flooding sewer for the exit, or a regatta through
have been caught up with.                                       Eversink’s canals from one side of the city to the other.
    During a chase, attempting any non-chase action                When groups are racing to a single location, the
that helps you or hinders your opponents (such as               GM establishes the number of rounds that the chase
attacking with Warfare, changing the rower on your              will last. Every round, each contestant (or group of
boat, and so on) raises the Difficulty of your chase test       contestants) must succeed at their chase test to stay in
        60                                                                 Swords of the Serpentine
             escape), and that anything else you or your allies        before you do, so that they can steal the bomb.
             decide may distract from that.                            Athletics is the chase ability, and the GM sets
                 Running away from someone? At first glance            this as a 4-round race.
             it doesn’t seem like a good idea to distract your
                                                                           Because your whole team is in a single
             pursuer, because every attempt raises your chase
                                                                       boat, you only make one Athletics test each
             test Difficulty by 2 and makes you more likely to
             be caught.                                                round (with everyone else piggybacking off
                 The non-obvious trade-off is that if you’re           your hard work rowing, and so paying 1
             successful, you raise the Difficulty of the chase         Athletics point each). Your chase Difficulty
             test by 2 or more for everyone following you              is 4, and so is your opponent’s.
             — and if they fail that, they’re out of the chase             1st round: You spend 6 Athletics and
             entirely. Is it worth risking your own failure if         roll a 6. Your result is 12. Your foes spend
             it means that one or more pursuers must drop
                                                                       5 Athletics and roll a 3, for a result of 8.
             out of the chase? Maybe! And frankly, it’s just
                                                                       Once you subtract the Difficulty, your lead is
             fun to tip over a marketplace booth selling live
             scorpions if it means your pursuers will then have
                                                                       8, theirs is 4. You’re in the lead!
             to navigate the resulting chaos.                             2nd round: You spend 4 Athletics but roll
                                                                       a 1. Your Result is 5, while your foes’ is 9:
                                                                       subtract the Difficulty from each and your
        the race. Where the odds of success are skewed in favor        lead is now 9 (8+1), theirs is 9 (4+5). You’re
        of one contestant, the GM may assign different chase           tied.
        Difficulties to each side. The GM calculates the lead             3rd round: You’re almost out of Athletics
        by subtracting each party’s chase Difficulty from their
                                                                       so you change boat pilots to someone else,
        result.
                                                                       increasing your Difficulty this round by +2.
            The GM keeps track of the cumulative lead for each
                                                                       Your side spends 6 but rolls another 1, for a
        individual or group in the race, and the contestant with
        the highest cumulative lead at the end is the winner.          result of 7. Your foes get 9. Your lead is now
        The group with the highest lead at the end of any given        10, theirs is 14. They’re in the lead.
        round is ahead.                                                   4th round: You spend a point of City’s
            Throughout the chase, everyone at the gaming               Secrets to take a shortcut, adding +3 to your
        table should collaborate to add flavor to each result,         Athletics test this round. Your side spends 5
        explaining what you did to remain in the race. Describe        Athletics, adds +3, and rolls a 6, for a result
        slippery cobblestones, mud, inconvenient canals,
                                                                       of 14. Your foes are almost out of Athletics
        handy shortcuts, annoyed pigs, rickety rooftop bridges,
                                                                       and get a result of 7. You add 10 to your
        surprised churchgoers, and crowded markets. That way,
        instead of dropping out of the narration to talk about
                                                                       Lead, and your opponents add 3 to theirs.
        Difficulty numbers and Athletics spends, you keep the             Your total lead at the end is 20, and your
        fictional world verbally alive in a way that everyone          foes’ total lead is 17. You win and arrive
        around the table can picture.                                  before they do.
Chapter 3: Rules   61
                        Rules
        62                                                               Swords of the Serpentine
                                                Combat
Fights are full contests that use one of the General             You’re farther away from a foe than you
abilities Sorcery, Sway, or Warfare.                             want to be. On your turn you close from Long
    At the start of a combat, establish where the                range to Medium range and fire a crossbow.
characters are in the scene, which will enable you to
                                                                                                                          Rules
                                                                 Next round you close from Medium range
assign range (below) as needed.                                  to Close range and attempt a Sway attack
    Combat happens in rounds. In a round, all the
                                                                 against your foe’s Morale. If that doesn’t
characters involved take a turn to do something. The
                                                                 seem like a good tactic, the following round
order they act is set by initiative (p. 64).
    When called upon to act, you may strike at any foe           you can close to Point-Blank range, draw
within range of your weapons or abilities, hide using            your blade, and try to stab your foe.
Stealth, or take a different non-combat action. You
may also move up to one range increment — running            Point-Blank Range
towards a fight from Medium to Close range, for              You are literally face-to-face with your foe, within easy
instance, or backing away from Point-Blank to Close          arm’s reach.
range.                                                       � All brawls and knife fights occur at this range.
    You attack someone (see p. 65) using Sorcery,            � Trying to use ranged Warfare attacks at this range
Sway, or Warfare. A successful attack typically inflicts        raises the target’s Health Threshold by +2, making
damage. Combat damage subtracts from your target’s              them more difficult to hit.
Health or Morale pool, whichever is appropriate for the      � Moving from Close range to Point-Blank range
type of attack you made.                                        against someone with a drawn and ready ranged
    The fight continues until all combatants on one             weapon such as a crossbow is risky; your foe with
side have fallen, surrendered or fled. Remember that            the ranged weapon gets an immediate free attack
you can have a combat using only Sway that takes place          on you. This bonus attack occurs outside of normal
while seated politely around a table, and the results are       initiative order. Charging a wall of mercenaries
just as definitive as if the opponents were using daggers.      all aiming crossbows is a very brief, very painful
                                                                experience.
             Swords of the Serpentine is usually played in your imagination: you and the GM describe the scene together,
             you describe your actions, and the GM describes who’s where throughout a fight. It’s why the rules use range
             zones from a target instead of specifying how many feet you can move each round. This isn’t a simulation: like
             a sword & sorcery novel, combat is more interesting when you don’t worry too much about exact distances.
                 If you want to use a gridded battlemap and miniature figurines, however, that’s easy and fun to do instead,
             and very useful for complicated battlefields. Use the description of the combat range zones to estimate how
             far you move, the range of your attacks, and where you are compared to everyone else. Use any marker or
             figurine you like to represent your Hero, as long as it’s distinctive.
Chapter 3: Rules                                                                                                     65
                                                                                                                           Rules
   the tactical flexibility of choosing who goes next         To attack:
   at the end of a player’s turn instead. Ask your            � Select a target within range.
   players which they prefer and use that method.             � Describe your attack.
                                                              � Spend points from the relevant General ability (if
                                                                  desired).
multiple Adversaries on the same initiative attack a          � Roll a d6, and attempt to meet or exceed your target’s
single Hero, the GM determines their order of action              Health (p. 77) or Morale Threshold (p. 81).
in whatever manner she finds convenient — usually the         � If successful, calculate damage (p. 70).
order in which she’s tracking them in her rough notes.
                                                              When you successfully attack, your total damage is:
           The damage you inflict is reduced by your foe’s           the attack. This maxes out at 6 points of guaranteed
        Armor if you target Health, and by your foe’s Grit if        damage; you can spend more than 6 Sway points
        you target Morale.                                           in an attack (perhaps to get a Critical Hit or to use
                                                                     the Talent Play to the Crowd), but your minimum
              You spend 4 points of Sorcery when attacking
                                                                     guaranteed damage doesn’t rise above 6. If you get to
              your foe, and Sorcery normally has a
                                                                     roll additional damage dice on your Sway attack, these
              Damage Modifier of +1. You roll a 1 on the             are rolled normally.
              damage die. Because you spent 4 points on
Rules
              your attack, the 1 is treated as a 4, and you              You spend 6 points of Sway when threatening
              inflict 5 points of damage on your foe.                    your foe and successfully hit. You don’t need
                                                                         to roll a damage die because your minimum
        You’re encouraged to describe and narrate your actions.          die result is 6. Sway has a Damage Modifier
        It’s more entertaining to say “Whatever vegetation he            of +1, so you inflict 7 points of Morale
        ate for lunch sprouts, writhing up his throat and out            damage on your foe.
        his nose as it grows thorns and rips apart his flesh” than
        it is to say “I hit him with Sorcery,” even though the       You’re encouraged to roleplay your attack. It’s much
        amount of damage your foe suffers is the same.               more fun and entertaining to explain exactly why
            You can’t attack with Sorcery unless you possess at      your pathetic foe would be a fool not to surrender
        least one rank of the Investigative ability Corruption.      immediately, or to diplomatically insult them, than it is
                                                                     to say “I Sway him”. Another reason to describe your
                                                                     attack is that some foes are more or less vulnerable to
                     Player Advice: Use Two                          fear, and many undead are particularly vulnerable to
                     Different Colored Dice                          Sway attacks described as prayer. Loud noise in the
                                                                     environment may make a spoken attack less effective.
             It’s useful to have your attack’s base damage die
             be a different color than your other dice. That’s
             because the number of points you spend when                            Player Advice:
             attacking sets the minimum base damage you                         The Three Uses of Sway
             inflict. If you have a different colored die for
             rolling base damage, you can roll all your dice at             Sway allows you to bolster and effectively heal
             once and just adjust damage on the fly.                    the Morale of your allies (p. 83), so think twice
                                                                        before spending your Sway pool down to 0 while
                                                                        attacking an opponent’s Morale in combat. You
        Attacking with Sway                                             could be caught unable to rescue a demoralized
        When you make a Sway attack, you’re using words,                ally after spending all your resources to attack.
        actions or body language to undermine your foe’s                    In addition to combat and bolstering an
        confidence, bravery and willpower, demoralizing them            ally’s Morale, you’re most likely to use Sway
        into surrender or flight even if you never engage in            on Morale-based Maneuvers (see page 72)
        physical warfare.                                               where someone either must do what you ask or
            Sway attacks can occur at any range where the               take Morale damage. They’re an elegant way to
        combatants can see or hear each other, although                 nudge a Supporting Character’s decision towards
        circumstances such as distance and competing noise              the choice you want them to make.
        may raise the Difficulty and lower the damage.
            A Sway attack targets a foe’s Morale, and the damage
        you inflict is reduced by your foe’s Grit. Sway’s base
        damage is a die plus a +1 Damage Modifier.                   Attacking with Warfare
            Your minimum damage die result (before any               Whether fighting with ranged weapons such as a
        modifiers) is the number of Sway points you spend on         crossbow, melee weapons like a sword, or bare-fisted,
Chapter 3: Rules   67
                        Rules
        68                                                                   Swords of the Serpentine
        the Warfare ability determines whether you strike your       you choose. A giant axe is going to do more damage
        foe.                                                         than a sword, a sword is going to do more damage than
            Ranged Warfare attacks generally occur at Close          a dagger, and a dagger is going to do more damage
        range or farther away. Melee Warfare attacks occur at        than a pointy rock.
        Point-Blank range, with combatants ducking in and out           Small weapons have a Damage Modifier of +0;
        of Close range as they maneuver.                             medium weapons have a Damage Modifier of +1;
            Weapon attacks target your foe’s Health, and the         and large weapons have a Damage Modifier of +2.
        damage you inflict is reduced by your foe’s Armor.           Adjust these numbers and add Weapon Modifiers as
Rules
        Warfare’s base damage is one d6, with a Damage               appropriate. A full list of weapons is on p. 133.
        Modifier that is based on your weapon (see p. 133).             Weapons that are easy to find can be acquired for
        Even impromptu weapons will likely hurt your foe more        free; you can find a makeshift club almost anywhere.
        than unarmed punches or kicks will.                          Better crafted weapons, such as a sword, cost Wealth
            You’re encouraged to describe and narrate your           2 or higher if they aren’t already part of your minor
        actions. It’s much more fun and entertaining to say          iconic gear.
        “I knock off his hat with the tip of my sword before            Whether ranged or melee, almost all weapons attack
        stabbing him in the belly” than it is to say “I hit him,”    a target’s Health and are wielded with the Warfare
        even though the amount of damage your foe suffers is         ability.
        the same.
            Putting effort into greater accuracy is rewarded. Your
        minimum damage die result (before any modifiers) is                        Advanced Attacks
        the number of Warfare points you spend on the attack.
        This maxes out at 6 points of guaranteed damage; you         Critical Hits
        can spend more than 6 Warfare points in an attack
        (perhaps to get a Critical Hit or to use the Cleave          You can score a Critical Hit when attacking with Sorcery,
        Talent (p. 42) on some Mooks), but your minimum              Sway, or Warfare if you exceed the target’s Health or
        guaranteed damage doesn’t rise above 6. If you get to        Morale Threshold by 5 or more. This inflicts an extra
        roll additional damage dice on your attack, these are        1d6 of damage to Health or Morale (as appropriate),
        rolled normally.                                             and an additional die of damage for every 5 points
                                                                     beyond that.
             You spend 3 points of Warfare when
                                                                         Your attack will usually hit a foe if you
             attacking your foe, and roll a 3 for a total
                                                                         succeed at Difficulty 4, so you get a Critical
             attack result of 6. Your target had a Health
                                                                         Hit for +1 die of damage if you reach attack
             Threshold of 4, so you missed triggering
                                                                         result 9, and your Critical Hit rises to +2
             the Cleave Talent by 1 point. Luckily,
                                                                         dice of damage if your attack reaches attack
             “Disemboweling your foes” is one of your
                                                                         result 14.
             Drives, so you invoke it to push your result
             up to 7. This lets you damage a second foe              Your minimum damage from spending pool points (see
             within range with no additional attack                  p. 65) only applies to your initial damage die, not
             required. Describe what happened and roll               to additional damage dice gained through your Critical
             damage separately against each victim, or               Hit.
             just assign 4 damage to your second foe.                    If you roll a high enough attack, you choose whether
                                                                     to inflict a Critical Hit or attack multiple foes (but not
                                                                     both on the same attack), depending on whether you
        Weaponry                                                     want to focus your damage or spread it about.
        Weapon statistics in GUMSHOE are simplified;
        differentiating most weapons is usually a matter of          Attacking Multiple Foes
        narrative description, not game mechanics. Your              Surrounded by Mooks? The Talents for Sorcery (Blast),
        Damage Modifier for Warfare comes from the weapon            Sway (Play to the Crowd), and Warfare (Cleave) allow
Chapter 3: Rules                                                                                                    69
                                                                                                                          Rules
additional foes always starts with base damage (usually        could use both on the same attack, you would
1d6+1, or 4 points if you prefer to take the average),         target your primary enemy, spend all your pool
regardless of how much damage was inflicted on the             points at once, score a massive Critical Hit, and
primary target.                                                then trigger your Talent to also deal damage
                                                               to every foe nearby. That would be awfully
   Your minimum damage from spending pool points               impressive, but it wouldn’t be much fun for
(see p. 65) only applies to your initial damage die            anyone but you because fights would be over
and to your initial target, not to damage inflicted on         long before every player had a chance to act. By
additional targets. You can only target additional foes        restricting your options on powerful attacks, you
who have a Health or Morale Threshold equal to or less         have to choose between taking down multiple
than the original target’s.                                    Mooks with a Talent or badly hurting one person
                                                               with a Critical Hit.
    You charge forward and attack your foes,
    choosing one as a target. That foe’s Health
    Threshold is 4, and you spend 5 points of
    Warfare before you roll to hit. You roll a 6,           To make a teamwork attack, select an ally, then make a
    add the 5 Warfare you spent, and reach an               Sorcery, Sway or Warfare attack against a foe’s normal
    attack result of 11. You decide it will be more         Health or Morale Threshold. If successful, add 1d6
    fun to Cleave than it would be to inflict a             (with no Damage Modifier) to the damage of your
    Critical Hit.                                           ally’s next attack against that Adversary. If your attack
                                                            is a Critical Hit, or if you spend Investigative points to
        So you hit your original target and                 add dice of damage to your attack, these bonus dice
    Cleave two other foes (the original target              of damage are also handed to your ally. Your ally’s
    at 4, a second foe at 7, and one final foe at           successful attack must occur before the end of the next
    10). Round down to determine the number                 round. If their attack misses or doesn’t happen, your
    of successful targets. If any of those foes had a       bonus damage is discarded.
    Health Threshold of 5 or higher, you’d have                 You should describe how you’re helping your ally
    skipped over them when determining possible             do more damage. Teamwork attacks are only possible
    targets.                                                when the GM considers your description of aid to
                                                            be reasonable. “I’m distracting it so it’s paying less
                                                            attention to other people” is a perfectly fine description.
Teamwork Attacks                                            “It’s clumsy and it trips” isn’t because it doesn’t reflect
Feeling generous? You can boost an ally’s damage            your action, unless you also describe pulling it off-
instead of inflicting damage yourself.                      balance so that your ally has an advantage.
    Use teamwork attacks when:                                  Your teamwork attack doesn’t need to target the
� Both are trying to inflict the same damage type           same Health or Morale ability that your ally is attacking.
     (Health or Morale) on a foe.                           Your Sway attack could distract a foe enough that your
� Working to punch through high Armor or Grit.              ally gets in a really good Warfare attack, for instance, or
� You aren’t close enough to attack an enemy directly.      your Warfare attack could make your ally’s Sway attack
� There’s a reason you don’t wish to directly attack.       be that much more convincing.
        70                                                                      Swords of the Serpentine
             Your Sorcery targets Morale. You announce               of anything, but can still try. Note that having a rank
             that your magic will alter the foe’s                    of 0 is very different from a Hero with ranks but no
             perception of pain, and you successfully                remaining pool points; that Hero suffers none of these
             make a Difficulty 4 teamwork attack using               penalties.
             Sorcery. You spend a point of Intimidation                 Using Warfare (including fists or feet) or Sway
                                                                     when you have 0 ranks in the ability has the following
             to add an additional die of Morale damage.
                                                                     drawbacks.
             Then you assign both dice of shared damage
                                                                     � You gain a −2 Damage Modifier.
             to your friend Karla’s warrior; if Karla’s
Rules
                                                                                                                        Rules
                                                                                                 Sorcery, Sway
Allegiances              they do what you wish. Alternatively, you use poison or martial
                                                                                                 or Warfare
                         resources (such as describing a hidden crossbow-wielding soldier)
                         obtained from your Allies to damage their Health.
Command You order your foe to surrender or drop their mental defenses. Sorcery or Sway
                         Every dirty trick your enemy is about to try is one you’ve seen
Felonious Intent         many, many times before — and you have a deadly technique in            Sway or Warfare
                         reserve that they probably haven’t run into.
                         You know ancient tactics, charms and incantations to make your          Sorcery, Sway
Forgotten Lore
                         attacks more powerful.                                                  or Warfare
                                                                                                 Sorcery, Sway
Intimidation             You muscle in to terrify your foe.
                                                                                                 or Warfare
                         You know poison and disease, and how to jab people where it will        Sorcery, Sway
Leechcraft
                         hurt the most.                                                          or Warfare
                         As a child, you had a superb fencing tutor, and you know the most
Nobility                                                                                   Sway or Warfare
                         damning family gossip.
                         You’ve foreseen truths about what’s going to be truly effective,        Sorcery, Sway
Prophecy
                         and what won’t.                                                         or Warfare
        72                                                                     Swords of the Serpentine
                                  The fates work in your favor, making your attack particularly            Sorcery, Sway or
         Ridiculous Luck
                                  effective.                                                               Warfare
         Scurrilous Rumors        You let your enemy know that you could shred their reputation.           Sway
Rules
                                  You know exactly where to sink your blade, or exactly what secret
         Skulduggery                                                                                       Sway or Warfare
                                  to reveal, to bring your foe to their knees.
                                  You can channel ghosts into and through your enemy,                      Sorcery, Sway or
         Spirit Sight
                                  demoralizing or injuring them.                                           Warfare
                                                                                                           Sorcery, Sway or
         Taunt                    You make your foe so furious they let their defenses slip.
                                                                                                           Warfare
Trustworthy Your enemy foolishly allows you to get within their guard. Warfare
                                  You see exactly the right time to attack, presumably when your foe       Sorcery, Sway or
         Vigilance
                                  is distracted.                                                           Warfare
    You’re fighting atop the Opera House and                GMs decide how long a Maneuver’s effect lasts: most
    your sorcerous foe tries to use a Maneuver —        physical effects last at least until the end of your next
    an illusion, in this case — to trick you into       round, and most mental effects last for the scene. GMs
    walking off the edge of the very high roof. The     may raise or lower a Maneuver’s Difficulty if they think
    Difficulty of their Sorcery attack is 10, so you    the test is likely or unlikely to succeed. For instance,
                                                        it’s much easier to slip if you’re already standing on ice.
    have a choice of either walking off the roof or
                                                        Sorcerous items such as Tokens may raise the Difficulty
    taking 8 points of Morale damage. You tell
                                                        (and thus the damage) on Maneuvers, making defenders
    the GM you’re spending a point of Vigilance
                                                                                                                      Rules
                                                        more likely to choose the effect instead of the damage.
    (because you are so observant), reduce the
    Morale damage from 8 to 5, further reduce           Examples of Maneuvers
    it by your 1 point of Grit, and take 4 points       �   Temporarily blind a foe with Sorcery or Warfare
    of Morale damage instead of plummetting.                (they take Health damage or are blinded, increasing
    It’s a good choice, as the fall would probably          the Difficulty of actions where visual acuity matters;
    kill you.                                               see p. 57).
                                                        �   Use a headshot or sheer terror to daze someone
Note that Morale-based Maneuvers aren’t mind control;       with Sorcery, Sway, or Warfare (they take Health or
you can’t make someone love you or be infatuated with       Morale damage, depending on the type of attack,
you, although you may convince them to help you for         or have all test Difficulties rise by +2).
a time. Your GM may disallow any Maneuver if she        �   Disarm a foe with a Sorcery or Warfare attack (they
thinks the effect you want is too powerful.                 take Health damage or whatever they’re holding is
                                                            knocked out of their hands, requiring an action to
                                                            pick up).
        74                                                                  Swords of the Serpentine
                                                                    Full Cover
                                                                    You’re hunkered down and hard to hit, and the barrier
                  Player Advice: Why No
                                                                    you’re behind is largely protecting you from incoming
                 Unconsciousness Maneuver?                          fire. Your Health Threshold increases by +1, +2, or +3,
                                                                    at the GM’s discretion, although you’re penalized the
             You     could     reasonably    expect    “knock       same amount if you try to target or attack someone on
             someone unconscious” to show up on a list of           the other side of the Full Cover.
             Maneuvers, but it’s been deliberately excluded.            Shields can provide Full Cover when used, at the cost
             Inconsequential Supporting Characters already          of penalizing your combat tests by the same amount.
             have 1 Health, so you can declare them
             unconscious as soon as you damage them at
                                                                    Cover Against Sway Attacks
             all, and the only time villains get knocked
             unconscious in classic sword & sorcery novels is       You can similarly take full cover from Morale attacks
             when they’ve been thrashed into submission first.      by limiting your ability to see and hear your foe. Cover
             If you want to ring someone’s bells by swinging        against Morale-targeted attacks uses the system above,
             a sock full of coins at their head, use the Daze       but the nature of Cover changes dramatically when
             Maneuver instead.                                      you’re facing fear or a convincing argument.
Chapter 3: Rules                                                                                                      75
                                                                                                                           Rules
opponent, but are not particularly vulnerable to their       you from attacks against your Morale. Each 1 point of
blandishments. Your Morale Threshold remains                 Grit reduces damage inflicted on you by 1 point. People
unchanged.                                                   with Grit often appear emotionally detached, distant, or
                                                             fanatical. Note that some foes can ignore all or part of
Full Cover                                                   your Grit.
Your foe’s Sway attack is somehow obscured, whether             Heroes who have at least five pieces of gear that
by darkness (for body language), by loud noise, by           define their personality (see p. 42) have Grit 1.
extreme distraction, or by distance. Your Morale                Grit derived from different sources isn’t cumulative;
Threshold increases by +1, +2, or +3, at the GM’s            use the best single source of Grit when reducing Morale
discretion, and any Sway attacks you make are penalized      damage.
by the same amount.                                             If a Protective Ward is in place (see below), subtract
                                                             Grit before halving damage.
Shields
Shields take up one hand and act as Full Cover when you      Protective Wards
choose to use them, increasing your Health Threshold         Ancient half-forgotten chants sometimes have value;
by +1, +2, or +3 (depending on how defensive you are         pool points of Forgotten Lore can be spent to weave
being). Your Warfare, Sway and Sorcery attacks are           lucky, religious, or magical Protective Wards that
penalized an equal amount, although only when you            protect Health or Morale. Anyone with ranks of
are gaining the Full Cover benefit of the shield. You        Forgotten Lore can accomplish this, not just Sorcerers.
decide whether you default to using your shield when         Describe what the effect of your Protective Ward looks
combat occurs, and you can freely change this decision       like when you create it.
on your turn.
                                                                                                                          Rules
one tries an ambush in the middle of a conversation,        abilities. If there are special circumstances in which the
Surprise is less likely to be a concern.                    GM dictates that doesn’t apply, such as your enemy
                                                            having a particularly high Stealth Modifier, spending a
How Surprise Works                                          Vigilance point still gives you a +3 Alertness Modifier
You are Surprised when you suddenly find yourself           on your Stealth roll to spot the ambush.
in an unexpectedly dangerous situation. Avoid being             You can Surprise your foes by sneaking up on them
Surprised with a successful Stealth test to notice the      with a successful Stealth test. The basic Difficulty is 4,
hidden ambush. The basic Difficulty is 4, adjusted by       adjusted by the foe’s Alertness Modifier and your Stealth
your Alertness modifier (see p. 57) and the foe’s           modifier (if any). Spending 1 point of Skulduggery
Stealth Modifier.                                           gives you a +3 Stealth Modifier on this roll.
                                                   Health
Health represents how hard you are to physically defeat.    test, the GM will tell you what happens: you may fall
Your maximum Health is determined by your Health            unconscious, take more Health damage (denoted
rank. Although your Health pool may rise and fall as        by the term Loss, such as “Difficulty 4/Loss 4”), or
you get injured and heal, your Health rank doesn’t          something else depending on the circumstances.
usually change unless you deliberately improve it with          If spending points on a Health test drives your
Advancement points.                                         Health to -6 or below, you still only make one Health
   Starting Heroes have a Health rank between 3 and         test. If you go to Hurt and then to Seriously Wounded
15 (see p. 35). A Health rank of 10 or higher raises        as a result of two separate attacks, you make two separate
your Health Threshold from 3 to 4.                          Health tests.
   Health Thresholds can be raised or lowered by
                                                                You’ve dropped to –1 Health and want to
conditions such as shields or cover.
                                                                stay conscious. The GM asks you to make a
                                                                Difficulty 4/Unconsciousness Health test
                  Health Tests                                  to do so. You decide to spend 2 Health on
                                                                the roll, giving you a +2 bonus on the die.
Some attacks and situations, including but not limited          You reduce your Health pool from –1 to –3,
to dropping below 0 Health, require you to make a               then roll a die and add 2. As long as you
Health test. Do so by rolling a die and trying to reach         don’t roll a 1, you’ll hit or exceed the target
or exceed the target Difficulty, which is usually 4.            Difficulty of 4 and will stay on your feet. If
   Before you roll, you can choose to strain yourself and
                                                                you roll a 1, you fail the Health test and pass
spend points from your Health to boost your die roll.
                                                                out from pain.
You can do this when your health is below 0, though
obviously it’s risky. If you succeed at your Health test,   Any penalties from being below 0 Health don’t apply to
you will usually take no additional damage other than       Health tests. Armor doesn’t apply to Health tests, and
what you choose to spend. If you fail your Health           never reduces the amount of Health spent or lost.
        78                                                                      Swords of the Serpentine
        and aren’t physically injured in any meaningful or lasting      1 Health point for every Bind Wounds point spent. If
        way. You may look bruised or battered, however.                 you have the Bind Wounds Talent, Plenty of Leeches,
            If your Health pool is anywhere from –1 to                  you may restore Health to yourself as if you were
        –5, you are physically Hurt but have suffered no                tending another character.
        permanent injury beyond a few superficial cuts and                  If your Health pool is between –6 and –10, you
        bruises. Immediately make a Health test at Difficulty           have been Seriously Wounded and healing is only half
        4 when you first drop below 0 Health. If you succeed,           as effective on you until you reach Health 0 or higher.
        you stay conscious despite your injuries and don’t need         Each point of Bind Wounds spent on you heals 1
        to make another test until additional injuries drop you         Health, not 2, and trying to bind your own wounds is
        below –5 Health. If you fail, you drop unconscious: see         equally half as effective as normal. This penalty can be
        Health Tests, below, for more information.                      ignored for one round if the person tending you spends
            When Hurt, the pain of your injuries increases the          a point of Leechcraft.
        Difficulty of all General ability tests by 1 (excluding
                                                                                                                            Rules
from accruing damage until additional injuries kill you.
That’s particularly useful if you want to try to crawl            you’re not sure if its haunted, but you do
away, or see who finishes you off.                                know that something very terrible happened
    If you are able to remain conscious when Seriously            here. If you want to enter, take 3 damage to
Wounded, the pain of your injuries increases the                  your Morale, less your Grit.”
Difficulty of all General ability tests (excluding Health            “The fire begins to spread. Everyone will
tests and Morale tests) by 2. In combat, this penalty
                                                                  take 1 Health damage this round. If you
effectively raises foes’ Health or Morale Thresholds by
                                                                  stay in the burning room and no one deals
2. This penalty isn’t cumulative with that from a low
                                                                  with the fire, that will rise to 3 Health
Morale; only apply the stricter of the two penalties.
    If you’re Seriously Wounded and unconscious, you              damage next round. Armor won’t reduce
will lose an additional Health point every half hour              the damage.”
until you receive first aid. A character with the Bind
Wounds ability can stabilize your condition by making a
Difficulty 4 Bind Wounds test. This test doesn’t restore               GM Advice: Fixed Damage
any lost Health, it just stops you from continuing to
bleed out.                                                       Use fixed damage to quickly establish tone. If you
    Your allies can get you back on your feet, but it takes      tell players they suffer 5 points of Morale damage
some time to fully recover. If you become Seriously              because “ripe fungal growths are rapidly bursting
Wounded, the Difficulty of all General ability tests you         up through the old lady’s skin as she moves to
make stays at 1 point higher than normal for the rest of         attack you,” they’ll instantly understand how
the adventure (or for one week, whichever elapses first).        horrible she is.
    When your Health pool dips below –10, you                        Fixed damage is also a great way to remind
are Defeated. It’s up to the person who defeated you             players that externalized Corruption remains
whether you are dead, unconscious, maimed, conscious             toxic long, long after the sorcerer departs (see p.
but captured, or otherwise defeated. If left conscious,          118).
you may no longer take any actions during this scene
(you can still roleplay, but not make attacks), and you
will typically start the next scene regaining consciousness                 Regaining Health
but still Seriously Wounded.
    The only Investigative spends you can make are from
                                                              You can regain lost Health points slowly over time, or
your Allegiances or Social abilities, made to convince
                                                              they can be restored through the Bind Wounds General
your foe not to slay you.
                                                              ability, see p. 37. A spent point of the Investigative
    If slain, take this time to mourn your Hero and create
                                                              ability Leechcraft can also restore Health.
a replacement character. See p. 233 for important
                                                                 Characters generally recover 2 points of Health per
details on funerary customs and the afterlife. Rarely,
                                                              day of restful, relaxed activity.
your GM will allow you to play your own ghost for a
short time; see below.
        80                                                                     Swords of the Serpentine
                 Healing Injuries
        You will shake off any lingering penalty
        from being Seriously Wounded after
        7 days of rest. You heal fully between
        adventures.
            During an adventure, you’re much
Rules
                 Defeat, Death,
                and its Aftermath
        You have a few options when you’ve been
        defeated.
   The sword & sorcery approach to character death is that a Hero shouldn’t ever actually die without their
   player’s express permission, although the Hero may be defeated and captured many times. That’s how classic
   fantasy stories handle it, right? It’s primarily about the story, and you can lose badly without losing your life.
      In comparison, the “gaming approach” to character death is that enemies are hostile, chance is random,
   and once in a while Heroes get slain. This approach focuses more on risk and danger; some players enjoy a
                                                                                                                             Rules
   game more when the spectre of death is always a possibility.
      These rules assume the latter, but you should talk to your players about how you want to handle death.
   Either method works well, so pick the approach you and your players prefer.
                                                 Morale
Morale measures willpower and represents how strong-              If spending points on a Morale test drives your
willed and brave you are. Your maximum Morale is              Morale to -6 or below, you still only make one Morale
determined by your Morale rank. Starting Heroes have          test. If you go to Unstable and then to Panicked as a
a Morale rank between 3 and 15 (see p. 35). A Morale          result of two separate attacks, you make two separate
rank of 10 or higher raises your Morale Threshold from        Morale tests.
3 to 4.
    Only sentient creatures and objects have Morale. A            You’ve dropped to –1 Morale (Unstable) and
human foe would have Morale (and so you could talk                want to stay active in the scene. The GM asks
them into surrendering), but a reinforced doorway you             you to make a Difficulty 4 Morale test to do
want to get through would not. Don’t expect much                  so. You decide to spend 2 Morale on the roll,
progress if you try to use Sway to talk your way through          giving you a +2 bonus on the die. You reduce
a closed and locked door.                                         your Morale pool from –1 to –3, then roll a
                                                                  die and add 2. As long as you don’t roll a
                                                                  1, you’ll hit or exceed the Target Difficulty
                  Morale Tests                                    of 4 and can continue to act in the scene. If
                                                                  you roll a 1, you fail the Morale test and tell
Some attacks and situations, including but not limited
                                                                  the GM why your Hero is no longer active
to dropping below 0 Morale or resisting mind control,
require you to make a Morale test. Do so by rolling a             (due to fear, distraction, unconsciousness, or
die and trying to reach or exceed the target Difficulty,          something else you choose).
which is usually 4.
    Before you roll, you can choose to strain yourself        Any penalties from being below 0 Morale don’t apply
and spend points from your Morale to boost your die           to Morale tests. Grit doesn’t apply to Morale tests, and
roll. You can do this when your Morale is below zero,         never reduces the amount of Morale spent or lost.
though obviously it’s risky. If you succeed at your
Morale test, you will usually take no additional Morale                 Becoming Demoralized
damage other than what you chose to spend. If you fail
your Morale test, the GM will tell you what happens:          When your Morale is successfully attacked by Sway or
you may get to choose for yourself why you’re out of          Sorcery, or when something demoralizes you without
combat, but under other circumstances you may panic,          an attack (such as fear emanating from a cursed altar),
take even more Morale damage (denoted by the term             you’ll take damage to your Morale pool. See below for
Loss, such as “Difficulty 4/Loss 4”), or something else.      how you can recover that damage.
        82                                                                   Swords of the Serpentine
            If your Morale pool is 0 or above, you are you               A character with the Sway ability can help bolster
        are Resilient and aren’t demoralized or cowering             your Morale. For every Sway point they spend, you
        in any meaningful or lasting way. Even if something          regain 2 Morale points — unless you’re trying to talk
        makes you feel afraid or discouraged, you possess the        yourself into being brave, in which case you gain only 1
        willpower to persevere.                                      Morale point for every Sway point spent.
            If your Morale pool is anywhere from –1 to –5,               If your Morale pool is between –6 and –10, you
        you are Unstable. Immediately make a Morale test at          are Panicked, and bolstering your Morale is only half as
        Difficulty 4 when you first drop below 0 Morale. If you      effective as normal until you reach Morale 0 or higher.
        succeed you stay active despite your low morale and          Each point of Sway spent on you restores 1 Morale, not
        don’t need to make another test until additional Morale      2, and trying to bolster your own Morale is equally half
        damage drops you below –5 Morale. If you fail, tell the      as effective as normal. This penalty can be ignored for
        GM why you are no longer active during this scene            one round if the person tending you spends a point of
        (you may fall unconscious, flee, surrender, be captured,     Trustworthy.
        or something else).                                              You must make another Morale test at Difficulty 4
            When Unstable, your rising panic increases the           when you first become Panicked. (If you went directly
        Difficulty of all General ability tests (excluding Health    to Panicked without ever becoming Unstable, make
        tests and Morale tests). In combat, this penalty             only this one Morale test.) If you succeed, you can
        effectively raises foes’ Health or Morale Thresholds by      continue to act. If you fail, as above, tell the GM why
        1. This penalty isn’t cumulative with that from a low        you are no longer active during this scene.
        Health; only apply the stricter of the two penalties.
Chapter 3: Rules                                                                                                          83
    When Panicked, the Difficulty of all General ability            Becoming Broken permanently cracks and scars your
tests (excluding Health tests and Morale tests) is               psyche in a way that some sorcerers and all hostile spirits
increased by 2. In combat, this penalty effectively raises       can take advantage of. Attackers using the Possession
foes’ Health or Morale Thresholds by 2. This penalty             Maneuver against you (see p. 163) gain +1 for every
isn’t cumulative with that from a low Health; only apply         time in your adventuring career that you’ve been Broken.
the stricter of the two penalties.
    Your allies can restore your confidence, but it takes            Your Morale has been Broken three times
some time to fully regain your composure. If you                     in your adventures, and now a hostile ghost
                                                                                                                               Rules
become Panicked and then subsequently you’re brought                 tries to possess you. They roll a Sway attack
above 0 Morale, the Difficulty of all General ability tests          with a result of 7, add +3 because you’ve
stays at 1 point higher than normal for the rest of the              been Broken three times before, and end up
adventure (or for one week, whichever elapses first).                with a final result of 10. You choose between
                                                                     taking 8 points of Morale damage (result –
                                                                     2) or being possessed. If you had never been
                 GM Advice:                                          Broken, you’d choose between taking 5 points
            Panic and Participation                                  of Morale damage or being possessed.
                                                         Hazards
        There are all sorts of ways to get hurt that don’t involve   still and silent, and their location cannot reasonably be
        being stabbed. This section covers many of them,             guessed). The GM adjudicates the modifier based on
        including disease and the all-important (in Eversink, at     circumstances and your senses.
        least) poison.
                              Blindness                                                    Diseases
        Partial blindness (such as losing one eye or degenerating    Swords of the Serpentine isn’t a game about disease —
        eyesight) doesn’t affect your Hero mechanically,             at least, not usually — but disease may be a significant
        although under certain circumstances (usually dim            story element in an adventure or a campaign. As you’d
        light or long distances) the GM may slightly penalize        expect, disease can be a problem in a crowded city that’s
        your Alertness Modifier or the Difficulty to use ranged      surrounded by stagnant swamps.
        weapons accurately.                                              Sudden outbreaks of disease terrify people. If you
            Temporary full blindness (such as a sack over your       ever need to get a city district blocked off so that no
        head, which you’ll need to spend an action to remove)        one can get in or out, spreading the rumor of a terrible
        and permanent full blindness (such as losing your sight      disease is an awfully effective method of getting others
        to a curse) raise the Difficulty on tests where visual       to do your dirty work for you. The Triskadane isn’t
        acuity matters. The size of the Difficulty change varies     shy about quarantining entire districts of Eversink in
        from +1 (attacking a foe who is touching you) to +3          order to control the spread of contagious diseases and,
        (trying to pick a lock by touch alone) to +5 (your foe is    historically, districts have been burned down to the
Chapter 3: Rules                                                                                                        85
                                                                                                                              Rules
   with a sword, and a blind elemental Sorcerer                       Additionally, be respectful when designing
   with the Earth sphere who sees the world                        diseases with symptoms similar to real-world
   through vibrations in her bare feet (like Toph                  conditions.
   in Avatar: The Last Airbender) is a distinct and
   novel concept. How they perceive the world may
   give them both advantages and disadvantages.                 another is up to the GM; diseases move at the speed of
   For instance, a deaf thief might have a very high            plot. The GM may ask you to make a Health or Morale
   Grit against Sway attacks (since they can’t hear an          test to recover from a disease, or to avoid passing from
   enemy’s voice), but no Grit at all against Morale            one stage into another. The Difficulty of that test might
   attacks using sorcery, body language, and fear.              rise significantly (to Difficulty 8 or higher) for easy-to-
   Find a fair, interesting balance with the player.            catch or hard-to-cure diseases.
                                                                    A disease is first noticeable in either the first or
                                                                second stage, depending on its severity and initial
                                                                symptoms. You can’t resist or treat a disease until you
waterline with the inhabitants still in them to stop the        suspect you have it, or someone else does.
spread of a plague. The fact that these districts are almost        Leechcraft will allow you to identify a disease, and
always the poor sections of the city is surely coincidental.    for each point of Leechcraft you spend, a disease victim
   In real world history, the spread and severity of            will gain a +3 bonus on their next Health or Morale test
disease has shaped the course of empires. A GM who              to resist or recover from the disease.
wants to shake up a campaign can introduce a plague
that kills both allies and enemies alike, and an adventure      Known Diseases in Eversink
that prevents (or spreads) a virulent illness can have          With outlanders arriving daily, and long-forgotten
huge stakes for millions of people that the heroes have         crypts accidentally being stumbled into by explorers,
never met.                                                      new (or ancient) diseases can crop up at any time.
                                                                Create additional illnesses, but you only need to create
Disease Mechanics                                               game stats for diseases that have a meaningful impact on
Diseases are physical, mental, parasitic, or spiritual          heroes. Anyone might get a cold or the flu, for instance,
maladies that may be contagious. They aren’t limited            but you’d only need to create game mechanics for a
to diseases that exist in the real world, and might be          severe flu that kills people or guts a mercenary company
fantastical (with magical symptoms) or transformative           on the eve of battle.
(turning the victim from a human into something
else). The onset time, symptoms, communicability, and           Scabral
virulence vary by disease. A disease’s symptoms can be          Scabral is a rare magical disease of the soul that slowly
wide-ranging, and may be noticeable and inconvenient            turns you into a rat monstrosity known as a rattakan
without necessarily becoming crippling or deadly. A             (see p. 193). Since most people don’t know that
paralytic disease may affect Athletics; a disease that steals   the rattakan even exist, it is typically overlooked or
the ability to speak might lower Sway as it progresses.         misidentified as bad luck or a curse. This disease is
    Diseases are organized into stages. Although each           automatically contracted from the bite of a rattakan,
disease has suggestions for a typical case, the speed and       and ties directly into Denari’s Blessing (see p. 227).
conditions for any disease to move from one stage into          Many rattakan suffer from scabral at Stage 5.
        86                                                                    Swords of the Serpentine
            Scabral worsens or heals slowly, usually advancing or     �   Stage 3: The flesh of your feet begins to dissolve
        recovering by one stage per adventure. It is virulent and         and turn to swamp mud and slime. Walking
        difficult to resist, typically with a Difficulty 8 Morale         without crutches triggers a Health 4 test from the
        test required.                                                    pain: if you fail, become Dazed. Athletics tests to
        � Stage 1: You look different under Spirit Sight,                 run, climb and chase are at Difficulty +4.
             mottled and sickly.                                      �   Stage 4: One or both feet rots away entirely below
        � Stage 2: Any business deals you try to make go                  the shin, leaving raw stumps.
             sour on you.                                             �   Stage 5: You begin to dream of throwing yourself
Rules
        � Stage 3: You begin to affect your environment                   into the swamp and sinking out of sight.
             with sorcerous Corruption, weakening Denari’s
             Blessing in your vicinity and Corrupting the area        Special: If you survive Stage 5, the disease automatically
             around you (see p. 118) when you stay in one             passes. Victims pass from Stage 5 directly to cured —
             location for more than one scene.                        although you’re still missing your feet, of course.
        � Stage 4: Your flesh starts to slowly dissolve into              Soaking your feet in swamp mud at least once a day
             black vapor whenever you are in an area of Denari’s      gives you a +2 bonus on your next test to resist the
             Blessing (i.e. most of Eversink). Lose 1 die of          disease.
             damage from your Health pool at the start of every
             Scene that takes place within Denari’s Blessing.         Throat Leeches
             This damage can be healed normally.                      Amongst the more disgusting of conditions, throat
        � Stage 5: If you enter a temple, shrine, marketplace,        leeches are picked up when drinking infected water.
             or any area particularly sacred to Denari, you die       Don’t go gargling swamp water if you can avoid it.
             and dissolve into black greasy vapor. You sense this     They’re a truly horrible way to die.
             before you step into danger.                                Throat leeches worsen or improve by one stage per
                                                                      day, and are resisted by Health, usually with a Difficulty
        Special: It’s common for people infected with scabral         6 Health test.
        to not notice until in Stage 3 or 4. Rarely, virulent and     � Stage 1: You have a slight tickle in your throat, and
        fast-moving strains of this disease worsen or improve             your voice is hoarse.
        every scene instead of every adventure.                       � Stage 2: You have trouble swallowing and you
                                                                          crave swamp water to drink. Your throat begins to
        Swamp Rot                                                         bulge.
        Swamp rot is a common ailment that often afflicts the         � Stage 3: You suffer from coughing fits. Once per
        poor (or those afraid of leechcraft). A fair number of the        scene, usually at the least convenient time, you
        beggars in Eversink have lost their feet to swamp rot. It         cough live leeches out of your mouth.
        worsens or improves by one stage per adventure and has        � Stage 4: Along with the symptoms of previous
        clear symptoms, so most people afflicted have time to             stages, you begin actively planning how to infect
        seek treatment. Swamp rot is resisted by Health, usually          others with throat leeches (usually by getting them
        with a Difficulty 6 Health test.                                  to drink liquid you have spit in). This desire isn’t
           Swamp rot usually follows people who have had                  rational, and can be resisted with a Difficulty 4
        to trek through mud and muck, and it’s believed that              Morale test.
        swamp spirits are claiming payment for their kindness         � Stage 5: A truly revolting number of throat leeches
        in not drowning you. Before you ever catch swamp                  bursts out of your neck, killing you.
        rot, propitiate the spirits by tossing Wealth 2 into the
        depths of the swamp. They say that if you do so, you’ll       Tidal Plague
        never need to fear swamp rot again.                           This lethal, fast-moving plague comes in from the sea
        � Stage 1: Your feet begin to smell like low tide on a        during a storm surge. It can leave the canals choked
             hot day.                                                 with corpses in a matter of days.
        � Stage 2: The flesh on your feet aches and begins to             Tidal plague worsens or improves quickly, advancing
             bruise easily. Athletics tests to run, climb and chase   or recovering a stage at each high tide. Tidal plague is
             are at Difficulty +2.                                    resisted by Health; the Difficulty of the test is normally
Chapter 3: Rules                                                                                                      87
8, but rises to 10 when high tide coincides with dawn              there via a Difficulty 3 Persuade Maneuver (so
or dusk.                                                           obey Colony or suffer 1 Morale damage). You
� Stage 1: A fever that waxes and wanes with the                   are not aware that you’re being manipulated. You
    tide; when the tide is high, the fever is worst. The           occasionally cough wetly.
    skin between your fingers and toes itches.                 �   Stage 3: The fungal infection grows in your lungs,
� Stage 2: Bulges appear on your neck beneath the                  and you cough often. The Difficulty for holding
    jawline. You hallucinate that you’re underwater.               your breath or to resist any respiratory infection is
    You may walk into canals because you erroneously               2 higher than normal. If Colony wishes, you are
                                                                                                                            Rules
    believe you can breathe water. Hint: you can’t.                connected to its hivemind. You don’t find this odd
� Stage 3: Your body erupts with boils and blains,                 at all.
    seeping with clear fluid that smells like saltwater. You   �   Stage 4: Your body has adjusted and you seldom
    start suffering hallucinations, often accompanied by           cough. You have become one of the Drowned,
    confused ranting and violent behavior. You’ll need             connected to Colony’s hivemind whenever it
    to make Morale 5 tests to tell friends from foes.              wishes, and this seems normal and natural to you.
� Stage 4: You suffer an irresistible compulsion to be             Colony can attempt to take you over entirely for
    underwater. You’ll harm others, even loved ones,               a scene through a Difficulty 8 Persuade Maneuver
    to achieve this goal.                                          (obey Colony or take 6 points of Morale damage).
� Stage 5: You die by drowning as your lungs fill up               It prefers not to do so, as most people suffering
    with internal fluids.                                          from wetlung are more useful as pawns and spies,
                                                                   and the consequence of successfully resisting it is
Special: The priests of Denari deny that tidal plague              not in Colony’s best interests (see below). See p.
is the curse of an ancient ocean god who craves blood              186 for combat stats or the Drowned.
sacrifice. In fact, they deny it fairly emphatically. The
only god who holds sway in Eversink is Denari, even at         Special: The most likely vector for infection is through
high tide.                                                     spore-infested water entering the lungs directly. Anyone
                                                               who suffers a near-drowning in any of Eversink’s
Wetlung                                                        waterways runs the risk that the water was contaminated
Wetlung is a parasitic fungal infection that connects          (Difficulty 4 Health test to avoid being infected). Most
victims to a secret colony of psychic fungus growing           of Colony’s victims are the result of a person being
in a near-flooded underground chamber beneath                  forced to aspirate deliberately infected water (Difficulty
Eversink. The huge inhuman entity, which weighs over           10 Health test to resist).
50 tons and thinks of itself as “Colony”, can influence           Wetlung’s victims aren’t zombies; they’re simply
people via the parasitic spore colonies growing in their       susceptible to subliminal nudges towards outcomes
lungs. The true nature of wetlung isn’t understood by          the hivemind desires. They won’t retain the memory
Eversink’s physicians.                                         of their abduction and infection, nor will they realize
    Wetlung is resisted by a Difficulty 10 Health test         that some of their decisions are coming from an outside
once you’re infected, but isn’t traditionally contagious;      agency. If they notice at all, it will seem completely
the disease is only spread by infected water unless the        normal to them that their internal organs are slowly
spores somehow become airborne. Wetlung worsens                being suffused with fungus.
or improves slowly, usually advancing or recovering by
one stage per adventure.                                       The Consequences of Resistance: Colony is the
� Stage 1: You may show pale skin and bluish lips,             human equivalent of the Cordyceps fungus (do a
     faint symptoms of having been recently drowned.           quick web search if you aren’t familiar with it). You
     You suffer pleasantly hallucinogenic visions              will take Morale damage if you resist a command or a
     for several hours, as if drugged, and you can’t           suggestion from Colony. If this Morale damage defeats
     remember the incident that infected you.                  you, you will experience an irresistible urge to head to
� Stage 2: You are subject to subliminal psychic               the highest location you can easily access (usually a tall
     suggestions from Colony if you have no Grit: not          building’s roof). You will violently resist anyone who
     anything dramatic, just small nudges here and             tries to detain you.
        88                                                                   Swords of the Serpentine
            Once in this high location, you will spend all your          When suffocating, roll a Health test every round.
        Athletics pool grasping onto a railing or similar object     Your first failure means you become Dazed (the
        so that you are difficult to move. You will remain there     Difficulty of all tests rises by +2); your second failure
        for the remainder of the scene while Colony’s fungus         means you fall Unconscious. The Difficulty of this test
        grows uncontrollably within your body. It will grow          starts at Difficulty 2 in the first round of Suffocation,
        a unicorn-horn-like fungal rhizome out the top of            and rises by 1 each subsequent round you cannot
        your skull at the end of this scene, killing you. Next       breathe. Any round in which you’re active (struggling,
        scene the rhizome will spread airborne spores (similar       fighting, swimming), the Difficulty of the Health test
Rules
        to how a dandelion spreads its seeds) on the wind,           rises by an additional +2. If you somehow gain a gasp of
        infecting nearby humans as if they had a near-drowning       air and then start suffocating again, the base Difficulty
        (Difficulty 4 Health test to resist). Other infected hosts   resets to 2 and begins to rise each round as normal.
        will soon arrive to remove and destroy your now-                 Once you fall Unconscious, you are defeated and
        crumbling body.                                              start dying. Lose 1 die of Health every round until you
            Identification of an infected host can be tricky         can breathe again.
        without at least 1 rank of Leechcraft. Wet coughing can          Lost Health points can be restored normally with
        be an identifier, as can extraordinary strength. If their    Bind Wounds if you’re rescued and resuscitated before
        induction event was recent (Stage 1), they may exhibit       you die. You cannot resuscitate yourself with Bind
        some symptoms of near-drowning, such as pale skin            Wounds or Leechcraft while suffocating.
        and bluish lips. Most infected at Stage 3 and higher are         Some weapons (such as a monster’s strangling
        also particularly susceptible to respiratory ailments like   tentacle) may inflict Health damage in addition to
        pneumonia as a result of fungal growth in the lungs.         suffocation damage.
        Alternatively, a pattern of inexplicable behavior might
        point towards Colony’s mental influence at work.
            Colony asks its hosts to blackmail and murder in                                Falling
        order to maintain tight secrecy, but the few folk who
        have become aware of the mold and its infected hosts         If you’re falling in Eversink, it’s usually from a
        refer to them collectively as “The Drowned”. It’s            building. Falling inflicts 5 Health damage per building
        dangerous to let it be known that you know anything          story (roughly every 3 meters) you plummet onto
        about what’s going on; that tends to make one a              cobblestones. If you were prepared to fall, a successful
        target for infestation. With many hosts in positions of      Athletics test reduces damage by 5 points. Falling into
        substantial power within the assorted political factions,    water or something reasonably soft that breaks your
        Colony also has other ways to make life uncomfortable        fall (mud, hay, or a cart full of night soil) also reduces
        for those getting too close to the truth.                    damage by 5 points. Falling onto spikes raises damage
                                                                     by an additional 5 points or more.
                                                                         The GM can give you the opportunity to have
               Drowning and Suffocation                              Success at a Cost (see p. 206) if a fall would otherwise
                                                                     kill you.
        In Eversink, there’s nearly endless opportunities to
        suffocate and die. Swamp mud, quicksand, murky                                        Fire
        canals, smoke-filled tunnels, an assassin’s garrote…
        think about the possibilities!                               Damage from exposure to fire varies according to how
           You can hold your breath if you have advance              much of your body is exposed to flame, and repeats for
        warning before being denied breathable air. Holding          each round (or, outside of combat, every few seconds)
        your breath gets you three rounds (or one minute if          you remain exposed to it.
        not in combat or a chase) before you start suffocating.         Minor exposure, most often to an extremity like a
        If you can’t hold your breath, you start suffocating         hand or foot, carries a Damage Modifier of −2, with a
        immediately.                                                 minimum damage of 1. Armor can reduce damage to 0.
Chapter 3: Rules                                                                                                          89
                                                                                                                               Rules
Athletics test as an action, or dive into water; fire out       more challenging.
in 1 round) than if you are covered in alchemist’s fire             Poisons and venoms are one of two types: an effect
(Difficulty 5 Athletics test as an action; fire burns for 2-7   created by your Investigative spend and then described
(1 die +1) rounds unless it is smothered or sorcerously         as a venom or poison; or an object such as a poison vial,
suppressed).                                                    found during play or purchased independently. These
    Characters in a burning building or a heavily burning       latter are typically rarer and more powerful.
forest also run the risk of smoke asphyxiation, which
uses the drowning and suffocation rules above.
    Lava isn’t something you’ll typically find in Eversink,                Designer Notes:
but sooner or later in your adventures you’re going to               So Much Poison, So Little Time
end up dueling on the rim of an active volcano. That’s
just the way adventuring works. Your GM may give                       We like to think the game of competitive poi-
you the opportunity to try to cling to safety with an              soning is practically a sport amongst certain An-
appropriately difficult Athletics test, but if you fall in         cient Nobility. Imagine a Hero with Leechcraft
lava you die spectacularly. Lesser exposure to lava, such          (to create poisons), Burglary (to slip those poi-
as to a limb, inflicts Extensive fire damage and acts as           sons into food and drink), and a high Prepared-
alchemist’s fire.                                                  ness (to use Flashback and just declare that the
                                                                   Supporting Character was poisoned two hours
                                                                   ago).
                  Heat and Cold                                        But it’s tricky. We want Swords of the
                                                                   Serpentine to include expensive, deadly, obscure,
It can be difficult to move or think in extreme heat or            rare poisons with strange effects that Heroes
cold. If you’re suffering from either, you’re treated as           must struggle to cure at the last minute, but
Hurt (see p. 78) regardless of your current Health.                we don’t want Heroes to automatically have
Your GM may also assign a small amount of fixed                    easy access to these. We also want Heroes with
damage every scene, or more frequently, depending on               Leechcraft (or the Poison sorcerous sphere) to
the severity of the heat or cold.                                  be able to produce their own less esoteric poisons
    Spending 1 point of Wilderness Mastery will stave              and antidotes on the fly, without needing to plan
off this penalty for one scene for the Hero who spends             ahead or spend Wealth.
the point. Spending 2 points (which can come from                      That’s why we divide poisons up between the
different Heroes) will stave off the penalty for at least          rare weird effects, which you typically need to
one scene for the entire team and their companions, up             plan ahead for and spend Wealth to buy, and less
to 20 or so people. That’s enough to keep your crew                virulent poisons that a Hero can whip out on the
safe when your ship sinks and everyone plunges into                spot just by spending points of Leechcraft. It’s an
cold water, but not enough to survive a full trek into             artificial divide, sure, but it helps you understand
the frozen North to battle giants without bringing any             what you can reasonably create on the fly.
warm clothing.                                                     And hey, if you want a multi-point Leechcraft
                                                                   expenditure to produce really rare poisons, that
                                                                   seems like a perfect balance.
        90                                                                   Swords of the Serpentine
Rules
Flashback (the Preparedness Talent) can establish that         guidelines used when poison is treated as an effect. A
an individual is already poisoned. If you prefer, you can      powerful sleeping draught may only trigger a series of
announce that you’re using slow-acting poison that can         three successive Health tests to stay conscious, while
take effect in future scenes instead.                          a truly deadly venom from a rare snake might have a
                                                               Damage Modifier ranging from +6 to +12. Damage or
Poison as Object                                               effect might be parceled out in increments, such as 4
Not all toxins are created through Leechcraft spends,          Health lost a round for four rounds, and it isn’t unusual
and these more powerful poisons (while illegal) can            for poison to reduce or eliminate the effectiveness of
                                                                                                                           Rules
typically be purchased if you know where to look. See          Bind Wounds while the poison is active.
p. 138 for a sample list of what’s commonly available:             The GM will ideally give you a chance to avoid
the more virulent or effective the poison, the higher          exposure, likely via Leechcraft, Vigilance, Skulduggery,
the cost. When your GM wants to introduce unique               or Burglary (if the ability was used to hide the toxin).
poisons that can’t casually be duplicated by Heroes,           Once you have been exposed, some poisons allow
expect to buy them instead of creating them yourself.          a Health test (listed as Test in the examples) for half
Your GM will raise or lower the suggested Wealth cost          damage or some other lesser effect (under Minor in
of purchased poisons based on supply and demand (and           the examples). If you fail the test, the Severe result
by how much fun they think it will be for you to use it).      occurs. The Investigative ability Leechcraft can be used
    Purchased toxins and poisons can vary widely in            to create antidotes.
lethality and nature, and don’t need to adhere to the
                                                    Traps
Traps are common when adventuring in forgotten                      Traps That Warn STAY OUT
tombs or robbing well-secured vaults. They may be
natural (such as an unstable stone bridge perilously close     These traps often use Maneuvers and non-deadly
to collapse) or deliberate (such as pit traps, scything        techniques to channel or trap intruders. They may be
blades, sorcerous glyphs, or hidden poison). Use your          designed to delay you. Warning traps often scream
Investigative abilities to identify the existence of a trap.   “This is a trap!” to anyone paying attention, under the
Once you do, it’s up to you to figure out how you’re           theory that you’ll decide proceeding just isn’t worth
going to avoid or disarm it with your General abilities.       the bother. When your trap involves deafeningly loud
    A trap is nothing more than an attack, a spell, or a       scything blades or a glowing, pulsing sorcerous glyph,
Maneuver that someone left behind. When you think              your trap is telling people to go away. Such traps may
of them in this way, you realize how incredibly creative       also inflict a small amount of fixed Morale damage by
you can be when designing new traps.                           inspiring hopelessness and discouragement, enough
    In Swords of the Serpentine, traps aren’t usually a        that Supporting Characters never choose to approach.
casual distraction. They either provide important leads
in themselves (such as a sorcerous glyph that reveals          �   Typically simple to spot, and as intimidating or
information about the sorcerer who cast it), act as an             terrifying as possible.
action set-piece (such as a rolling ball trap you must         �   Often designed to delay, re-channel, embarrass, or
outrun), or reveal that something very important                   discourage.
indeed is being hidden. Traps are intended to trap you,        �   Often rolls an attack against anyone coming within
discourage you, or kill you, and there are some key                range, instead of requiring a Hero to dodge with
differences between them.                                          Athletics.
                                                               �   May use Maneuvers (or a similar simplified
                                                                   mechanic), giving you a choice whether you take
                                                                   damage from the trap or retreat back to safety.
        92                                                                   Swords of the Serpentine
                                                                                                                        Rules
�   May have hidden access tunnels that bypass the trap        your way.” So ask yourself what makes a better
    for repair, resetting, cleaning, and maintenance;          adventure. If you and your group think that
    these may lead deeper into the complex, giving             traps are fun, partially ignore the GUMSHOE
    Heroes a chance to bypass the deadly trap entirely.        philosophy when facing down a trap: your
�   Lean more towards the brutally effective than the          Investigative abilities can tell you how a trap
    frivolous in terms of effect.                              works, no roll required, but it’s still up to you
�   More likely to target Health than Morale.                  and your General abilities to get past the darn
                                                               thing (and, like Indiana Jones in Raiders of the
Deadly traps lean towards the following effects,               Lost Ark, back past it on your way out).
although this list is far from comprehensive.
�   Sharp blades or spikes: these might swing, pop up,
    scythe, impale, or spin.
                                                                small god of disease. Find one or two themes, and
�   Heavy weights: these might swing to knock you
                                                                stick to them.
    backwards (using a Maneuver), crush you, trap
    you, or immovably block your path for a time.
                                                           �    What’s the Trap’s Purpose? As noted above, is
                                                                this trap meant to warn “Stay out!” or is it meant to
�   Poison gas: most often used in small spaces with
                                                                say “Die!”? The appearance and effect of traps will
    limited air flow, acting as any other poison of your
                                                                be strongly shaped by this choice. You may even
    choice. Holding your breath may be an effective
                                                                want to point this out to the Heroes, so they know
    defense until you begin to suffocate.
                                                                how cautious to be.
�   Sorcerous glyphs: see p. 124. These can hold any
    Sorcery attack, Maneuver, or unique spell effect.
                                                           �    What Does the Trap Target? As with the purpose,
                                                                does the trap focus on harming Health or Morale?
�   Magical fire: the trap tries to incinerate you using
                                                                Does it roll an attack, or does it automatically hit
    unnatural fire or another exceptionally deadly
                                                                unless the Hero avoids it with Athletics? You can
    hazard.
                                                                assign small amounts of fixed damage just from
�   Guardians: hostile animals, people, monsters, or
                                                                being within close range of a trap: an ancient
    non-living creatures (such as animated statues)
                                                                altar saps your Morale by 2 points per round, or
    attack you with an intent to kill.
                                                                the blistering heat of magical fire burns you for
                                                                3 Health every time you approach. Such fixed
                                                                damage underscores the trap’s purpose in a really
       Guidelines of Trap Design
                                                                immediate way.
When you’re designing traps, consider a few basics.
                                                           �    Does the Trap Have Style? Make traps that
                                                                your players will remember. You can combine
� What’s the Theme? Describe traps in a way that
                                                                mechanical traps with sorcerous glyphs to create
   emphasizes and hints at the structure they’re located
                                                                almost any unusual effect you can imagine within
   in, or the person who paid for them. In the same
                                                                a theme. Then assign it an attack bonus to see if it
   way that Sorcery must stay within specific Spheres,
                                                                hits (or to calculate the Maneuver Difficulty) and
   the traps in an ancient jungle pyramid may feel quite
                                                                think about ways to make it interesting enough
   different than traps in an Eversink moneylender’s
                                                                to be worth spending fifteen minutes of precious
   basement, and a high society poisoner’s traps will
                                                                game-time on.
   be quite different than the trapped temple of a
        94                                                                      Swords of the Serpentine
             You won’t find too many traps in Eversink itself outside of Mercanti treasure vaults, but they litter every
             haunted jungle tomb or forgotten Serpentine burial mound you run across. We struggled a bit to make traps
             fun until we nailed down the Maneuver mechanic. Being able to say “The swinging blade is coming right for
             you, and hits! You have a choice: take 10 Health damage or leap backwards to where you started” is exactly
             the right feel for traps that protect an area by actually keeping people out. Those are different from death traps
Rules
             that are only designed to kill intruders, sure, but remembering that a trap is nothing more than an attack or
             effect someone left behind makes the mechanics much easier.
                 We have particular fun designing themed traps. Think of the temples of heretical small gods: an ocean
             temple might use mechanical and sorcerous traps that all involve salt and water, for instance, and a god of the
             hunt might use traps that involve archery, running, and vigilance. You can use themed traps anywhere; the
             traps guarding the Butchers’ Guild treasure vaults must be freakin’ terrifying.
        �     Is the Trap Boring? If it is, don’t spend a lot of            brave and penalize the cautious: in the same way
              time on it. You don’t want to get bogged down                 that the crumbling stone stairway in Peter Jackson’s
              in micro-management unless everyone at the table              Fellowship of the Ring started disintegrating when
              finds that fun! You’re better off saying “You find a          the Balrog approached, every Hero who bypasses a
              series of three pit traps with strange grooved pillars        trap might raise the Difficulty by +1 for the Heroes
              under a series of murderholes, but if you’re willing          who come afterwards.
              to take your time, you can bypass all three with a        �   What’s the Solution? If a trap is just an attack
              General Spend of 8 Athletics for the whole group.”            or effect someone else left behind, defeating a
              Then, of course, you hit them with the excitingly             trap means getting past it without getting hit by
              guarded pit traps and lightning pillars on their way          that attack. Think through how the original trap
              out.                                                          designers (or current inhabitants!) got around the
        �     How Deadly is the Trap? Avoid insta-kill;                     trap, then encourage players to do the same. They
              they aren’t fun for anyone but the GM. Instead,               can then use their Heroes’ abilities to find or use
              use Maneuvers so that the Heroes can make a                   that solution, or just brute force their way past it.
              difficult choice between taking damage or finding         �   What’s the Reward? Traps let the thief shine,
              themselves flung, off-balance, rerouted, or trapped.          especially if they don’t use their Burglary very much
        �     Does the Trap Make Sense? Briefly think                       otherwise. Just as if they defeated an Adversary,
              about where and how the trap was built. An                    successfully bypassing or disarming traps earns
              architect without much money is going to have                 Refresh tokens. The harder the trap or more elegant
              embarrassingly basic traps (unless she constructed            the Heroes’ solution, the more tokens, from 1 to 7.
              them herself as a labor of love), while the Guild             That will let the thief refresh their Burglary pool, so
              of Architects and Canal-Watchers is going to have             they can tackle more traps to come.
              traps of breathtaking subtlety and sophistication.
              A sorcerer will rely mostly on magical runes. Use
              traps that make sense for the building they’re in,                          Traps and
              and remember that it’s just as valid for Heroes to                    Investigative Abilities
              bypass or deactivate a trap as it is for them to fall
              prey to it.                                               Most profession Investigative abilities (and a few Social
        �     Does Strategy Help? Do you want a trap solved             ones) can be useful when adventuring and looking for
              in a particular way, or with particular speed? If so,     traps. Suggestions are below, but this list is certainly not
              reward that. You can used timed traps that get            exclusive. Be creative when hunting for, and disarming,
              harder the longer you wait. You can reward the            traps.
Chapter 3: Rules                                                                                                         95
Social Investigative Abilities                                       Forgotten Lore: You know obscure details about
                                                                 trap-making and the sorcerous wards used in traps,
Command: Some guardians may be susceptible to
                                                                 including possible procedures and techniques for
forcefully presented orders, especially if they think
                                                                 disarming them (if possible).
you’re their master.
                                                                     Leechcraft: You can analyze and identify poisons,
   Liar’s Tell: If you’re in the presence of people who
                                                                 venoms, and diseases delivered by traps. When someone
know about existing traps, their nervousness may warn
                                                                 is poisoned, you can gauge the severity and onset time
you of upcoming danger.
                                                                 of the poison.
   Nobility: You’re familiar with the general types of
                                                                                                                               Rules
                                                                     Prophecy: It isn’t unusual for you to gain a vague
traps that were once fashionable for nobles to install.
                                                                 premonition of disaster before you blunder into a trap
   Servility: When traps require access to hidden
                                                                 that might kill you or your friends; your Alertness
alcoves and back rooms to reset, you’re familiar with
                                                                 Modifier rises by +1 per Prophecy rank when you’re
the types of hidden doorways used by servants and
                                                                 searching for traps.
trapsmiths.
Description: This is likely to catch most Heroes             Description: Heroes must get past three consecutive
  unaware, although once set off once it can easily           blades whirling in an unpredictable pattern. Each
  be avoided. If the falling block successfully defeats       blade attacks when a Hero attempts to pass it. The
  someone, the Morale of their fellow adventurers             Hero may only move forward to the next whirling
  suffers from the experience.                                blade if the blade’s Warfare attack is unsuccessful, or
   Similarly, the following sophisticated “Stay out!”         if the Hero voluntarily accepts the Health damage
trap might fill a hallway with whirling blades.               from the successful Warfare attack. Any successful
                                                              Warfare attack also inflicts 3 Morale damage, whether
                                                                                                                             Rules
                                                              or not the Hero takes Health damage.
 Whirling Blades of Denial
                                                                Increasing your Health Threshold (see p. 77) is
Spinning, moving blades that demoralize Heroes and           an efficient way to pass with little damage.
force them backwards to safety
Obvious Mechanical Trap                                                   Designer Notes:
Deactivation: Hidden mechanical key shutoff;                          Whirling Blades of Death!
 Difficulty 8 Burglary test to jam each blade
Offense — Warfare: +2 per blade; Damage Modifier                This sample trap models the classic complicated
 +3, or Hero flinches backwards to safety and must try          spinning blade trap that forces a Hero to edge
 to pass that blade again                                       forward, duck down to avoid a huge blade, and
                                                                then leap forward once the timing is exactly
Offense — Sway: Fixed Morale damage 3 to the Hero
                                                                right… getting more and more nervous with
 any time a Warfare attack succeeds, whether or not
                                                                every near-miss. It’s not particularly realistic, but
 the Hero takes Health damage from the attack
                                                                it is a huge amount of fun.
Misc: Stealth Modifier –3
Refresh Tokens: 5
                                             Refreshes
         Refreshing Investigative                                         Refreshing General
              Ability Points                                                Ability Points
Unless the GM specifically indicates otherwise               You can refresh your General ability pool points after
(sometimes as a story reward, or when a single adventure     you’ve spent them by using refresh tokens. These are
stretches out for more than two sessions of play), spent     dropped into a bowl in the middle of the table when
Investigative pool points only refresh at the start of the   you do certain things. You could use counters, poker
next adventure. They cannot be refreshed in any other        chips, pebbles, boardgame pieces or something else that
way, including by Refresh tokens.                            seems appropriate.
                                                                 Refresh tokens may be drawn from the bowl and
                                                             used by any player at any time, other than when you’re
                                                             in the middle of a General ability spend. It’s generally
                                                             polite to ask the group— they’ll let you know if it seems
                                                             like the tokens need sharing more evenly.
        98                                                                    Swords of the Serpentine
            Each token refreshes 1 General ability pool point              of rest; a week spent carousing, for instance, adds 5
        (except for Health or Morale) for the player who uses              refresh tokens per Hero and not 35.
        it, and a used token is discarded after use.                  �    End of Adventure: Unless there are special
            Unused refresh tokens are discarded at the end of a            circumstances (such as an ability-sapping disease or
        scene. Use them while they’re there!                               curse), all General Abilities are refreshed at the end
            There are several methods of gaining more refresh              of an adventure. Note that an adventure may span
        tokens.                                                            more than one session of play.
        � Defeating foes. Dropping a Mook immediately
Rules
                                         Character Growth
        There are lots of ways your character can grow, both          in long campaigns when Heroes reach significant
        mechanically (as your character’s abilities change            amounts of power.
        over time) and narratively (as you’re affected by what           When you get an advancement point, write it down
        happens in your adventures).                                  on your character sheet so you don’t forget it. You can
                                                                      spend these at any time, including mid-adventure.
                    Ability Advancement
                                                                           Spending Advancement Points
                     After Each Game
                                                                      �    1 point — increase a General ability by 1 rank. If
        At the end of every completed adventure, each player
                                                                           this increases a General ability rank from 7 to 8,
        gets 1 advancement point. The GM might award an
                                                                           gain the appropriate Talent.
        additional advancement point at the end of particularly
                                                                      �    1 point — increase Health or Morale by 1. If this
        momentous and exciting adventures, or every few
                                                                           increases your Health or Morale from 9 to 10, gain
        sessions if an adventure lasts for 3 or more play sessions,
                                                                           the appropriate Threshold increase from 3 to 4.
        or during a long campaign instead of a series, to slow
        the progression down. They may also cap advancement
Chapter 3: Rules                                                                                                  99
                                                                                                                         Rules
ability at 1 (though you may need to check with the         adventures. Just as many heroes in sword & sorcery
GM that this makes sense).                                  novels go from great riches to abject poverty between
                                                            stories, these rules encourage you to have fun blowing
    You’ve saved up your Advancement points                 your treasure on an opulent lifestyle and the prestige of
    and have 3 that you still haven’t spent. You            high repute, so that you have a good reason to go out
    use all 3 to increase the Investigative ability         and adventure for even more wealth.
    Ridiculous Luck by 1 rank, just as you’re
    falling off the roof of a tall building. Good
    timing.                                                          Changing Your Abilities
                                                            You can freely tweak your ability distribution between
             Allies and Enemies                             your first and second games. If you put 8 points in
                                                            Burglary but never had the occasion to rob anyone, you
The GM may add permanent ranks to your Allegiances
                                                            may wish to start the second game with some or all of
(see p. 54) as you make friends and enemies in
                                                            those points invested elsewhere, if your GM approves
Eversink, but is more likely to assign temporary pool
                                                            and it doesn’t change your core character concept.
points of Favors and Grudges instead. These scores
                                                                If you’re past your second game and want to move
reflect obligations, favors owed, friendships, foul
                                                            your points around, you may do so only with GM
enemies, and debts not yet repaid – or getting caught
                                                            permission, and by sacrificing 1 Advancement point.
betraying the interests of a faction you have as an Ally.
                                                            It’s a small price to pay for getting the Hero you want
                                                            to play. Don’t redo your entire character concept when
                                                            adjusting your points.
                        Gear                                    If you’re changing your abilities every game to try to
                                                            gain some sort of unfair advantage, your GM will laugh
Regularly update your character-defining gear to reflect
                                                            at you and tell you to stop.
your current personality. Your gear may affect your
Hero, especially magical items. Gear purchased with
Wealth or found as treasure gets written down on your
character sheet and sticks around between adventures
until you no longer want it.
        100                                                                 Swords of the Serpentine
                                       Chapter Four
                                       Chapter Three
                              Don’t make the mistake of assuming magic in Swords       � how you learned Sorcery,
                          of the Serpentine is usable for good as well as evil. Good   � what your Sorcerous Spheres are.
                          people may (and do) call upon Sorcery, but they do
                          so with the knowledge that this act eats away at reality
                          and slowly boils away the essence of what makes them                Health or Morale Damage?
                          human.
                                                                                                       The first time you purchase a rank
                                                                                                       of Corruption, choose whether your
                                                                                                       Sorcery damages a foe’s Health
                                                                                                       (implying a physical or energy Sphere)
                                                                                                       or their Morale (implying a mental,
                                                                                                       spiritual, or fear-based Sphere). That
                                                                                                       decision is permanent — but during
                                                                                                       an adventure, spending a point of
                                                                                                       Corruption allows you to choose
                                                                                                       freely between affecting Health and
                                                                                                       Morale for the duration of that scene.
                                                                                                             Learning Sorcery
                                                                                                       Sorcerers in Eversink learn their power
                                                                                                       from one of two sources: ancient
                                                                                                       secrets of the long-dead Serpentine
                                                                                                       empire, or by having their body and
                                                                                                       soul inhabited by a demon, small god,
                                                                                                       or spirit. There are no other known
                                                                                                       sources for learning how to manipulate
                                                                                                       Corruption.
                                                                                                       Serpentine
                                                                                                       You heard hissing whispers in the
                                                                                                       dark of a sunken basement, and you
                                                                                                       chose to take on a sorcerous mentor
                                                                                                       who would never show its face; or
                                                                                                       you read ancient snakelike scribblings
                                                                                                       on a decayed stone tablet that have
                                                                                                       wormed their way into your brain and
                                                                                                       refuse to depart.
Chapter Four: Sorcery and Corruption                                                                                  103
    Either way, the lines of power in your head                     walk near them, and cooking fires turning
    writhe and coil, demanding they be set free                     to look at you almost as if they were alive.
    by you invoking Corruption.                                     Whenever you inflict damage with Sorcery
                                                                    you describe it as being somehow fire-related,
Demon, Small God, or Spirit                                         such as burning your enemies alive or setting
                                                                    their tongues on fire. You’ll need to spend
You have bargained with, or fallen victim to, a fell and
foreign intelligence that now inhabits you. It may be               a Corruption point for unique Sorcerous
a small god, an ambitious nature spirit, a ghost, or a              tactical effects that do more than just cause
conniving demon. It has no true power while it is inside            damage, such as quickly setting an entire
of you, other than to give you (often biased) advice and            house on fire or allowing your group to walk
                                                                Page      Aging
                          Sphere               Affects
                                                                number
                          Demonology           Health, Morale   106      Affects: Health, Morale
                                                                         The passage of time spins forwards and backwards, and
                          Disease              Health, Morale   106
                                                                         you are sought by those who think you hold the secret
                          Earth                Health           107      to eternal youth. You cripple your foes with arthritis and
                                                                         frailty, and you can turn defeated enemies into squalling
                          Fear                 Morale           107
                                                                         babies instead of killing them. The dust of ages rises and
                          Fire                 Health           107      falls around you as you walk through the world.
                                                                             Spending Corruption might permanently increase
Sorcery and Corruption
                          Flesh                Health           107      or decrease a person’s or object’s age. If news gets out
                          Ghosts and Spirits   Morale           107      that you can help old people become younger, expect a
                                                                         lot of bribes and kidnap attempts.
                          Ice                  Health           107
                           Chaos                                                         Decay/Entropy
                          Affects: Health, Morale                                       Affects: Health
                          You are the rock thrown into the placid pool, and the         Everything falls apart, and you can hasten the process.
                          spanner tossed into the gears: where you go, systems          You make metal rust, stone flake, flesh decay, and wood
                          break down and rules fall apart. You incite riot and          rot. The Guild of Architects and Canal-Watchers will
                          disloyalty, and your Sorcery brings about the utterly         likely put a contract out for your assassination if they
                          unexpected. Chaos Sorcerers may wish to invest in             learn of your power — either that, or hire you to help
                          one or more ranks of Ridiculous Luck, so that when            with urban renovations.
                          everything goes to hell in a handbasket around them,              Spending Corruption can collapse buildings and
Sorcery and Corruption
                          they still end up on top.                                     bridges, often onto the heads of your foes, or can make
                              Spending Corruption might make enemies begin to           weapons disintegrate into dust.
                          in-fight, make a nearby building collapse, or have an
                          implausible and unlucky chain of causal events lead to
                          disaster for your foes.                                        Demonology
                                                                                        Affects: Health, Morale
                           Curses                                                       The swamp is riddled with stone altars to forgotten
                                                                                        demons and lost gods. You call them, beseech them,
                          Affects: Health, Morale                                       learn their names, and bind them to your will. Demons
                          Any sorcerer can cast a curse (see p. 122), but your          likely fear and resent you, as does any right-thinking
                          curses are more flexible and you can use Maneuvers to         citizen who learns of your power.
                          simulate minor curses. If you want to make your foe               Spending Corruption might allow you to summon
                          unlucky in love, or curse a master burglar into becoming      or banish supernatural entities and small gods, gain
                          the clumsiest criminal in Eversink, this Sphere is for you.   hidden knowledge and true names, send a demon to kill
                             Spending Corruption allows you to curse your foes          a distant foe, and even place a demon inside of someone
                          without using all your Corruption points at once.             — briefly giving them an unwanted rank of Corruption.
                           Death                                                         Disease
                          Affects: Health                                               Affects: Health, Morale
                          You have sway over death. You can hasten it, delay it,        You can inflict or cure diseases, either mental or
                          control the recently dead, and create the symptoms of         physical; and you can speed up or slow down the effects
                          impending mortality. People sense the pall that hangs         of diseases that already exist. Just don’t be surprised if
                          around you, an aura that many will instinctively flee.        you aren’t particularly popular at parties. Most plague
                          Others, especially the dying, will flock to you in the        sorcerers are shunned or summarily executed by scared
                          hope that you can stave off their death for one more          locals who are afraid for their health.
                          day.                                                             Spending Corruption might allow you to duplicate
                              Spending Corruption might bring the dead back to          the effect of Leechcraft for diseases, to significantly
                          life, even for a short time — or make it seem like you        speed up the course of a disease, or to create your own
                          have.                                                         diseases as a weapon.
Chapter Four: Sorcery and Corruption                                                                                107
 Earth                                                         Flesh
Affects: Health                                               Affects: Health
Dirt and rock (and perhaps even the slurry of the             For most people, “my skin is crawling” is just an
swamp) respond to your will. You can use the earth as         expression. Not for you; you instinctively sense and
a weapon, bludgeoning your foes or trapping them in           control flesh both living and dead. You can strangle
stone. You can turn swampland into a walkable path,           foes with their own intestines, steal a foe’s face (quite
and navigating the under-city is easier for you than          literally), and animate dead tissue.
for most others. Many an earth Sorcerer has been                  Spending Corruption might allow you to wrap a
blackmailed into helping thieves reach hidden vaults of       corpse around your own body and use it as armor, or
 Fire                                                          Ice
Affects: Health                                               Affects: Health
Exceptionally well-suited as a combat Sorcerer, your          If this whole adventuring career goes sour, you can
soul burns within and without. Flames dance at your           always find a fortune making ice for the rich of Eversink
command, you can turn burns into a mere nuisance, and         who want cold drinks. Your Sorcery centers around
you have to consciously remember not to burn down             cold, chilling your enemies’ life-blood and freezing
nearby houses when blasting your foes. One thing is for       water around them. People shiver when they are near
sure, though: your Sorcery is anything but subtle.            you, and the temperature drops when you smile.
   Spending Corruption might allow you to blast a                 Spending Corruption might allow you to freeze part
truly horrendous number of people at once, or to draw         of a canal solid, possibly with people still trapped in the
an out-of-control city fire into captivity within a small     water; or form a temporarily sentient snow-creature out
bottle.                                                       of ice and your distilled hatred.
                         108                                                                  Swords of the Serpentine
                          wanted by the Watch just on general principle… but             this as a Sorcerous Sphere.
                          they’d have to identify you first.
                              Maneuvers (see p. 72) are useful when you
                          have this Sphere, as they can help adjudicate whether
                          someone is fooled by your casual illusions.
                              Spending Corruption might allow you to craft an          Luck
                          entirely fake reality that others believe to be real, or    Affects: Health, Morale
                          allow you to impersonate someone specific for an entire
                          scene.                                                      While Luck is normally the domain of the Ridiculous
                                                                                      Luck ability, picking Luck as a Sorcerous Sphere
                                                                                      means that your magical effects appear as incredible
                           Lightning                                                  happenstance, and you can manipulate odds with your
                                                                                      Sorcery. Inflicting damage often expresses itself in the
                          Affects: Health                                             form of bad luck for your target.
                          Also known as a Storm Sphere, electricity crackles              Spending Corruption might allow you to create
                          around you and may even provide a ward that injures         particularly lethal (or fortuitous) coincidences. Note
                          anyone who touches you. It is easy to Daze others with      that while many such coincidences could be duplicated
                          your attacks, and you fear no storm.                        with a Ridiculous Luck spend, spending Corruption on
                             Spending Corruption might allow you to summon            this Sphere gives you access to exceptional damage (see
                          massive storms, call down lightning, or charge the          p. 113) and more pronounced and powerful effects.
                          ancient arcane pumps that help drain portions of
                          Eversink’s undercity.
                                                                                       Memory
                                                                                      Affects: Morale
                           Love
                                                                                      Even when you can’t read the memories of others, you
                          Affects: Morale                                             can blindly dredge up their secrets or traumas and use
                          You specialize in mending (and breaking) hearts,            those to batter your enemy’s Morale. You can implant
                          manipulating when and how someone falls in love.            false memories, sharpen or cloud memory, and even
                          You may or may not be lovable yourself, but expect          help relieve those who are tortured by their past.
                          strangers to fall in love with you and take risks for you       Learning memories or implanting memories isn’t
                          they’d never otherwise consider.                            mind reading. You must talk to your target to learn
                              Spending Corruption might allow you to manipulate       leads, compelling them to tell you about the memories
                          the heartstrings of two other people, or stop an enemy      you are stirring up in their mind’s eye. In this regard, it
                          dead in their tracks when they realize you’re the person    isn’t functionally different from using Social abilities to
                          they’ve spent their entire life waiting for.                learn clues and information.
Chapter Four: Sorcery and Corruption                                                                          109
Music
 Necromancy                                                Plants
Affects: Health                                           Affects: Health
For you, the unbreachable gulf between life and death     Flora bends to your will — literally. Whether they talk
is more of an inconvenient roadblock. You can animate     to you or kill a foe by sprouting inside her stomach
dead flesh and have the dead attack for you. You can      and growing out of her throat, you can speed up, slow
often pluck secrets from the memories of the dead.        down and control plants. Your attacks manifest as
Even if your smell is seldom pleasant, others come to     plant growth, and you may gain advantages in heavily
you when they need services that only you can supply.     overgrown areas.
    Spending Corruption might allow you to raise the         Spending Corruption might allow you to reanimate
dead into unlife, pluck memories from a corpse’s brain,   a wooden building and let it walk off its foundations, or
or prevent dead flesh from ever rotting.                  cause sudden sprouting vines to grow and catch your
                                                          foes. You can spend points of Corruption to create
                                                          some fairly remarkable plant-based poisons.
                         110                                                                   Swords of the Serpentine
                           Possession                                                   Shadow
                          Affects: Health, Morale                                      Affects: Health
                          Your spirit can exit your own body and assault others,       Darkness is your ally. You can slide between shadows,
                          briefly taking over their flesh to do things they            form shadows into allies (or weapons), and even trap
                          otherwise wouldn’t wish to occur. You can guide spirits      your enemies in darkness. Shadows near you animate at
                          and demons into the bodies of hosts, leave your body         your whim, moving as if alive. Perhaps they are.
                          briefly to travel in spirit form, and see through the eyes       Spending Corruption might allow you to walk
                          of people or animals you possess.                            through shadows from one place to another, to
                             Spending Corruption might allow you to possess            attack someone from afar by animating their shadow,
Sorcery and Corruption
                          someone for a lengthy time, to remove the memory of          or to rip away an enemy’s shadow as you hurt them
                          possession from a victim’s mind, or to drive a demon         tremendously.
                          out of its unwilling host.
                                                                                        Statuary
                           Secrets
                                                                                       Affects: Health
                          Affects: Morale                                              Eversink is full of funerary statues, monuments to the
                          Even when you can’t pull secrets from the thoughts of        dead. You can animate statues, speak with them, merge
                          those nearby, you can make your foes think you already       into them, and ask them to fight for you.
                          have, shattering your enemy’s morale by threatening to           Spending Corruption might allow you to steal a
                          expose the secrets and the shames they keep locked away.     statue by making it stand up and walk off with you.
                          You may find that strangers approach you to confess          With this Sphere you could turn a living person into a
                          their deepest secrets, or to brag about achievements         statue temporarily, step inside of a statue, or animate a
                          that they can’t tell anyone else.                            statue from afar to use as an assassin.
                             Spending Corruption might allow you to steal
                          secrets from a foe against their will, learn someone’s
                          true name, or broadcast someone’s secret into the             Swamp
                          dreams of hundreds of sleeping people at once.
                                                                                       Affects: Health
                                                                                       The swamp is your ally, and it will work to shelter you
                           Serpents                                                    or keep you safe. You might walk across the swamp
                                                                                       as if on a cobblestone road, and your enemies might
                          Affects: Health                                              find their lungs unaccountably filled up with mud and
                          Really falling under the category of Animals (above),        marshland creatures. People smell the rich, peaty scent
                          the Serpentine Empire has left behind enough writings        of the bog when they are near you.
                          that the Serpent Sphere seems more common than                   Spending Corruption might make the swamp close
                          most; perhaps Sorcerers just like conjuring serpents         in around the ankles or boats of multiple enemies, or
                          in people’s bellies and watching the snake slithering        suddenly dissolve part of a stone building into cascading
                          upwards and out of their mouths. See Animals for             mud and water.
                          further details.
Chapter Four: Sorcery and Corruption                                                                              111
                              a heavy, shadowed hood (possibly a dangerous look              climb a wall, but you can describe it as if you were
                              in a city where sorcery makes people suspicious, but           using Sorcery, such as levitating or making your
                              you’re sticking with tradition). This has no game              fingers sticky.
                              effect, so you can describe your Hero like this            � Non-sorcerous thieves pick pockets using Burglary.
                              freely.                                                        You must also roll a Burglary test to pick a pocket,
                          � Most people can open and close an unlocked door,                 but if you succeed, you can describe it as literally
                              carry a serving tray, or light a torch. If it’s coherent       teleporting their purse from their belt to your
                              with your Sorcerous Spheres, you can open and                  hand. If you fail, they notice the magical attempt.
                              close doors or light torches with a wave of your           Use Sorcery as a combat ability to attack someone,
                              hand, or have serving trays float around a room.           as described on p. 65.
                          � Most people in Eversink have no way to make ice.             � You use your Ice Sphere to attack an enemy’s
                              You can’t create ice with Sorcery either unless it fits        Health. You describe their blood and eyeballs
                              within your Sorcerous Spheres, at which point you              freezing, and they take Health damage.
                              can make minor amounts of ice as a special effect.         � You use your Memory Sphere to attack an enemy’s
                          Use any Investigative ability, or spend any                        Morale. You describe flipping through her
                          Investigative pool point, and describe the standard                memories and making the worst ones more vivid.
                          effect as coming from Sorcery. This does not                       She falters as she takes Morale damage.
                          include the Corruption ability, and it does not create         Use Sorcery to create standard Maneuvers (p.
                          Corruption.                                                    72), tactical effects that inflict damage or change the
                          � Charismatic people can use Charm to make a                   situation.
                               Supporting Character like them, or spend a point of       � You can use Sorcery to attack Health with a
                               Charm to make that Supporting Character become                 Maneuver, and trip a foe in combat with your
                               enamored with them. You can do the same but                    Sorcerous Sphere of Earth, raising the ground level
                               describe it using one of your Sorcerous Spheres,               just enough to unbalance your enemy.
                               such as magically increasing your personal charm,         � You can use Sorcery to attack Morale with a
                               or as casting a love spell.                                    Maneuver, tricking a foe into running down the
                          � Characters can gather gossip with Scurrilous                      wrong alley with your Sorcerous Sphere of Illusion.
                               Rumors, and spread gossip by spending a point.
                               With 1 rank in Scurrilous Rumors, you could
                               describe magic as carrying a hundred rumors to
                               your ears; if you spend a point, you can describe
                               as the wind picking up your whispered insinuation
                               and carrying it to the dreams of everyone in the city
                               who is asleep.
Chapter Four: Sorcery and Corruption                                                                                    113
   Sorcery is flexible for a General ability. It’s meant to be fun and showy, with great personal danger accompanying
   dramatic power. In part, this is compensation for the penalties accompanying Corruption. A Sorcerer in
   Eversink is always at risk of being spotted and stalked by suspicious inquisitors; internalized Corruption
   changes your appearance (and maybe the nature of what you truly are); and externalized Corruption is illegal
   because it creates pools of foulness that can damage both the Goddess and Eversink’s economy.
       Outside of Eversink, Corruption is still dangerous but is less of a concern. Sorcerers in other lands tend
   to have a place of greater prominence and respect… or they’re surreptitiously ganked by threatened Thieves,
                                             +1 die +3
                                   1                         3 damage             —                   —                    —
                                              damage
                                            +2 dice +3
Sorcery and Corruption
                                            +3 dice +3       2 dice +3
                                   3                                        1 die +3 damage       3 damage                 —
                                             damage           damage
                                                                                          Designer Notes:
                                                                                  Evolution of a Corruption Spend
                          Affecting an Adversary                                        The one restriction is that the partial effect can’t
                                                                                     take the target out of the rest of the fight, or have the
                          Unique spells that target Adversaries are framed as
                                                                                     same functional impact as the full effect. For instance,
                          Maneuvers, with a full effect (what you ideally want
                                                                                     there’s no functional difference between a full effect
                          to happen when you’re successful) and a partial effect
                                                                                     that knocks your target 100 meters off a roof, and a
                          (what should happen along with damage if they resist
                                                                                     partial effect that knocks them 3 meters off the roof.
                          the spell).
                                                                                     Pick a different partial effect in such cases.
Chapter Four: Sorcery and Corruption                                                                                  117
                                                                                                  36 (special, min
        This sanity-blasting rift in reality pierces the world and                                6 at a time); may
                                                                     Never heals, and slowly
         can theoretically corrupt an entire nation if allowed                                     be less if sealed
 6+                                                                   spreads unless sealed
        to spread long enough. Effects are as Stage 5, but the                                    from the far side
                                                                       from the other side
                          affected area spreads.                                                 as part of a unique
                                                                                                      adventure
                         120                                                                    Swords of the Serpentine
                              Fixed Morale damage from externalized Corruption          forgotten sorcery has forever scarred the spiritual
                          doesn’t hurt you more than once per scene. Your               landscape. Some of these have been healed by Church
                          Morale won’t keep eroding if you run into and out of          Inquisitors. Some locations have just been walled off,
                          an affected room multiple times, but depart and come          and the Church hopes for the best. Many they haven’t
                          back later in a different scene and you’ll suffer the fixed   yet found.
                          Morale damage once again.                                         People who can see the spiritual rift can help fix it.
                              Your Sorcery leaves a unique and hard-to-describe         Corruption is healed by spending pool points of the
                          signature when you Corrupt a location. There’s no             Investigative ability Spirit Sight, and it takes an amount
                          way to immediately tie this signature back to you, but        specified in the chart above to instantaneously heal a
                          anyone with ranks of Spirit Sight (such as a Church           Corrupted spot one level. Spirit Sight spends made to
                          Inquisitor) will recognize your unique signature if they      heal the Corruption can come from multiple people
Sorcery and Corruption
                          encounter it more than once.                                  working together. The Inquisitors of Denari work
                              Multiple acts of Corruption in a single location          tirelessly to heal or seal corrupted areas in Eversink;
                          aren’t cumulative. The single largest Corruption spend        they consider any corrupted area to be an open wound
                          in a location sets the Stage, although smaller spends in      in the Goddess.
                          the area might reset the time before Corruption heals             Corruption heals faster in flowing water than it does
                          itself. This means that if your enemy lets loose with a       on land, disappearing as if it were two stages less than its
                          3-point Corruption spend and pollutes the area nearby,        actual stage. Stage 1 Corruption in flowing water heals
                          you can also externalize Corruption without making            by itself in approximately a week. Although Corruption
                          the effect worse. (Mind you, doing so is still illegal in     heals more quickly in running water, the number of
                          Eversink.)                                                    points of Spirit Sight needed to reduce Corruption does
                                                                                        not change from the above chart.
                          Curing Corrupted Locations
                          Eversink is dotted with cursed corners, areas where
                                                           Advanced Sorcery
                                          GM Advice:                                             Rituals: Time, Assistants,
                                Starting the Game? Read This!                                      Astrology, Sacrifices,
                                                                                                        and Sorcery
                             The Sorcery rules from this point until the end
                             of Chapter 4 —Rituals, True Names, Curses, and             Unless noted otherwise, invoking Corruption and
                             Glyphs —are all key components of Sorcery in               attacks using Sorcery takes only one action, just like
                             Swords of the Serpentine, especially true names            any other attack. There are occasions when that isn’t
                             and curses, but aren’t necessary to know when              appropriate for Corruption spends, however. As a GM,
                             you’re starting the game. Your players will have           you may want villains to need long (even multi-day)
                             enough to keep straight the first few games                rituals to complete a particularly terrible spell, a spell
                             without worrying about these as well. Integrate            that’s only possible when the stars or tides are right, or
                             these rules gradually as plot hooks from one               a spell that can only occur if you have enough chanting
                             adventure to the next.                                     cultists assistants. Similarly, you may decide that an
                                If this is your first read-through, feel free to        effect is only possible when one or more sacrifices occur
                             skip this part and come back to it later.                  first, either simultaneously or over time.
                                                                                            In these cases, use time, assistants, astrology, and
                                                                                        sacrifices as a mitigating factor. Given a foul tome,
Chapter Four: Sorcery and Corruption                                                                                 121
enough cultists, stars in the correct configuration,              Once you know your true name it resonates through
the right incense, and sufficient time, an otherwise          your soul, reminding you of who you truly are. This
unimpressive Adversary may be able to trigger a fairly        self-knowledge provides strength in times of need.
horrible effect from spending Corruption. There’s no
conversion table showing the relationship between             Benefits of True Names
Corruption spends, chanting assistants and time: GMs          Once per adventure, you or an ally who knows your
should allow or disallow such adjustments on a case by        true name (and who speaks it loudly enough for you to
case basis, primarily based on what will be most fun for      hear) can audibly call on it to grant you extra resources.
the game.                                                     Doing so doesn’t take an action but must be done as
   Such tactics are usually the province of villains rather   part of a turn.
than Heroes, but there may be times when you want
                          Learning Another’s True Name                                    Some enemies are too puissant to oppose normally;
                                                                                      they may be nearly invincible or far too important.
                          Learning the true name of another person, living
                                                                                      Learning their true name helps even the odds, even if
                          or dead, is exceptionally difficult. You may be lucky
                                                                                      it means that you become their most important enemy.
                          enough to be told a person’s true name, either because
                          they trust you or you’ve extorted it out of them. If
                          not, bargaining with fell powers is generally your only
                          recourse.
                                                                                                              Curses
                              The currency of true names is secrets, both those
                                                                                      Curses are usually cast by Sorcerers releasing all of their
                          you give up yourself and those you learn about others.
                                                                                      Corruption potential in one fell swoop, although curses
                          If you learn some hidden shame that your victim keeps
                                                                                      can also come from objects, places, and supernatural
Sorcery and Corruption
Curses are usually narrative instead of mechanical, in        for a hundred years, or make someone’s nose grow every
that they create horrible story penalties for the victim,     time they lie. A curse may instead be subtle; “May your
instead of killing them or hampering their abilities.         family never know wealth” might reduce the cursed
You should tell your GM what you say when you utter           Hero’s treasure or raise their lifestyle expenses, and take
your curse, but remember that curses are notoriously          a few adventures to even be noticed.
shifty and untrustworthy forms of revenge, and the                The point of curses is usually to teach someone a
curse vary in power or have a different effect than the       lesson, not to kill them outright, and the curse recedes
one you intended. Your curses usually, but not always,        or abates when that lesson is shown to be learned.
manifest in a manner congruent to one or more of your         Players and GM should work together to fashion
sorcerous Spheres.                                            interesting, effective curses. It’s in no one’s best interest
                                                              if a combative GM deliberately minimizes the effect of a
                          normally again (though admitting to being the culprit            You’ve created a glyph to trap your enemy,
                          may have other consequences).                                    an assassin named Celestina Avanti. You
                              Heroes can discover a curse’s escape clause by               want her to fall into a deep sleep when she
                          speaking with someone who has 1 or more ranks of                 sets off the glyph, with a full effect of “sound
                          Prophecy. An escape clause may be simple (such as                asleep for 24 hours” and a partial effect of
                          apologizing to the Sorcerer who cast it), or may seem
                                                                                           “groggy and Dazed for the scene”. You make
                          impossible or nonsensical when first heard (such as
                                                                                           a Sorcery attack when you create the glyph,
                          swimming in dry air when low and high tide occur at
                          once), but it must be possible to achieve — whether
                                                                                           spending and dealing with 2 Corruption;
                          literally, symbolically, or through a clever technicality.       only one of those Corruption spends will apply
                                                                                           +3 when calculating the Target Number
Sorcery and Corruption
                                           Chapter Five
                                           Chapter
                                            Chapter Three
                                                     Five
              Wealth a n d Lifestyle
Sword & sorcery novels are full of heroes who find             Your Wealth includes the number of coins and
vast treasure in one story and are penniless again in the   valuable items you possess, along with less physical
next, because they’ve squandered all their money on         assets: debts others owe you, the influence you can
magnificent creature comforts. Swords of the Serpentine     wield to acquire something you desire, even secrets you
is aiming for the same feel.                                can trade on. None of these are tracked separately.
    As a result, this isn’t a game about buying and            Each Wealth point can be turned in for a pool of 3
selling gear, or about saving your loot to buy legendary    General ability points usable when you’re in a situation
weapons that increase your personal power in a fight. It    where it might matter (such as a Preparedness test in a
is a game about increasing and leveraging your influence    marketplace or bribing someone during a Sway test),
with other people. In a city like Eversink, spending
your wealth opens doors. You can use that influence to
further your own aims during adventures.
                  Wealth
When you adventure, you’ll gain Wealth. You’ll spend
Wealth on your Lifestyle every adventure, as noted
below. Unspent Wealth carries over from adventure to
adventure.
   Wealth isn’t measured in coins. Instead, when you
find treasure or gain a reward you’ll track pool points
of Wealth from 1 (a piddling reward) to 5 (enough
wealth to live a luxurious lifestyle for an adventure) to
10 or higher (truly wealthy, able to live at the highest
level of society for two adventures or more). An average
adventure gives you 2-5 Wealth per Hero, although
rewards are most fun when they fluctuate dramatically.
You can’t squander all your riches on unneeded luxuries
unless you first have riches to squander!
   You have 0 Wealth when you start your first
adventure, as it’s assumed you’ve spent it all wisely or
squandered it carousing, as Heroes do.
                       126                                                                  Swords of the Serpentine
                         Obviously, this conversion chart is unworkably complicated — and that’s by design. One of the reasons is
                         that this coin chart delights us. But the real reason is that the mechanical systems in Swords of the Serpentine,
                         from Preparedness to Lifestyle to Repute, run on Wealth and not coins. Wealth isn’t a linear progression
                         (spending 5 Wealth is much, much more expensive than spending five instances of 1 Wealth) so we want you
                         to think twice before handing out specific quantities of treasure. This matches classic fiction, where heroes
                         find overflowing treasure chests of coins and jewels but never bother to count the damn things.
                            In any case, Eversink natives turn out to like “unworkably complicated”. Unscrupulous moneychangers
                         take advantage of the ridiculous complexity to skim a few coins for themselves every time they make change.
                            If this doesn’t work for you, just simplify or streamline the coinage to something that is easily memorable
                         without unbalancing the game. Just remember that by awarding treasure in Wealth you’ll seldom if ever need
                         to hand out exact coinage. If you hand out Wealth to Heroes and accidentally describe the coinage in a way
                         that doesn’t match this chart, the total amount of Wealth you specified is what’s important. Discrepancies can
                         be caused by clipped coins, counterfeits, ancient and valuable coinage, and the like.
                         Eversink has a ridiculously complicated system of                     In the Night Markets beneath Sag
                         currency, with coins in circulation from dozens of                    Harbor, you finally find a sorcerous
                         kingdoms. As a result, merchants typically weigh or
                                                                                               charm you’ve been hunting for — one
                         alchemically assay coins to determine their value
                                                                                               guaranteed to turn any curse back
                         in gold. Here are the standard coins minted by the
                                                                                               at the caster, and who cares if it’s
                         Triskadane.
                         3 bits = 1 iron tripenny                                              made with a hanged man’s tongue,
                                                                                               anyway? Problem is, it’s so rare that
                         3 tripennies = 1 iron penny
                                                                                               the Preparedness test to acquire it is
                         13 pennies = 1 copper halfeel (Wealth 1; enough to
                                                                                               Difficulty 16. You have Preparedness
                              live a life of Squalor between adventures)
                                                                                               8, so the best result you could normally
                         2 halfeels = 1 copper eel
                                                                                               achieve is 14. Instead, you turn
                         13 eels = 1 silver fish (Wealth 2; enough to live a
                                                                                               in 2 Wealth for 6 pool points of
                              Struggling lifestyle between adventures)
                                                                                               Preparedness. Now you have 14 points
                         3.5 fish = 1 silver cygnet
                                                                                               of Preparedness to spend, so you hope
                         7 cygnets = 1 silver bridge (Wealth 3; enough to live a
                                                                                               you roll a 2 or higher on the die.
                              Comfortable lifestyle between adventures)
                         8 bridges = 1 gold halfswan                                      Although accumulated Wealth isn’t usually
                         2 halfswans = 1 gold swan (Wealth 4; enough to live a            tracked on a per-treasure basis, there may be
                              Wealthy lifestyle between adventures)                       times you wish to make an exception. Memorable
                         9 swans = 1 quill (handcrafted by artisans as                    items and glorious art objects might be useful to
                              standardized works of art)                                  list separately.
                         4 quills = 1 bell (handcrafted by artisans as unique                  You stole a legendary ruby the size
                              works of art, each coin made singly and studded                  of a baby’s fist from the eye socket of
                              with gems) (Wealth 5; enough to live an Opulent
                                                                                               a massive demon statue. The ruby is
                              lifestyle between adventures)
                                                                                               worth 75 Wealth, a king’s ransom,
                         Bank script = variable (custom written by each banking
                                                                                               but you can’t use that Wealth until
                            house in town, representing the total of stored
                                                                                               you sell it — and selling it will be an
                            funds for a customer)
                                                                                               adventure in itself.
Chapter Five: Wealth and Lifestyle                                                                               127
                                               Lifestyle
Have you blown all your money and you’re living in                             Low Repute
squalor, or are you incredibly rich and spending coins
like water?                                                  Low Repute represents the social challenge faced by
    There are five different levels of Lifestyle you can     those who can’t or won’t spend money on their lifestyle.
choose at the start of each adventure, and the one you       Squalid or struggling Heroes may be discriminated
choose affects how the world sees you. Wallow in your        against by the upper classes and social elite.
Weath and gain High Repute to impress the people
around you; spend little Wealth and your Low Repute              You’re living a squalid lifestyle when you
will be used against you by the GM.                              use Skulduggery to shadow someone into a
    New Heroes have No Repute for their first adventure.         restaurant. “You can’t come in here!” says
At the start of each adventure after the first, choose the       the restaurant owner loudly, using one
Lifestyle you’ve lived since your last adventure, and            of your 2 Low Repute points to make sure
mark down your Repute. The Low or High Repute you
                                                                 the person you’re following notices you. The
                             Prophecy shows you that your enemy is about                        Designer Notes: Literary Loot,
                             to escape from Eversink in a sailing ship
                                                                                                 and The Lies of Locke Lamora
                             and you won’t be able to get there in time
                             to stop them. You spend both of your High
Wealth and Lifestyle
                           If you think that a Hero’s family or business contracts would support them at a given lifestyle level — no sure
                           thing when they’re Heroes instead of full-time Mercanti or bankers! — you may allow them one or more free
                           Lifestyle pool points each adventure, starting them off at squalid, struggling or comfortable before they ever
                           spend Wealth points on Lifestyle. This is for Heroes with significant business concerns or hidden resources
                           that help to handle Lifestyle expenses even when the Hero is adventuring. It’s rare, however, and players
                           (except perhaps for Mercanti and members of some Sorcerous Cabals) usually have to earn this benefit as a
                           roleplaying reward during your campaign.
                               Alchemists also have a method for obtaining a minimum lifestyle. See p. 223 for details.
                                                        Assigning Treasure
Wealth and Lifestyle
                        If Heroes are going to put their lives on the line, they          adjusts it slightly upwards to 23. She splits
                        deserve rewards! Occasionally having them wallow in               up these rewards into different opportunities
                        wealth is one way to make them feel like big damn                 throughout the adventure, dividing it
                        heroes, especially if the Wealth drifts away as quickly as        between coins, jewelry, expensive goods, and
                        it is discovered. To make treasure interesting, make it           promised favors from a major mercantile
                        memorable. Describing a shattered funerary statue with
                                                                                          guild.
                        jeweled eyes and teeth, lying on a bed of ancient coins
                        and religious offerings from 600 years past, is much
                                                                                      The value of any goods, jewelry, gems and the like is
                        more interesting than simply saying “You find Wealth
                                                                                      included in the total Wealth. If the GM chooses to
                        30.”
                                                                                      assign 15 Wealth to the Heroes as treasure, they might
                            When assigning treasure from an adventure, GMs
                                                                                      describe that as barrels of rare wine and crates of exotic
                        should think about how they want the Heroes to live
                                                                                      spices. The value of these goods is based on the fair
                        until the start of their next adventure, per the table on
                                                                                      and realistic price that the Heroes can get for them.
                        p. 128. Rich as Mercanti, swimming in loot? Desperate
                                                                                      If Heroes come up with a particularly clever plan for
                        and on the streets, scrabbling for coin? Dole out total
                                                                                      selling items in a way that should make them more
                        wealth accordingly. Your Heroes might not choose a
                                                                                      money, the GM is justified in increasing the total value
                        Wealthy lifestyle, and that’s fine; next adventure, they’ll
                                                                                      of Wealth gained by an amount that seems fair.
                        roleplay the results of whatever lifestyle they did choose.
                                                                                          Unique gear, such as magical weapons that can’t
                             The GM thinks the Heroes deserve to feel                 easily be bought or sold, should be excluded from these
                             triumphant, and so should earn enough loot               totals.
                                                                                          Heroes (particularly those allied with the Mercanti)
                             during this adventure to remain Wealthy
                                                                                      may work hard to establish ongoing sources of Wealth,
                             through to the end of their next adventure.
                                                                                      such as trading agreements, business concerns or even
                             There are five Heroes. She sets the vast                 lucrative blackmail. Encourage this if it makes your
                             amount of treasure available this adventure              game more fun, and use Minimum Lifestyle to represent
                             to 20 (cost 4 x five Heroes = 20), and then              it instead of just granting extra Wealth.
Chapter Six: Gear, Both Sorcerous and Mundane                                                                    131
Chapter Six
While this isn’t a game about buying and selling gear, it’s useful to know what sort of equipment you can buy or
produce with Preparedness and Wealth.
                                                                  Armor-piercing
        Weapons that are easy to find can be acquired for free;   This weapon ignores the stated amount of Armor,
        you can find a makeshift club almost anywhere. Better     adding to ranks of Spot Frailty (if any) when determining
        crafted weapons, such as a sword, cost Wealth 2 or        its effectiveness.
        higher if they aren’t already part of your minor iconic
        gear.                                                     Loud
            The range is determined by the weapon type. Melee     Using this weapon creates significant amounts of noise
        weapons can only be used on a foe within Point-Blank      (apart from the screams of the person you’ve just
        range. Ranged weapons cannot be used on a foe within      injured).
        Point-Blank range (unless stated otherwise in the
        table on p. 133), and their accuracy diminishes with
                                                                  Obvious
        distance.
            The following list of weapons isn’t exhaustive, and   This weapon is difficult or impossible to conceal,
        you’re encouraged to describe your weapons creatively.    requiring a difficult Stealth test to do so, and usually
        When you add your own weapons, small weapons              has a Damage Modifier of +2. It’s tricky to hide a
        have a Damage Modifier of +0; medium weapons have         greatsword in the back of your ballgown.
        a Damage Modifier of +1; and large weapons have a
        Damage Modifier of +2. The GM may adjust these            Reload
        numbers and add Weapon Modifiers as appropriate.          Once this weapon is used, an action must be spent
                                                                  reloading it before it can be used again. Such weapons
                                                                  are often used once and then tossed aside as enemies
                                                                  close into range.
                                                                  Stun
Gear
                                                                                   GM Advice:
                                                                              Lethality and Firearms
                                                                                     Armor-piercing
Crossbow                          Large    Long           Difficulty +2   +2         1; Obvious;
                                                                                     Reload
                                                                                                         Gear
Longbow                           Large    Long                           +1         Obvious
                                           Point-Blank/                              Armor-piercing 1;
Spear                             Large                                   +1
                                           Medium                                    Obvious
                                                         Firearms
        Eversink doesn’t have firearms, but that’s a stylistic choice, not one based on mechanical balance. If you prefer, add
        firearms to the game using the following rules.
                                                                Damage
        Name             Size       Range       Cost                       Other Modifier
                                                                Modifier
            Cost: Wealth 1                                           The more organized factions of the city — the City
              Alchemical                                             Watch, the Guild of Architects and Canal-Watchers, the
                                                                     Triskadane, the Church of Denari, and the like — have
                Clinging fire in a bottle, alchemical fire           official sanctioned badges that they sometimes lend to
                burns briefly even underwater and requires           those on their missions. These badges carry the weight
                smothering to be extinguished. Throw it              of the organization behind them, so others usually defer
                 with an Athletics test; a successful hit inflicts   to people who wear them.
                  a die of damage each round for 2-7 (1 die              Badges of Office hold 1 or more pool points of Favor
                     +1) rounds or until extinguished. Putting       with the organization that created them; the Favor
                      alchemist’s fire out requires a Difficulty     points can be spent normally. Heroes who hold such
                       5 Athletics test as an action. Rumors         a badge can temporarily wield influence in the name of
                        persist of alchemist’s fire that lasts       an organization they might not normally be allied with.
                        longer, is much harder to extinguish,        Using one of these without the faction’s authority gains
                        or burns hotter; if such variants exist      you multiple Grudge points as soon as that faction finds
                       they would be notably more difficult to       out.
                      obtain.
Chapter Six: Gear, Both Sorcerous and Mundane                                                                    135
                                    These      are     a
                                   collection of several     Dogbane
                                 dozen antique cameos
                            whose     display   conveys     Cost: Wealth 1
sentiments ranging from bland disinterest to mild           Alchemical
contempt to scathing insult (but only to those who can      This is only useful when being hunted by dogs, but
interpret the cultural code). Used properly, Cestino’s      if you are, it’s really useful. Sprinkle it behind you
cameos can create the effect of a Taunt or Intimidate       when making a Stealth test. Any dogs that try to track
spend.                                                      you past that location will suffer a –3 penalty to their
    An artist of middling talent named Cestino turned       Alertness Modifier for the rest of the Scene, making it
out hundreds of these a few centuries ago as collectible    much easier for you to hide.
sets for preteen girls of the noble houses. The joke
insults associated with each design were just naughty
enough to appeal to the children, and it became a short-     Nightstones
lived fad.
    Ten generations later, the insults are treated as       Cost: Wealth 1 per five stones
deadly serious by noblewomen and conveyed by the            Alchemical
original jewelry passed down from mother to daughter        These rocks are alchemically coated to extinguish small
over several hundred years. One can only signal using
                                                                                                                        Gear
                                                            flames such as torches or lanterns, making them handy
the designs in one’s possession — complete sets are rare    for sneaking through darkness without being identified.
and highly valued, and it’s considered extremely gauche     Throw one into a torch or lantern and you’ll douse the
to use anything but an original Cestino. The code is        light, causing it to need relighting. Toss one into a
completely opaque to anyone outside of the aristocracy.     bonfire and you’ll reduce its size, reducing its Damage
Ranks in the Investigative ability Nobility or Allies:      Modifier by -2 for the scene. Multiple nightstones
Ancient Nobility are required to recognize and translate    aren’t cumulative on the same fire.
the cameos, and a Nobility spend is required to utilize
the code for a specific effect.
                                                             Theatrical Disguises
 Denari’s Book of Truths                                    Cost: Wealth 1
 and Tax Code                                               Alchemical
                                                            These dyes, glues, fake beards, and other tools help you
Cost: Free - Wealth 5, depending on how beautiful the
                                                            disguise yourself. When using the kit, make a Stealth
book is Mundane
                                                            test; if successful, increase your Stealth Modifier by +2
This holy text is a highly annotated and abridged version   when others are trying to recognize you. The effect lasts
of the equally common but lengthier Book of Truths.         for one scene.
It recounts the holy word of Denari through parables
       136                                                                Swords of the Serpentine
                                                                                                                         Gear
defensively you are using the shield. Your attacks are      Cost: Wealth 1
penalized an equal amount, although only when you           Mundane
are gaining the Full Cover benefit of the shield. You       Location: Off Hand
decide how you are using your shield when combat            Watch whistles are shrill, piercing, and they carry across
occurs, or if you’re using it at all, and you can freely    water and through twisting alleys. Blowing a watch
change this decision on your turn. If a weapon or action    whistle will summon a member of the City Watch in
requires the use of both hands, you can’t use it while      1-6 minutes, sometimes sooner. If the whistle was
your shield is equipped.                                    blown but there’s no emergency at hand, expect some
   When using a shield and using the Dodge Talent           annoyance.
from Athletics to avoid an attack, you must only meet          Before whistles came into vogue, the City Watch
the attacker’s success instead of exceeding it.             used loud rattles. You may still stumble over these now
                                                            and then, but the sound didn’t carry as far and they
                                                            have fallen out of use.
       138                                                                  Swords of the Serpentine
 Floodlung                                                      Gutsplash
Cost: Wealth 2 (illegal)                                       Cost: Wealth 2
Onset: Immediate                                               Onset: 3–6 hours
Test: Difficulty 6 Health (Difficulty 3 if holding breath to   Test: Difficulty 5 Health
  avoid inhaling mist)                                         Minor: No damage, moderate intestinal distress
Minor: Suffocate for 3 rounds                                  Severe: Extreme intestinal distress for 24 hours
Severe: Suffocate for 6 rounds                                 When you want to make sure someone stays home and
This illegal mist, usually kept in sealed ceramic              in bed — or near the chamberpot — there’s no better
containers that are thrown and shattered, is derived           poison than the boiled swamp herb known as gutsplash.
from alchemically modified swamp water. Floodlung              If you’re planning on stealing a noble’s identity, this
magically drowns its victims by transmuting air to water       can help ensure you don’t accidentally bump into them
within their lungs. It affects everyone in Close range to      at the worst possible time.
where it is released, dissipating in three rounds (or faster
if there is strong ventilation). Victims use the Drowning
rules on p. 88.                                                 Hollowing
                                                               Cost: Wealth 5 (illegal)
 Gluggut                                                       Onset: 30 seconds
                                                               Test: Difficulty 10 Morale
Cost: Wealth 2                                                 Minor: No apparent effect; if given a second dose within
Onset: approximately 15 minutes, lasting more than an            the next hour, the test Difficulty rises by +2
  hour                                                         Severe: Your soul is separated from your body for a period
Test: Difficulty 10 Morale                                       of time chosen by the GM
Minor: Compulsive urge to drink any potable liquids
  nearby, and will seek out other potable liquids when         This injected poison is formulated from the crushed
  those are gone                                               and alchemically treated bones of freshly-killed corpses.
                                                                                                                            Gear
Severe: Compulsive urge to drink any potable or non-           It ejects your soul from your body for one or more
  potable liquids nearby, and will seek out other non-         scenes and prepares your body for easy possession by
  potable liquids (no matter how foul) when those are          ghosts and other spirits. When your soul is separated
  gone; Health drops to Seriously Wounded                      from your body, the GM may allow you to play your
                                                               own disembodied ghost (possibly restricting you to the
This alchemical poison slowly makes the imbiber thirsty,       spirit realm that overlays Eversink), or play the ghost
and drinking liquid does not abate their thirst. While it      that is now steering your body. If the former, you have
causes no damage itself, people poisoned with gluggut          no knowledge or control over what your possessed
may die from alcohol poisoning or from drinking other          body does; if the latter, your GM may hand you revised
liquids that poison them.                                      abilities for your new ghostly personality.
                                                                   When returning automatically to your body after
                                                               a period of time chosen by the GM, you must make
                                                               a Difficulty 8 Morale test to remember your time as
                                                               a ghost (although during future adventures you may
                                                               recall small horrific flashes of your experiences, if the
                                                               GM allows). If your body is possessed by a ghost when
                                                               the drug’s effect ends, you automatically expel it. It is
                                                               likely to resent this.
       140                                                                     Swords of the Serpentine
         Snapback
        Cost: Wealth 5 (illegal)
        Onset: 3 rounds
        Test: Difficulty 6 Health
        Minor: Muscle contractions causing 2 points of Health
          damage per round for 6 rounds
        Severe: Massive muscle contractions that leave the victim
          nearly helpless while they die, inflicting 1 die of damage
Gear
                                    Sorcerous Gear
It’s rare, but not unheard of, for sorcerous items to be
available for sale. Sometimes you just need to be at the      Grimoire: The Calcifex Manuscript
right Night Market or find the correct little market stall
                                                             Cost: Unique
that you’d somehow never noticed before. Sorcerous
                                                             Sorcerous
items aren’t often seen in Eversink, and more powerful
                                                             Location: Primary and Off Hand
items have a tendency to disappear on their own after
a time serving their master. They’re rarely dependable.      The Calcifex Manuscript is a surprisingly heavy, large
                                                             tome with covers made from sheets of petrified wood.
                                                             Its unwieldiness requires you to hold it in both hands
                     Grimoires                               or (more commonly) place it upon a lectern. The
                                                             Manuscript grants you 2 bonus Corruption points,
Most sorcerous grimoires are written in the ancient          usable only with the bonus Sorcerous Spheres of Stone
Serpentine tongue. Sorcery doesn’t like being written        and Statuary. It is evil and antithetical to flesh, desiring
down, and the writing has a bad habit of becoming            to turn all living creatures near it into statues that
sentient. Grimoires are books of magical theory and          then praise it and offer it obeisance. It communicates
knowledge that are only usable by someone with 1             with the sorcerer by speaking through the mouths of
or more ranks of Corruption. Grimoires grant bonus           all nearby funerary statues. If no statues are nearby, it
Corruption points that can usually only be used with         cannot communicate.
specific Spheres or spells; these Spheres either attack          When first opened each adventure, the Calcifex
Health or Morale, but never both, and can only be used       Manuscript attempts to possess you with a Difficulty
with the Corruption points granted by the grimoire.          8 Maneuver; take 6 points of Morale damage or
The books also have a tendency to try to possess the         become temporarily possessed. If you are possessed, the
sorcerer when they are used, something that should be        grimoire will temporarily turn you into a living statue,
                                                                                                                            Gear
avoided when possible.                                       piloting you and drawing on your Sorcery to do its own
   To establish a grimoire for their own game, GMs           bidding (which usually involves settling scores against
should select the following:                                 the families of long-dead enemies). You lose control of
� The amount of bonus Corruption pool points the             your actions and gain the Adversary special ability Stony
    book grants                                              (see p. 164) during the possession.
� The Sorcerous Spheres associated with the book                 You may make a Difficulty 8 Morale test to throw off
    (typically one per point of Corruption)                  the possession every time you take Health damage. You
� The book’s personality and method for interacting          may spend your Morale to do so even when possessed.
    with the Sorcerer                                        Afterward, you retain no memory of your actions.
� Whether or not the book contains any true names
    or special abilities
� The Difficulty for resisting its Possession Maneuver        Grimoire: The Ophidius Parables
    (see p. 163) the first time you try to use it each
                                                             Cost: Unique
    adventure.
                                                             Sorcerous
                                                             Location: Off Hand
                                                             This slim volume is a scroll written on shimmering,
                                                             nearly indestructible snakeskin. The writing in the
                                                             Ophidius Parables seems to coil and squirm when read.
                                                             The scroll recounts a pre-human legend of sacrifices
                                                             made to a primeval serpent-god, including methods
       142                                                                  Swords of the Serpentine
        for summoning it (something the book advises you not        externalizing the bonus Corruption, and then using
        do unless you have an abundance of sacrifices handy to      a human sacrifice to channel the Corruption into the
        appease it).                                                flesh-tangle, will animate it and give it terrible purpose.
            The scroll grants you 1 bonus Corruption point,         The fleshtangle thus created gains (usually) 1 Health
        usable only with the bonus Sorcerous Sphere of Serpents.    per corpse used. See p. 333 for details.
        It seems to have a predilection for conjuring snakes in         The notebook doesn’t communicate directly, but its
        the stomachs of enemies, snakes that then damage foes       owner will experience terrible epiphanies and insights
        as they crawl up their esophagus and out their mouths.      that actually come from the grimoire. When first opened
        It cannot communicate but has a tendency to wrap            each adventure, Zelgrieb’s Notebook attempts to
        itself around your arm, much like a coiling snake.          possess you with a Difficulty 10 Maneuver; take 8 points
            When first opened each adventure, the Ophidius          of Morale damage or become temporarily possessed. If
        Parables attempts to possess you with a Difficulty 6        possessed you will be obsessed with gathering corpses
        Maneuver; take 4 points of Morale damage or become          from whatever source you can find and leaving them
        temporarily possessed. If you are possessed, you will       near the notebook (or leaving them in a heap for
        attempt to summon the primeval serpent-god and beg          later exposure to the notebook). This overwhelming
        it to devour you. Make a Difficulty 6 Morale test to        urge lasts for the length of the adventure, or until the
        throw off the possession every time you take Health         notebook has possessed someone else. While possessed
        damage.                                                     you gain temporary Grit of 1 to 6, in proportion to the
                                                                    strength of the urge.
                                                                        Zelgrieb’s Notebook of Dissection is fickle, and
         Grimoire: Zelgrieb’s Notebook of                           seldom stays with a single individual for more than one
         Dissection                                                 adventure.
        Cost: Unique
        Sorcerous                                                                     Miscellaneous
        Location: Off Hand
        This slim, leather-covered book contains far more           Plenty of Sorcerous items aren’t easily categorized.
Gear
        sketched illustrations and diagrams than words. In          These are usually unique, with only one existing at a
        fact, at first glance it appears that there are no words    time unless a Hero makes their own. This list is for the
        at all; but further examination shows text hidden in        sake of example and is far from exhaustive.
        the illustrations of flayed corpses, anatomical drawings,
        and ritual circles. The book is a meditation on death,       Beggar’s Rags
        corpses, afterlife, and how Corruption seems to have a
        predilection for entering and animating dead flesh.         Cost: unique (cannot be purchased)
            The notebook has one truly useful function:             Sorcerous
        studying the text can teach you how to eradicate even       Location: Body
        the most powerful and ancient patches of externalized
                                                                    These filthy and shredded clothes were once taken
        Corruption, causing them to vanish through simple
                                                                    from a beggar’s corpse as an object lesson in turning
        (if horrific) human sacrifice. The notebook doesn’t
                                                                    haughtiness into humility. While you wear them, any
        explicitly say that Corruption is channeled into nearby
                                                                    ranks of Nobility you possess are treated as if they
        corpses, creating unusually powerful undead, but that
                                                                    were ranks of Servility instead. At the GM’s discretion,
        can be reasonably assumed.
                                                                    getting recognized while wearing these may affect what
            This grimoire is unspeakably powerful and grants
                                                                    people think of you (positively if noticed by commoners,
        you 3 bonus Corruption points that target Health,
                                                                    negatively if recognized by nobles or Mercanti.)
        usable only with the bonus Sorcerous Spheres of Death,
                                                                    Regardless of your actual Lifestyle this adventure,
        Decay, and Flesh. Over several weeks, dead flesh placed
                                                                    people treat you as if you have Low Repute 2.
        near the notebook slowly merges into one horrific flesh-
                                                                       Deliberately washing Beggar’s Rags with soap
        tangle of merged skin, hair and bone. Spending and
                                                                    destroys their magic.
Chapter Six: Gear, Both Sorcerous and Mundane                                                                       143
                                                                                                                          Gear
                                                                Cost: unique (cannot be purchased; illegal)
to abandon their duty post, and to terribly embarrass
                                                                Sorcerous
nobles about to fight a duel. The ring is engraved with
                                                                Location: Off Hand
images of various swamp plants; anyone with 1 or more
ranks of Wilderness Mastery will notice that each plant         Goffredo Zetticci was a notorious sorcerer who
is used in folk medicine as an emetic or a laxative. As         operated in Eversink over two hundred years ago until
an action, the wearer may use the ring to undetectably          Inquisitors caught and executed him. His skull was
trigger a Difficulty 5 Health test in one person per            removed from the crow’s cage after his
adventure. Spending a Wilderness Mastery point allows           body rotted and was promptly stolen
a simultaneous second target. If the targets fail their         by his apprentice. Zetticci now
Health test they start to feel their guts roiling, as if from   remains as a spirit inhabiting
food poisoning, and will immediately abandon their              his elaborately carved skull.
current location in favor of finding a toilet. The GM               For    a    sorcerer    in
may assign the target penalties to other actions (such as       possession of the skull,
resisting Persuade tests) due to the distraction caused         Zetticci can act as an
by such urgency.                                                advisor and mentor (though
                                                                he’s inclined to sulk if his
                                                                advice is ignored). For a
                                                                1-point Charm, Command or
                                                                Intimidation spend, the skull
                                                                will permit access to the Curses
                                                                or Disease Spheres for the rest of
                                                                the adventure, targeting Health.
       144                                                                     Swords of the Serpentine
                                                                                                                              Gear
Thieves’ Guilds or Favors: Thieves’ Guilds. For the rest      Sorcerous
of the scene, the boots allow you and your companions         Location: Off-hand
to move across Eversink in less than half the time it         This ancient rune is shaped like a humanoid snake and
usually takes. While you don’t seem to teleport, city         makes your words particularly sinuous and believable.
landmarks flow oddly around you: a door to a hall may         Once per scene after triggering the rune with a successful
lead to a rooftop instead, and a trapdoor in the roof         Sway attack, you can tell a lie to the person you just
then leads to the sewers. If you keep your destination in     successfully attacked. No matter how outrageous the
mind, you’ll end up there quickly. These won’t let you        lie, your target will firmly believe that you believe the lie
walk to an end destination you haven’t seen, but they’ll      to be true — and they may believe it as well, depending
usually get you close.                                        on the circumstances. Other people within earshot are
                                                              under no compunction to believe the lie, but they will
                                                              be unable to convince your target that you’re lying.
                                                                  Your target will tend to obsess over your lie. Over
                                                              the course of several days it will gradually consume them
                                                              as they dream of it and go over and over it. They will
                                                              take 2 Morale damage per day; if this loss drives them
                                                              below 0, they may break and come to you begging to
                                                              be shown that what you said was true. Either way, the
                                                              certainty (and any obsession) ends at the end of your
                                                              adventure.
       146                                                                   Swords of the Serpentine
                                                                                                                           Gear
                                                               Depending on speed, a GM may ask for Athletics tests
you learn what the normal damage would be. The                 from people on board to keep their feet.
Warding Charm is destroyed once used, and you may                  An anchor knife doesn’t suspend people or objects
only trigger one Warding Charm per adventure.                  in mid-air. If used on something falling (which
                                                               usually requires you to fall as well), it
                                                               will continue to fall and then be unable
                                                               to move from its landing spot as long as
                                                               you’re in Close range and paying the cost
                                                               each round. If this is underwater, the results
                                                               can be unfortunate.
to the sword: it then drinks an equal amount of Health            You roll a 2-die Critical Hit from a
from the foe being stabbed.                                    very high attack roll (you spent more than 6
    Once Leech has drunk 10 points of Health total             Warfare when attacking, so the minimum
during a day, it becomes even hungrier and the wielder         damage on your first damage die is 6), and
no longer has the option to decline sacrificing at least       you also have +1 die from a teamwork attack.
one point of their own Health per hit.
                                                               Your damage is 3 dice +6 +2. You roll 5, 3,
                                                               1 — you deal 26 damage, and take 9 points
 Lifedrinker (Mace)                                            of Morale damage.
Cost: unique (cannot be purchased)                         If your Morale hits zero, you continue to fight but you
Sorcerous                                                  no longer get to select your targets rationally, and you
Location: Primary hand                                     won’t stop until you’re put down or everyone else in
Every time you slay a foe with this mace (Damage           sight is.
Modifier +1), heal one point of Health. The corpses            If you wish to leave your berserk state early, you
you leave behind appear twisted and withered, and          may do so by succeeding at a Difficulty 6 Morale test
continue to groan or scream for the rest of the scene                    (at least until you’re damaged again and
despite being dead.                                                       once more need to resist berserking).
                                                                                                                        Gear
                                                                    or Investigative spends. It has the potential
There’s a demonic rage spirit captured within the blade,
                                                                   to defeat most Heroes in one or two shots if
and it glories in the actions of weak-willed humans.
                                                                  they get too close, and that’s not necessarily
Even if left behind or locked away, it will somehow
                                                                 a desirable tactic for a fun fight.
follow its chosen wielder, appearing conveniently
nearby when a fight breaks out.
    This greatsword forces you to go berserk for
the remainder of the fight if you fail a Difficulty 4
Morale test any time you are injured. You may                Swordbreaker (Rapier)
also go berserk voluntarily.
    While berserk, roll damage for your Warfare               Cost: unique (cannot be purchased)
attacks as normal. Now deal damage as                      Sorcerous
though every die were a 6, and take the                    Location: Primary Hand
difference as Morale damage. Nothing                           This thin sword (Damage Modifier +1) is supple
can stop or reduce this loss, although it                      and flexible. It is engraved with one prayer to Denari
can be healed normally.                                      etched over and over again in tiny, precise letters:
    Your normal damage is 1 die                            “Taxes and faith are stronger than steel.” Holding the
    +2. You roll a 4 on the die. You                       sword makes you easier to strike in combat, lowering
    deal 8 damage (6 + 2), but                             your Health Threshold by 1.
    take 2 points of Morale                                   Holding Swordbreaker grants you mystical sight,
                                                           showing your enemies limned in golden light except for
    damage (8 – 6).
       150                                                                      Swords of the Serpentine
                                                                                                                              Gear
                 needing a physical manifestation of the
                 ability. In these cases, such a Token is
                 usually the temporary gift of a small         Token of Grease
                 god or some other power.
                     Unless of unusual power, Tokens          Cost: Wealth 2
                 can be used once per scene and stop          Sorcerous
                working for a few years after being used      Location: Any
                five times. Particularly weak Tokens only     A Token of Grease makes it easier to trip someone or
                work three times or fewer.                    shove them from place to place. If you use a Maneuver
                                                              that moves someone or knocks them off their feet,
                                                              the Maneuver’s Difficulty is raised by +2. If someone
              Token of Blackjacks                             tries to trip or shove you, the Maneuver’s Difficulty is
                 Cost: Wealth 2                               reduced by –2.
                 Sorcerous
                 Location: Any
A Token of Blackjacks makes it easier to Daze someone
with a blow to the head or with shocking or terrifying
news. If you use a Maneuver to Daze a foe, the
Maneuver’s Difficulty is raised by +2. If someone tries
to Daze you, the Maneuver’s Difficulty is reduced by –2.
       152                                                                   Swords of the Serpentine
                                          Chapter Seven
                                           Chapter Seven
                                   Adv e r s aries
                        Character Nomenclature
Different characters in the game world are referred to                          Companions
by different names to help you keep their capabilities
straight.                                                        A Companion is a highly specialized Supporting
                                                              Character who accompanies your Heroes on an
                                                              adventure. They may be a torchbearer, a faithful family
                       Heroes                                 servant, a paid henchman, or a semi-tame bonded animal
                                                              companion. Give Companions a fun or interesting
A player character is referred to in the rules as a Hero.     personality. Companions are usually only good at one
This is true even if they don’t necessarily act heroically;   or two things, so you should introduce a Companion
you can easily have Heroes who are only looking out           to make up for an important ability that the Heroes
for themselves. If you think about your adventures as         otherwise lack. Specialties such as guiding, healing,
sword & sorcery stories, they’d be on the cover of the        prophecy, protocol, wilderness survival, cooking, or
novel or collection of short stories.                         even fighting are all fair game for a Companion.
                                 GM Advice:                                                           Mooks
                            Building a Companion
                                                                               Mooks are Adversaries who are particularly easy to
                                                                               defeat. Narratively unimportant and intended as
                  Bonded animal and human Companions are
                                                                               cannon fodder in a big fight, Mooks have 1 Health and
                  staples of sword & sorcery novels. Whether
                                                                               1 Morale. They can’t resist Maneuvers without being
                  they’re only around for a single adventure or
                                                                               defeated, and in combat they are defeated after being
                  they have a recurring role, Companions use
                                                                               hit with a single successful attack unless their Armor
                  their limited and specialized abilities in the best
                                                                               or Grit protects them. What defines a Mook isn’t their
                  interest of the Heroes until they’re betrayed,
                                                                               strength or hardiness (or the lack thereof), but rather
                  treated badly, or there’s a very good reason for
                                                                               their importance to the plot. If they’d be played by an
                  them not to stay loyal.
                                                                               extra in the movie of your game, and they don’t have a
                     Companions don’t have full character
                                                                               name, they’re probably a Mook.
                  sheets like a normal Hero; that’s more record-
                                                                                   While they may not matter narratively, Mooks aren’t
                  keeping than anyone needs. Instead, construct
                                                                               necessarily a pushover in combat. Sure, they go down
                  a Companion with a normal stat block like an
                                                                               in a single hit, but they can be quite lethal before that
                  Adversary (see p. 155) giving them enough
                                                                               happens. Heroes shouldn’t ever take them for granted
                  Health and Morale to survive a fight, a fixed attack
                                                                               in a fight, and it’s usually good tactical sense in a
                  bonus (often +0 or +1), 10-15 points of Malus,
                                                                               confrontation to take out as many Mooks as possible as
                  and specific Special Abilities as appropriate.
                                                                               quickly as possible.
                  Companions may also get up to 3 Investigative
                  ranks in the abilities they specialize in. If they
                  choose, they can spend these pool points to assist                           GM Advice:
                  Heroes.
                                                                                           Making Mooks Matter
                     A Hero can often turn a Supporting Character
                  into a Companion for one or more adventures by
                                                                                  Every once in a while you want your adventure’s
                  spending a point of High Repute or an appropriate
                                                                                  final confrontation to have the feel of an epic
                  Social Investigative point. A Hero can sometimes
                                                                                  screen battle where the heroes defeat all the
                  turn a hostile animal into a Companion for
                                                                                  minions before coming for the primary villain.
Adversaries
                                          Adversaries
                Template for                                1 Health might be very fast and thus have a Health
                                                            Threshold of 4, 5 or 6; a relentless swamp giant with
            Building Adversaries                            high Morale might be very superstitious or gullible,
                                                            with a Morale Threshold of only 3.
Every non-player character, whether bystander, Mook,
monstrosity, or Adversary, uses the same basic stat
block. Categories that aren’t needed are omitted from
                                                            Adversary Survivability and
the stat block.                                             Effectiveness
                                                            Use the guidelines below to adjust the length and
 Name                                                       danger of a battle. As the GM, you should alter and
                                                            tweak Adversary stats as you see fit; they are benchmarks
Roleplaying adjectives                                      and guidelines, not hard-and-fast absolutes. You have
Defense – Health: Health Threshold, Armor, Health           four main methods of adjusting an Adversary: their
Defense – Morale: Morale Threshold, Grit, Morale            survivability (by changing their defenses), their combat
Offense – Warfare: +X; Damage Modifier +Y                   effectiveness (by changing their likelihood of hitting
Offense – Sorcery: +X; Damage Modifier +Y                   and doing extra damage), their unique abilities (by
Offense – Sway: +X; Damage Modifier +Y                      adding to or removing their special abilities), and the
Abilities: Investigative abilities (if any); General        combat balance (by determining how many and what
  abilities; Malus                                          kind of foes threaten your Heroes).
Special Abilities: special ability (cost, if any)
Misc: Alertness Modifier if not 0, Stealth Modifier if      Combat Survivability
  not 0; any unique advice needed to run the creature       Unlike Heroes, all foes are defeated when their Health
Refresh Tokens: 1, 3, 5 or 7                                or Morale reaches 0 — it’s just simpler to keep track of.
Description: Who they are and what they look like           Narratively important foes who are losing a fight often
Variations: Very similar variants that don’t need their     try to escape if they believe they’ll be defeated.
                                                                                                                        Adversaries
  own stat block                                            � Easy foe (mook): Health 1 and Morale 1; usually
                                                                 no Armor or Grit.
                                                            � Moderate foe (named adversary): Health and
            Adversary Health                                     Morale up to 12; Armor and Grit up to 2.
          and Morale Thresholds                             � Hard foe: Health and Morale 12 or higher, or (for
                                                                 fights that last multiple rounds) can be calculated
For most Adversaries, Health and Morale Thresholds               at 10 per hero; Armor and Grit 2 or higher, may
are calculated the same way they are for Heroes: 10 or           possess the special abilities Warded (Malus cost 6)
more ranks of Health or Morale gives a Threshold of 4            and/or Defense Boost (cost 6).
instead of 3.                                               � Deadly foe: Health and Morale calculated at 15
    You are always encouraged to tweak and customize             to 30 or more per Hero; Armor or Grit may be
an Adversary’s game statistics if an Adversary is more or        3 or higher (usually not both); likely possesses the
less vulnerable than their Health or Morale ranks might          special abilities Warded (Malus cost 6) and/or
suggest, or to make a fight more fun, interesting, or            Defense Boost (cost 6).
challenging. An easy-to-kill insect monster with only
              156                                                                  Swords of the Serpentine
               Combat Effectiveness                                         �   Hard foe: Use any of the foe’s Special Abilities,
               If you find that fights initially seem easier than they          and look up the less common ones before the fight.
               should be, be sure that you’re using Malus to trigger            Remove or add Special Abilities to match the foe’s
               crits, Maneuvers, and special abilities when it’s fun or         personality.
               exciting to do so. This can make a large difference in       �   Deadly foe: Feature the most impressive Special
               the amount of threat the Heroes perceive.                        Abilities early in the combat, leading with
Adversaries
               � Easy foe: Set attack bonuses to -1, 0, or +1; never            memorable strategies that might scare the Heroes
                    add any Malus to attack rolls.                              (and which will remind them that they might want
               � Moderate foe: Set attack bonuses to +1 or +2; add              to use defensive tactics to stay alive and triumph).
                    up to +1 Malus on important attack rolls, or more           Look up Special Abilities before the fight and
                    on Maneuvers.                                               customize them as needed to make this enemy feel
               � Hard foe: Set attack bonuses to +2; add up to +2               unique.
                    Malus on attack rolls (makes a hit very likely, makes
                    a critical hit possible), or more on Maneuvers.         Combat Balance
               � Deadly foe: Set attack bonuses to +3; add up to +4         �   A small number of Mooks will likely fall to a single
                    Malus on attack rolls (makes a hit certain, makes a         hero’s attack.
                    critical hit very likely), or more on Maneuvers.        �   A crowd of Mooks (3 or more per Hero) will be
                                                                                diminished quickly if the Heroes have initiative, but
               Unique Abilities                                                 might inflict surprising amounts of damage if the
               �    Easy foe: Remove all but the most basic of Special          Mooks go first in the fight.
                    Abilities, with enough Malus to trigger it once.        �   Waves of Mooks (2 to 4 per Hero, per wave)
               �    Moderate foe: Use any of the foe’s Special Abilities        provide a satisfying multi-round fight, but can get
                    whose effect you can remember without looking it            out of hand quickly if the Mooks are Moderately
                    up.                                                         Effective or better in combat.
Chapter Seven: Adversaries                                                                                        157
�   Several foes with Moderate to Hard Survivability,            Your job as GM is to make the game fun and
    accompanied by several waves of Mooks, provides a        challenging, so you may vary these numbers mid-fight
    very satisfying fight.                                   if you wish. Always let Heroes be defeated by bad luck
�   A single massive foe, with no Mooks to distract the      or bad tactics, but if you significantly under- or over-
    heroes, needs Deadly Survivability to last more than     estimated how difficult a monster would be to fight,
    a round or two of combat. Create single massive          make that correction on the fly to make the game more
    foes with the ability to attack more than one Hero       fun for everyone. You also have control of deciding
    per round.                                               when in a fight a villain triggers the Defense Boost or
                                                             Warded special abilities, which may buy your Adversary
                                                             an additional round or two for trying to escape.
       Scaling Health and Morale                                 Finally, don’t panic if you made your Adversary too
          for Climactic Battles                              strong and the Heroes are defeated. Defeat doesn’t
                                                             usually mean death in this game, but rather capture,
                                                             and that just gives the Heroes a later opportunity for a
The final fight of an adventure tends to have very high
                                                             heroic escape.
damage output from Heroes because there’s no reason
for them not to spend their remaining Investigative
points as bonus damage with each successful hit.             Adversary Armor and Grit
That’s a good thing; it helps the players feel heroic and    Armor and Grit vary tremendously from one Adversary
effective, it encourages cinematic Maneuvers, and it         to another. A knight might be incredibly well armored
steers combat towards ending an adventure with a bang        and have a shield, making them hard to hit and hard to
instead of a whimper.                                        hurt, but will drop quickly once injured because they
    This can be a problem, however, when combats             only have 5 Health. When you want to customize an
end too quickly or without enough threat because you         opponent, increase or reduce their Armor and Grit
haven’t scaled the climactic encounter to the size of        to make them an interesting and fun challenge for
your group. With Mooks, you can easily use waves of          the Heroes. This also provides a satisfying victory for
them each round to continue challenging a larger group       Heroes who have invested points in Spot Frailty.
of Heroes. With named Adversaries and monsters,                  The Armor and Grit of some Adversaries will vary
though, a six-player gaming group is going to end a          depending on how players describe their attack. For
fight against a single terrifying Adversary much more        instance, many undead lose their Grit when players
                                                                                                                         Adversaries
quickly and efficiently than a three-player group might.     describe their Sway attacks as being a prayer, and
    The solution is linking a climactic Adversary’s Health   vampires lose their Armor and Grit when confronted by
and Morale to the number of Heroes in that fight. If         a bane. This technique can be fun and highly flavorful,
you want a fight to last three rounds, for instance, and     allowing Heroes to bypass significant defenses, and
the average Health or Morale damage per round when           Heroes with ranks in Know Monstrosities should be
Heroes pull out all the stops is 10 points per Hero,         given this information whenever it might be useful.
you might set a single climactic Adversary’s Health or
Morale at 30 points per Hero. You might go higher in
either ability if the Adversary is notoriously healthy or        Alertness and Stealth Modifiers
strong-willed, or lower if they’re particularly sickly or
fearful.                                                     Some Adversaries may be unusually wary or may be
    This isn’t an exact equation. Defense Boost, Armor       particularly adept at noticing movement, heat, faint
and Grit make an Adversary harder to defeat, as does         sound, life signs, or any other appropriate sensory data.
Healing and the Warded special ability, as does the          Give them a higher than usual Alertness Modifier.
breakdown of how many Heroes primarily attack                Every point of bonus increases the target number that
Health or Morale (or use Teamwork); and any other            a Hero must reach when being stealthy. Lowering an
targets on the battlefield siphon off attacks against the    Adversary’s Alertness Modifier makes it easier for a
primary foe, usually allowing it to survive for longer.      Hero to be stealthy.
              158                                                                 Swords of the Serpentine
                                                                                                                             Adversaries
    When building an Adversary from scratch, simplicity
works in your favor. Resist the urge to add so many
special abilities that you can’t remember what they do.
Do not build Adversaries by starting with a point-buy
budget and selecting abilities: this list isn’t balanced in
such a way, and doing so will create an overpowered,
confusing villain.
    Adversaries should be built on a theme, and should
underscore what makes that foe unusual, memorable,
or effective. Instead of going through the list below and
saying, “Oh, this looks cool, as does this, as does this…”
it’s most effective to give some thought to what your
Adversary might be capable of without any game rules
in mind. A conniving noble might use Venom and be
a Mastermind, while a murderous barbarian lord might
have Strength and move incredibly quickly in a fight.
    A foul sorcerer, unsurprisingly, will have
the ability to manipulate Corruption and do
extra damage, but individual sorcerer’s spells
              160                                                                     Swords of the Serpentine
                 In the interest of good GMing, no Special Ability               Scott Lynch’s novel The Lies of Locke Lamora
                     should ever be instantly lethal to the Heroes               features the Bondsmages of Karthain, a mage’s
                     it affects.                                                 guild with an unbreakable promise to the world:
                 Teleportation is rare even in sorcerers and                     kill one of our wizards, and we will systematically
                     monstrous opponents, as it doesn’t occur                    destroy everything you love before we destroy
                     often in classic sword & sorcery stories. As                you. Everyone lives in fear of crossing their
                     a result, it has a high cost. If you decide it              members for very good reasons. It’s an excellent
                     should be more common, or even rarer, adjust                example of how a guild of close allies can drive
                     the cost accordingly.                                       future adventure.
                                                          Special Abilities
                    Name         Malus Cost                                          Description
                                                The Adversary has powerful allies who they can call on for help. If the Adversary
                Allies           3              is killed or seriously injured, the Allies will try to get revenge. Such Allies are
Adversaries
                Armor-
                                 3              Attacks against an enemy’s Health ignore 3 points of Armor for 1 round.
                Piercing
                                 2 per 1        Spend Malus to restore Morale to an ally, similar to the General ability Sway.
                Bolster
                                 Morale         Usually found in servitors and lackeys whose job is to encourage the main
                Morale
                                 restored       Antagonist.
                                                This triggers automatically upon the death of a sorcerer, targeting their killer
                                 Remainder      with a Curse equivalent to the sorcerer’s remaining Malus. It cannot be used
                Death Curse
                                 of Malus       at any other time. The Curse typically takes several adventures to manifest. In a
                                                one-shot adventure, ignore this ability.
Chapter Seven: Adversaries                                                                                        161
                             At any time, the adversary fights defensively for the round, raising Health and
Defense Boost 6              Morale Thresholds by +3. Health and Morale Thresholds return to normal at the
                             end of the round unless triggered again.
                             The Adversary can change their appearance to look like someone else, either
                             through illusion, mundane makeup or shape-shifting. Some highly talented
               1 for dis-
                             Adversaries can accurately impersonate a particular person; doing so costs 3
               guise or 3
Disguise                     Malus instead of 1.
               for imper-
                             If a Hero deliberately tries to penetrate the disguise, treat it as a Stealth “Spotting
               sonation
                             Hidden Things” test on p. 52. The Malus spend acts as a bonus to the
                             Adversary’s Stealth modifier when avoiding detection.
                             Move quickly enough to gain an extra action in one round, which may be spent
                             attacking. Most Adversaries can only use this once a round, and choose whether
Extra Action   3
                             to take both attacks at once, or (more powerfully) gain a second place in the
                             initiative order. The Adversary can target the same enemy more than once.
                             After successfully hitting, spend 3 Malus to gain a bonus die of Health or Morale
             3 per die
                             damage, describing the action cinematically. Particularly dangerous Adversaries
Extra Damage of bonus
                             can spend 6 Malus for 2, or 9 Malus for 3, extra dice of damage. Most
             damage
                             Adversaries can only use this once a round.
               3 against
               one foe, or   In addition to your normal action, automatically inflict 3 points of Morale
Fear           6 against     damage (or higher) without rolling by doing something terrifying. A single target
               many, in      costs 3 Malus; multiple targets costs 6.
               Close range
                                                                                                                        Adversaries
                             As one action, perform a Sway attack at the same time as a Warfare attack. Apply
               3 per
Fearsome                     Health and Morale damage separately, as appropriate to the attacks used. For
               combined
Blow                         instance, this could be a large monstrosity with a particular attack that looks
               attack
                             devastating.
                             Like Preparedness, the Adversary has retroactively arranged a plan. The cost for
               5 per         activating this includes any Malus cost for Preparedness the Adversary would
Flashback
               Flashback     normally have to make to put their plan in place. Feel free to describe the
                             Adversary’s Flashback for your players.
                             Using wings or sorcery, the Adversary can levitate or fly. This requiries a 3-point
               0, or 3 for   Malus cost if flying is an unusual activity for the Adversary. The speed of flight
Flight         occasional    depends on the means used. Less mobile Adversaries may only be able to levitate,
               fliers        hovering unerringly at any height. Constant flight, such as a bird’s, does not
                             require a cost in Malus.
              162                                                                Swords of the Serpentine
                               2 per 1       Similar to Bind Wounds, the Adversary can spend Malus to restore Health to an
               Healing         Health        ally who has taken Health damage. It’s most often found in servitors whose job is
                               healed        to keep the main Antagonist alive.
                                             Whether made of smoke or sentient thought, the Adversary is out of phase and
                                             can only touch other insubstantial things, passing through solid objects as if they
               Insubstantial   0, or 6       were not there, and taking no Health damage from material sources, including
                                             sorcery. If the Adversary isn’t innately insubstantial, they must pay 6 Malus to
                                             activate it.
                                             Restores another’s Malus pool by 1 point for every point of Malus put in up to a
                               1 for 1       maximum of the ability’s rating, effectively transferring Malus from one creature
               Invigorate
Adversaries
                               transfer      to another. This is usually used by servants of a primary Adversary, minions who
                                             willingly drain their own power to maintain their master’s.
                                             The Adversary is incredibly quick, increasing their movement (but not their
                                             attack rate — for that, see Extra Action) to 2 range increments instead of 1 and
               Lightning
                               3 per round   still attack, or they can move 3 range increments without attacking. Their Health
               Speed
                                             and Morale Thresholds rise by +1 for the round. When used during a foot chase,
                                             Lightning Speed adds +2 to the Adversary’s die roll on a Chase test.
Chapter Seven: Adversaries                                                                                 163
                          The Adversary is only defeated when both their Health and Morale drop to 0
                          (or for more powerful Adversaries, -10). This is particularly common in undead,
Linger       0
                          which require a prayer (Morale damage) to unbind the spirit once the corpse has
                          been destroyed with Health damage.
                          If a target fails a Difficulty 5 Morale test, the Adversary convinces them that they
                          are confidants, making the target do anything they’d do for a trusted friend.
Magical                   Upon waking every day, or if the target is damaged or given self-destructive
             3
Charm                     orders, they can try a Difficulty 4 Morale test; success frees them from the
                          Charm. Charmed subjects may not even realize that they are charmed until after
                          it wears off, although they typically suffer from terrible nightmares.
                          The Adversary can read someone’s mind against their will. If the victim fails their
                          Morale test, the Adversary can rifle through their recent memories and read their
Mind Reading 3
                          surface thoughts for the scene. The victim is usually unaware that the Adversary is
                          doing so.
                                                                                                                 Adversaries
                          The Adversary has visions of the past, present, and future. Many oracles are
Oracle       3            “recruited” (because institutional kidnapping is such an ugly word) by the
                          Church or by Sorcerous Cabals as soon as their prophetic power reveals itself.
                          The Adversary can possess a living creature’s body. They must pay 3 Malus and
                          roll a successful Sorcery or Sway attack, which sets the Difficulty. The defender
                          must either allow the Adversary to possess them, or suffer Morale damage equal
                          to the Difficulty –2. The target’s Grit reduces this damage if they opt not to
Possession   3
                          accept being possessed. The Difficulty is raised by +1 for every time in their
                          heroic adventures the defender’s Morale has dropped to –10 (Broken). In cases
                          where possession is a strain to maintain, the Malus cost may need to be paid
                          every round, minute or scene to keep the possession active.
              164                                                                Swords of the Serpentine
               Seize                         The Adversary can jump into the initiative order wherever desired, often
                              3
               Initiative                    thwarting a player’s best-laid plans.
                                             The Adversary can reshape their body into a non-humanoid form, such as a chair
                                             or a carpet, or to form rough weapons from body parts. Shape-Shift is most
               Shape-Shift    3
                                             effective when used with Disguise, assuming the Adversary doesn’t want their
                                             “carpet” to look like a flattened Adversary.
                                             The Adversary can trigger a magical effect within one or more Sorcerous
                                             Spheres. Spellcasting abilities are comparable to what a Hero could achieve with
                                             a Corruption spend, or can be combined into more dangerous or impressive
               Spellcasting   3 per effect   effects. The GM should decide ahead of time how many times this ability can be
                                             used; an Adversary with 12 Malus and the Spellcasting ability shouldn’t turn all
                                             their Malus at once into 4 Corruption effects unless they’re already established as
Adversaries
a great sorcerer.
Spider Climb 0 The Adversary can clamber effortlessly up walls and across ceilings.
                                             The Adversary is made of stone or some similarly hard matter. They gain Armor
                                             4, and are immune to normal fire, but possibly vulnerable to acids or other
                                             alchemical attacks. Falls that inflict damage might shatter, crack or chip the
               Stony          0, or 6
                                             Adversary. They sink in water and can’t swim, but likely do not require breath. If
                                             the Adversary isn’t innately made out of stone (as a possessed statue would be),
                                             pay a cost of 6 to activate it.
                         Summoning allows the Adversary to summon help — armed guards, attack dogs,
                         the City Watch, a team of highly officious and bureaucratic scribes, and the like.
Summoning   3
                         This can typically be used only once per encounter, unless the fight is particularly
                         climactic.
                         The Adversary can swim effortlessly and move as well (or better) in water as they
Swimming    0
                         do on land, and may be able to breathe underwater.
                         The Adversary can communicate silently, mind to mind, with creatures they can
Telepathy   0, or 3      see for zero cost, or creatures they know but can’t see for a Malus cost of 3. To
                         read someone’s mind against their will, see Mind Reading above.
                         Instantaneously move from one location to another, either within Long range
                         (cost 3) or outside of Long range (cost 6). Most teleportation prevents the
                         Adversary from accidentally materializing in a solid object. Whether turning into
Teleport    3, or 6      a horde of scattering rats or sublimating into mist, teleportation takes a Sphere.
                         It is up to the GM whether other people can be teleported as well, if it can be
                         tracked using Investigative abilities, and what limits, if any, the Sphere imposes
                         on the teleportation.
                         Through blazing speed or an area effect, the Adversary can attack everyone they
Universal
            6            want within range during one round, making separate Sorcery, Sway or Warfare
Attack
                         attack rolls for each.
                         Monstrous Adversaries may be venomous, and the ‘Sinkish often use poisons to
Venom       3            thwart their foes. See pp. 89 and 138 for sample ways in which poison and
                         venom might affect a victim.
                                                                                                                   Adversaries
                         Narratively important Adversaries may rely on sorcerous charms, well-made
                         shields, tremendous agility, or some other means of protection, but they take
                         only half damage from all Health or Morale damage for one complete combat
                         round. This protection, as well as whether it’s protecting Health or Morale, is
                         usually obvious to any attackers.
                            If they have armor, it reduces incoming damage first, and then any remaining
                         damage is halved by the ward. The Warded special ability starts at the beginning
                         of a combat round and ends at the end of the round, and does not use up an
Warded      6
                         action to initiate. Warded might also be activated at the very beginning of a
                         fight if the Adversary is expecting trouble or has Flashback. If they have enough
                         Malus, they can use Warded for more than one round in a row.
                            Note that this is deliberately more powerful than the Protective Ward (see p.
                         75) available to Heroes; it’s meant to keep an important Adversary active in a
                         fight for a bit longer without artificially inflating their Health or Morale ranks. If
                         you want to give your Adversaries a similar ability that isn’t nearly as powerful,
                         give them a Protective Ward (protecting against one attack) instead.
              166                                                                  Swords of the Serpentine
                                                                             Ancient Nobility
                                                                             The Ancient Nobility
                      Sample Human Adversaries                               have manipulative
                                                                             elders, loyal servants,
               The following Adversaries are sorted into factions for        and paid house
               easy reference, but feel free to select and customize the     guards.
               most relevant archetype from any faction.
                  In classic sword & sorcery tales, non-humans (such
               as elves or mer-people) who aren’t monsters are rare.
               That shouldn’t stop you for adding them into your
Adversaries
                                                                                                                          Adversaries
Defense – Morale: Morale Threshold 4, Grit 1
  (extreme self-confidence), Morale 10                      Superfluous Scion
Offense – Warfare: +1; Damage Modifier +1 (rapier)
Abilities: Malus 15                                        Condescending, dangerous when bored
Special Abilities: Defense Boost (cost 6), Extra           Defense – Health: Health Threshold 3, Armor 2
  Action (cost 3), Extra Damage (cost 3)                    (chain shirt that was tremendously stylish 120 years
Refresh Tokens: 3                                           ago), Health 6
Description: When you’re over-privileged and under-        Defense – Morale: Morale Threshold 3, Morale 6
  worked, there’s little to do but drink and duel.         Offense – Warfare: +0; Damage Modifier +1 (great-
  Dissolute young nobles can be incredibly dangerous        grandmother’s rapier)
  to insult.                                               Offense – Sway: +1; Damage Modifier +1 (snide
                                                            remarks)
 House Guard                                               Abilities: Malus 10
                                                           Refresh Tokens: 3
Bored, competent, paid to be loyal                         Description: With little interest in anything but high
Defense – Health: Health Threshold 4 or 5 (shield),         society, rumor, and politics, this wastrel typically spends
 Armor 2 (chain mail), Health 10                            their day hunting, eating, courting, condescending to
Defense – Morale: Morale Threshold 3, Grit 1 (family        commoners, and waiting for their parents to die.
 loyalty), Morale 6
              168                                                            Swords of the Serpentine
                                                                                                                         Adversaries
  (obsession), Morale 12
Offense – Warfare: +1; Damage Modifier +1 (flail
                                                           Tormented, knowledgeable, disliked
  made from sharpened coins)
Offense – Sway: +1; Damage Modifier +1 (church             Defense – Health: Health Threshold 3, Armor 2
  doctrine)                                                  (leather lined with coins), Health 8
Abilities: Malus 15                                        Defense – Morale: Morale Threshold 4, Grit 2
Special Abilities: Allies (cost 3 — Church of Denari),       (obsessive faith), Morale 16
  Healing (cost varies), Warded (cost 6)                   Offense – Sorcery: +2; Damage Modifier +1 (attacks
Refresh Tokens: 3                                            either Health or Morale)
Description: A typical Inquisitor is dedicated to          Abilities: Malus 20
  rooting out heresy by hunting down demons and            Special Abilities: Death Curse (cost: all remaining
  rogue sorcerers across the city. They use divinely         Malus), Extra Damage (cost 3), Spellcasting (cost 3
  granted senses like Spirit Sight to identify and track     — 2 uses), Universal Attack (cost 6), Warding (cost
  sources of Corruption. While they are advised by the       6)
  Church not to harass sorcerers who haven’t broken        Misc: Sphere tends to be either Coins or Fear
  the law, Inquisitors tend to be strict and inflexible,   Refresh Tokens: 3
  and showing mercy to a suspect sorcerer doesn’t
  come naturally.
              170                                                               Swords of the Serpentine
                                                                                                                  Adversaries
                                                                  remedies and healing. If you aren’t, your
Description: The typical Watch                                     corpse gets slid into the swamp or into a
  Officer is well-meaning but                                      canal when no one is looking.
  demoralized       from     the
  enormity of their job.
  They aren’t all corrupt
                                                                  Bartender
  enough to take bribes                                           Dependable, trustworthy, gossipy
  (especially when anyone
                                                                  Defense – Health: Health Threshold 4,
  is watching), and good
                                                                  Armor 1, Health 10
  leadership can make a huge difference
                                                                 Defense – Morale: Morale Threshold 3,
  in the quality of a Watch Station’s
                                                                 Grit 2 (practices indifference), Morale 8
  personnel. Watch Officers retain the
                                                               Offense – Warfare: +1; Damage Modifier
  authority to arrest anyone who has
                                                            +1 (convenient club)
  committed a crime, from a high
                                                            Abilities: Malus 10
  priestess to a lowly beggar, and they
                                                           Refresh Tokens: 3
  retaliate harshly against anyone who
                                                               Description: Someone needs to pour drinks,
  attacks them.
                                                                  spread rumors, and provide somewhere
                                                                   safe to hide out between adventures. Tip
                                                                   your bartenders, folks. They deserve it.
              172                                                              Swords of the Serpentine
                                                                                                                           Adversaries
 Both in commoner homes and
 mercenary camps, you’ll                                                                     they’re also secretly sor-
 hear hissing and honking                                                                cerers who have Spheres of
 watch-geese more often                                                           Air, Stone, Water, or sometimes
 than barking watchdogs.                                                        something esoteric like Construc-
                                                                                      tion or Architecture. Special-
                                                                                        ly schooled in construction
                                                                                        techniques, they have official
                                                                                        (if secret) legal dispensation
                                                                                       to practice sorcery in the inter-
                                                                                     est of their profession, and are
                                                                                   forced to swear that they will al-
                                                                                  ways internalize Corruption. Engi-
                                                                            neers are often assigned their own per-
                                                                             sonal Inquisitor to watch and manage
                                                                              them. The best Engineers also have
                                                                              a background in art and an apprecia-
                                                                              tion for geometry and beauty.
                                                                             The disfigurement that comes from
                                                                          internalizing Corruption is usually
              174                                                                   Swords of the Serpentine
                                                                              (elemental sorcery)
               Corrupt, hardworking, patient
                                                                            Offense – Sway: +0; Damage Modifier +1 (sorcerous
               Defense – Health: Health Threshold 4, Armor 1                  croakings)
                (leather armor you can swim in), Health 10                  Abilities: Malus 30
               Defense – Morale: Morale Threshold 3, Morale 8               Special Abilities: Death Curse (cost: all remaining
               Offense – Warfare: +0; Damage Modifier +1                      Malus), Extra Damage (cost 3), Spellcasting (cost 3 —
                (sharpened grappling hook on light rope)                      5 uses), Warded (cost 6)
               Offense – Sway: +1; Damage Modifier +1 (self-                Refresh Tokens: 5
                assurance)                                                  Description: The hidden undercity refuge of retired
               Abilities: Malus 5                                             Engineers is perhaps the most beautiful architecture in
                                                                              Eversink — not that it’s permissible for most people
               Misc: Alertness Modifier +1
                                                                              to even learn of its existence without being killed for
               Refresh Tokens: 3
                                                                              possessing that knowledge. The Guild guards its secrets
               Description: Canal Watchers keep the canals flowing.
                                                                              carefully, and a village full of deformed and immensely
                They manage locks and pumps, fish out refuse and              powerful sorcerers who specialize in stone and water
                dead bodies, repair damage to canals, and manage              (along with air and obscure construction Spheres) is
                boat traffic. It’s not the world’s most interesting           a secret worth keeping. The Guild works hard to get
                or creative job, but it pays well: Mercanti want to           retired engineers anything they wish in order to keep
                get their goods to Temple Market as quickly and               them happy and complacent. No one wants the old
                efficiently as possible, and that means bribing Canal         engineers to rise up in open rebellion against Guild
                Watchers constantly.                                          rules.
Chapter Seven: Adversaries                                                                                 175
                                                                                                       trained, dangerous
                 sword)
               Abilities: Malus 20                                                                    Defense – Health:
               Special Abilities: Bolster Morale                                                   Health Threshold 4 or 5
                 (cost varies), Flashback (cost                                                 (shield), Armor 2 (chain mail),
                 5), Summoning (cost 3 —                                                         Health 12
                 soldiers)                                                                          Defense – Morale: Morale
               Refresh Tokens: 5                                                                     Threshold 3, Grit 1,
               Description: A Mercenary Officer                                                        Morale 8
                 commands any number of troops,
                                                                                                         Offense – Warfare: +1;
                 from a handful to hundreds. If they
                                                                                                         Damage Modifier +1
                 don’t come home from battle, it’s
                                                                                                        (longsword)
                 the officer who’s at fault; they’re
                 expected to use their tactical                                                         Abilities: Malus 15
                 knowledge and strategy to win the                                                    Special Abilities: Extra
                 combat and bring their soldiers                                                    Damage (cost 3)
                 back. As a result, they demand                                               Refresh Tokens: 3
                 high prices for their troops and                                Description: The typical warrior is competent
                 deliver (or claim to deliver)                                   but not exceptional in battle, chopping their
                 the best.                                                       way through foes with brute force.
Chapter Seven: Adversaries                                                                                     177
                                                            Foreign Spy
                                                           Suave, unflappable, conniving
                                                                                                                      Adversaries
                                                           Defense – Health: Health Threshold 3, Armor 1
                                                             (leather), Health 9
                                                           Defense – Morale: Morale Threshold 4, Grit 2,
                                                             Morale 16
                                                           Offense – Warfare: +0; Damage Modifier +0 (subtle
                                                             dagger)
                                                           Offense – Sway: +2; Damage Modifier +1 (practiced
                                                             arguments)
                                                           Abilities: Malus 20
                                                           Special Abilities: Disguise (cost 1 or 3), Venom (cost
                                                             3)
                                                           Misc: Alertness Modifier +1, Stealth Modifier +1
                                                           Refresh Tokens: 3
                                                           Description: Easy to trust and as dishonest as the tide
                                                             is high, a spy is usually in Eversink to engineer an
                                                             assassination or steal information they can’t obtain
                                                             any other way. They use their Malus to gain whatever
                                                             Social ability they need to pass in society.
              178                                                             Swords of the Serpentine
                                                                            writings).
                                                                            Elementalists have Sorcerous Spheres of Air,
                                                                            Fire, Earth, or Water.
                                                                          Necromancers have Spheres of Aging, Blood,
                                                                            Death, Decay, Disease, Fear, Flesh, Ghosts
                                                                            and Spirits, or Necromancy.
                                                                          Eversink’s Mercanti Ship-Sorcerers have Spheres
                                                                            of Air, Illusion, Transportation, Water, or
                                                                            Weather.
                                                                          Mind controllers have Spheres of Illusion, Love,
                                                                            Memory, Possession, Secrets, or Worship.
Chapter Seven: Adversaries                                                                                 179
                                                                                                                  Adversaries
Disdainful, stylish, even crueller                                           used sacrificial dagger)
                                                                             Offense – Sorcery: +3; Damage
Defense – Health: Health Threshold 4, Armor 1
                                                                             Modifier +1 (pick Spheres below)
  (scintillating power), Health 15
                                                                            Offense – Sway: +2; Damage
Defense – Morale: Morale Threshold 4, Grit 2
                                                                            Modifier +1 (honeyed voice)
  (unworldly focus), Morale 15
                                                                           Abilities: Malus 40
Offense – Warfare: +0; Damage Modifier +0
                                                                           Special Abilities: Allies (cost 3),
  (spare sacrificial dagger)
                                                                           Death Curse (cost: all remaining
Offense – Sorcery: +2; Damage
                                                                            Malus), Extra Damage (cost 3),
  Modifier +1 (pick Spheres
  below)
Offense – Sway: +1;
  Damage Modifier +1
  (obsessive monologuing)
Abilities: Malus 25
Special Abilities:
  Allies (cost 3                   —
  Sorcerous Cabals),
  Death Curse (cost:
              180                                                                Swords of the Serpentine
  They have a wide range of offensive and defensive         Description: Smarter than most brutes, the lieutenant
  powers but lack the stamina to use them for long.          is adept at tactics and knows how to best position
  Eversink’s assassins have a reputation for being           their people for deadly combat.
  particularly courteous to their victims on the rare
  occasion that conversation occurs.
                                                             Gang Boss
 Brute                                                      Clever, intimidating, heartless, greedy
                                                            Defense – Health: Health Threshold 4, Armor 2,
Unimaginative, violent                                        Health 5 per Hero
Defense – Health: Health Threshold 3, Health 6              Defense – Morale: Morale Threshold 3, Grit 1
Defense – Morale: Morale Threshold 3, Morale 6                (stubborness), Morale 10
Offense – Warfare: +1, Fixed Damage 4 (club)                Offense – Warfare: +1; Damage Modifier +2
Abilities: Malus 10                                           (wickedly sharp sword)
Refresh Tokens: 3                                           Abilities: Malus 15
Description: Ill-smelling and far from clever, this brute   Special Abilities: Extra Damage (cost 3), Summoning
 will never pass for nobility, but they’re handy when         (cost 3 — thieves)
 you need a violent goon who doesn’t think too hard.        Misc: Alertness Modifier +1, Stealth Modifier +2
                                                            Refresh Tokens: 3
                                                            Description: Typically found running a gang of thieves,
 Common Footpad                                               the gang boss is a dangerous leader who keeps them
Fast, hungry, foolhardy                                       organized, intimidated, and efficient.
                                                                                                                        Adversaries
Misc: Stealth Modifier +2                                   Defense – Morale: Morale Threshold 4, Grit 2
Refresh Tokens: 1                                             (confidence), Morale 20
Description: Cowardly but dangerous, footpads make          Offense – Warfare: +2; Damage Modifier +1
  their living by taking your things away from you.           (poisoned dagger) + poison
  They’re fairly indifferent as to whether they have to     Offense – Sway: +2; Damage Modifier +1 (confident
  hurt you in the process.                                    swagger)
                                                            Abilities: Malus 35
                                                            Special Abilities: Allies (cost 3 — Thieves’ Guilds),
 Brutish Lieutenant                                           Disguise (cost 1 or 3), Flashback (cost 5), Venom
Mean, smart, brutish                                          (cost 3 — any rare and unusual poison)
                                                            Misc: Alertness Modifier +2, Stealth Modifier +2
Defense – Health: Health Threshold 4, Health 10             Refresh Tokens: 5
Defense – Morale: Morale Threshold 3, Morale 6              Description: A survivor and master of flexibility,
Offense – Warfare: +1, Damage Modifier +1 (club)              the guildmaster’s high Malus score lets them use
Offense – Sway: +1, Damage Modifier +1 (threats)              whichever Investigative ability they need on the fly.
Abilities: Malus 15                                           They are masters of their neighborhoods, with scores
Misc: Alertness Modifier +1                                   of thieves at their command and most officials in their
Refresh Tokens: 3                                             pocket.
              182                                                                  Swords of the Serpentine
                 Triskadane
                 The Triskadane are the thirteen secret rulers
                 of Eversink, but the name also refers to their
                 servants, enforcers, and governmental bureaucracy.
Adversaries
                                                                                                                    Adversaries
night markets where a disguised intelligent monster can
get a drink and quietly confer with other non-human
creatures. Humans who enter these places by mistake
are quickly ushered away if at all possible instead of
being killed.
    Indoors, underground, or in the wilderness outside
of the city, monsters are a very different story. They’ll
have territory that they defend viciously, and they’ll
use this territory to their advantage when stalking and
killing prey.
              184                                                             Swords of the Serpentine
                                                         Refresh Tokens: 3
 Chuggut Hunter                                          Description: People live out in those swamps and
Subtle, savage, superstitious                             probably have for a thousand years or more, displaced
                                                          when Denari pushed back the marshes and drew the
Defense – Health: Health Threshold 4, Health 10           islands from the riverbed itself. They hate Eversink
Defense – Morale: Morale Threshold 3, Morale 8            and just about everyone in it. People think the
Offense – Warfare: +1; Damage Modifier +2 (festering      different tribes of Chuggut have a somewhat toadlike
  spear)                                                  cast about them. They are fiercely territorial and
Offense – Sorcery: +0 vs Health; Damage Modifier +1       almost universally hostile. Their hunters seem to
  (Sphere of Swamp)                                       blend into the swamp, attacking with Surprise as they
Abilities: Malus 18                                       leap toad-like into battle.
Special Abilities: Spellcasting (cost 3 — Swamp Sphere
  only, one use)
Misc: Alertness Modifier +1, Stealth Modifier +2          Chuggut Swamp Shaman
                                                         Nimble, predatory, spiritual
                                                         Defense – Health: Health Threshold 4, Health 16
                                                         Defense – Morale: Morale Threshold 4, Morale 20
                                                         Offense – Sorcery: +2; Damage Modifier +1 (Spheres
                                                           of Darkness, Insects, Plants, or Swamp that attack
                                                           Health)
                                                         Abilities: Malus 24
                                                         Special Abilities: Extra Damage (cost 3), Monstrous
                                                           Ability (cost 3), Spellcasting (cost 3 — 4 uses)
                                                         Misc: Alertness Modifier +1, Stealth Modifier +1
                                                         Refresh Tokens: 5
                                                         Description: Not all of the semi-human Chuggut
                                                           swamp dwellers are fierce warriors. They breed their
                                                               own type of sorcerer out there in the reeds and
                                                                brine, a shaman who specializes in swamps,
                                                                                                                  Adversaries
                                                                     plants, insects, and darkness. They’re
                                                                      terrifying to face and used by parents
                                                                       as bogeymen to scare young, entitled
                                                                       Eversink children.
                                                                   Demonic Counsel
                                                               Persuasive, needy, malicious
                                                           Defense – Health: Health Threshold 4, Armor 3
                                                          (also, see Insubstantial), Health 20
                                                         Defense – Morale: Morale Threshold 4, Grit 2 (infernal
                                                          anger), Morale 25
                                                         Offense – Warfare: +2 (only when possessing a victim),
                                                          Damage Modifier +3 (bare hands and supernatural
                                                          strength)
                                                         Offense – Sway: +2, Damage Modifier +2
                                                          (supernaturally convincing)
                                                          Abilities: Malus 26
              186                                                                   Swords of the Serpentine
               Special Abilities: Insubstantial, Invisibility (cost 3 —       and sing it constantly, or leave Denari’s Blessing
                 possibly visible to Spirit Sight), Possession (cost 3),      (such as in a Corruption scar). While the hymn is
                 Strength (cost 0 — only when possessing a victim);           being sung, all the singers share the same emotional
                 can grant humans forbidden knowledge and the                 state, which is usually euphoric, and can share surface
                 ability to access Corruption in exchange for a bargain       thoughts.
               Refresh Tokens: 5                                                Those who survive knowing the hymn whisper that
               Description: As insubstantial and mostly spiritual             a day will come when enough people in Eversink will
                 creatures, demonic counsels (often just called               sing the hymn at once, and the world will change.
                 demons) are much easier to drive away temporarily              Considering that the hymn is intimately but
                 than they are to kill. Each is unique, with its own name     mysteriously tied to Denari, it’s surprising that the
                 and own Spheres of power. These spirits are typically        Church of Denari is utterly opposed to the hymn and
                 summoned by those seeking personal power, such as            to those who sing it. They will take extreme sanction
                 access to Sorcery. Until a deal is made the demons           on areas that are compromised by singers, attempting
                 come across as incredibly calm, misunderstood, and           to isolate the singers or to
                 helpful beings. Their true nature isn’t evident until        stop the spread of the
                 after a deal (such as exchanging your soul for access        hymn in whatever way
                 to Sorcery or other power) has been struck. Demons           is kindest. The hymn,
                 may be able to use the senses of any sorcerer beholden       meanwhile, tries to get itself
                 to them, which makes them excellent sources of secret        sung by the priests who sing
                 information… if you’re willing to pay the price.             prayer across the city.
 Faceless
Mutable, empathic, sociopathic
                                                                                                                        Adversaries
Defense – Health: Health Threshold
  4, Armor 1 (mutable body), Health
  20
Defense – Morale: Morale Threshold
  4, Grit 2 (dual personalities), Morale
  20
Offense – Warfare: +1, Damage Modifier +1
  (whatever the assumed form would use as a weapon)
Offense – Sorcery: +1 vs Health, Damage Modifier
  +1 (sliding flesh)
Offense – Sway: +2, Damage Modifier +1
  (supernaturally convincing)
Abilities: Malus 21
Special Abilities: Disguise (cost 3), Mind Reading
  (cost 3), Monstrous Ability (cost 3), Shape-Shift
  (cost 3)
Misc: Stealth Modifier +3
Refresh Tokens: 5
              188                                                                  Swords of the Serpentine
                 a Sorcerer or a Warrior who can speak the language             It’s easier for ghosts to possess you if you’ve
                 of birds. Either way, being attacked by a flock of          previously cracked under severe emotional stress;
                 carnivorous gulls is an experience few forget. They’re      the Difficulty of the Morale test to resist Possession
                 almost impossible to injure with normal weapons due         rises by 1 for every time you have dropped below –10
                 to their numbers, and shouting at them does nothing.        Morale during your adventuring career. This means
                 Intense fear can chase them away or scatter them            that ghosts are more likely to be successful when
                 after enough repetition, and sorcery or fire is usually     possessing the survivors of severe mental trauma,
                 effective in getting their attention…Then again, you        such as war or natural disasters.
                 may not want their attention.                                  Note that not all ghosts are human. It’s believed
                                                                             that ghosts of long-dead Serpentine Sorcerers (and
                                                                             worse) are largely responsible for passing on the
                                                                             secrets of forbidden Sorcery. Such entities never have
                                                                             humanity’s best interests in mind, and use living
                                                                             humans as pawns in bringing about their obscure and
                                                                             perilous schemes.
Chapter Seven: Adversaries                                                                                       189
                                                                                                                         Adversaries
  scare them enough and they’ll typically retreat. Their
                                                                Only two groups of people are reputed to have
  thick carapace can be turned into an impressive shield
                                                             affected a golem’s Morale. One was a group of priests
  with some skilled craftsmanship.
                                                             who combined all their Sway attacks by singing prayers
                                                             (see p. 66), with one member then unleashing that
 Giant Snake                                                 powerful faith like a mental bludgeon. The other was
                                                             an artist so overcome by the golem’s sheer artistic
Hypnotic, hungry, coiled                                     beauty that she praised it instead of attacking. At least
Defense – Health: Health Threshold 4, Armor 2                one of these reports is highly unlikely.
  (hardened scales), Health 25
Defense – Morale: Morale Threshold 4, Grit 4 (cold-
  blooded indifference), Morale 15 (takes no damage
  from language-based Morale attacks)
Offense – Warfare: +1; the Restrain Maneuver (coils),
  or Damage Modifier +2 plus venom (fangs)
Abilities: Malus 15
Special Abilities: Extra Damage (cost 3), Fearsome
  Blow (cost 3), Spider Climb, Strength, Venom (cost
  3 — Daze)
              190                                                         Swords of the Serpentine
 Lich                                                           Lycanthrope
Plans within plans within plans, the most dangerous            Howling, agile, and hungry for fresh and panicked meat
monster you’ll briefly meet                                    Defense – Health: Health Threshold 4, Armor 5
Defense – Health: Health Threshold 5, Armor 3                    (Armor 0 vs silver weapons), Health 20
  (undead vitality) + Warding, Health 15 points per            Defense – Morale: Morale Threshold 4, Grit 3 (feral
  Hero                                                           focus), Morale 12
Defense – Morale: Morale Threshold 5, Grit 3 (iron             Offense – Warfare: +2; Damage Modifier +3
  willpower) + Warding, Morale 15 points per Hero                (sharpened claws)
Offense – Sorcery: +3 vs. Morale, Damage Modifier              Abilities: Malus 20
  +3 (Obedience, Illusions)                                    Special Abilities: Extra Action (cost 3), Fear (cost
Offense – Sway: +1, Damage Modifier +1 (whispering               3 or 6), Monstrous Ability (cost 3), Shape-Shift
  certainty)                                                     (human to animal or half-form — cost 3)
Abilities: Malus 30                                            Misc: Alertness Modifier +2, Stealth Modifier +3
Special Abilities: Extra Damage (cost 3), Fear (cost           Refresh Tokens: 5
  3 or 6), Mastermind, Regeneration (cost 0 —                  Description: When a human becomes possessed by an
  regenerates entirely at the end of an adventure if             animal-related small god or demon, they occasionally
  the hiding place for the lich’s soul has not been              become a lycanthrope. The type of animal may vary
  destroyed), Spellcasting (cost 3 — 5 uses total; add           from rat to wolf to even a meat-eating seabird, but all
  up to 3 additional Spheres); add up to two other               lycanthropes are extraordinarily dangerous and take
  Special Abilities to make each lich unique                     great joy in the bloodlust of a hunt. Quite often the
Refresh Tokens: 7                                                human doesn’t realize that they are cursed, and so
Description: Liches were powerful sorcerers in life.             continues to live their normal life as well. Lycanthropy
  They continue into undeath by hiding their soul in             sometimes occurs from Corruption linked to an
  the funerary statue of someone who was important               Animal Sorcerous Sphere.
  to them in life. A bitter rival, a dead lover, a trusted          Some lycanthropes are triggered by the moon.
  mentor, or a late parent — as long as the person               Other, more dangerous lycanthropes are triggered
  inspired exceptionally strong emotions in the sorcerer,        by the tides. Lycanthropes only pass on their curse
  their statue is fair game as a soul repository. Defeating      if they also have the Infection Special Ability, at
                                                                                                                            Adversaries
  a lich permanently usually requires the Heroes to              the GM’s discretion. Some lycanthropes also have
  investigate who the lich was in life. That can be tricky;      Summoning, allowing them to summon and control
  liches definitely bear grudges.                                animals matching their nature.
     After a lich has been slain but before it has reformed,
  there is usually some sort of guardian monstrosity
  protecting the area around its soul-repository statue.        Obsessed Cultist
  These seldom give away the statue’s location, but            Crazed, faithful, unstable
  act as a last-ditch attempt to keep it safe. Subtle and
  deadly traps are common.                                     Defense – Health: Health Threshold 3, Health 1
     Liches are politically active in Eversink, hiding         Defense – Morale: Morale Threshold 3, Morale 8
  behind human catspaws to manipulate and control              Offense – Warfare: +0; Fixed Damage 4 (sacrificial
  huge amounts of influence and wealth. They often               dagger)
  skulk in sunken basements, rising to offer advice to         Offense – Sway: +1; Fixed Damage 5
  their descendants or to their allies. A Hero might           Abilities: Malus 5
  finish numerous investigations before they begin to          Special Abilities: Bodyguard (cost 3 per attack),
  realize that there’s a single mastermind manipulating          Magical Charm (cost special; requires 7 cultists
  events.                                                        working simultaneously, each paying 1 Malus)
                                                               Refresh Tokens: 1
              192                                                                 Swords of the Serpentine
               Description: Driven into madness by exposure to                 Upon returning to her home, she must soak her
                entities whispering out of a scar of Corruption,            organs in vinegar to let them shrink enough to fit back
                obsessed cultists labor ceaselessly to carry out their      into her body. In human form, most penanggalans
                patron’s wishes within the true world. They may             carry a faint scent of vinegar. The Church of Denari
                magically convert others to their cause, give their         stringently denies that any of their Inquisitors work
                life away to protect a more important personage, or         with penanggalans in the hunt for sin.
                speak with spirits or other entities to learn of possible      Male versions exist as well, often called
                futures (as if gifted with Spirit Sight). Cultists are      manananggals.
                unpredictable and dangerous if you oppose their                Destroying a penanggalan’s head in combat only
                goals.                                                      inconveniences her briefly. The only method for truly
                                                                            destroying a penanggalan is to place broken glass
                                                                            into her body’s neck cavity while she is away, or by
                Penanggalan                                                 burning her headless body so that she has nowhere
               Vigilante, nightmarish, just trying to get along in the      to return to.
               world
               Defense – Health: Health Threshold 4, Armor 2
                 (sorcerous resilience), Health 15
               Defense – Morale: Morale Threshold 4, Grit 2
                 (unbreakable hunger), Morale 12
               Offense – Warfare (monstrous form): +2, Damage
                 Modifier +3 (fanged maw and blood-slurping
                 sharpened tongue)
               Offense – Sway (human form): +1, Damage
                 Modifier +1 (convincing)
               Abilities: Malus 18
               Special Abilities: Fluid (cost 6), Monstrous Ability
                 (cost 3), Flight, Regeneration (cost 0 — regenerates
                 entirely at the end of a scene if her headless body has
                 not been destroyed)
Adversaries
                                                                                                                           Adversaries
  away at the religious and architectural underpinnings        Abilities: Malus 30
  of Denari. They spread quiet terror as they ruin the         Special Abilities: Disguise (cost 1), Extra Action (cost
  things that humans love. The church works to wipe              3), Lightning Speed (cost 3), Monstrous Ability
  them out without ever letting knowledge of their               (cost 3), Oracle (cost 3), Spellcasting (cost 3 — 2
  existence reach the population as a whole. There               uses), Venom (cost 3 — Daze)
  would be terrified riots if that occurred, and no one        Misc: Alertness Modifier +1, Stealth Modifier +2
  wants to be the person who pushes the commoners              Refresh Tokens: 5
  into a rebellion.                                            Description: Serpent folk lived in Narissimanitellikul,
     The rattakan dwell deep beneath Alderhall and               here in the delta of the great River Serpentine, for
  Ironcross in long-forgotten sunken stone palaces that          thousands of years before humanity first fled down
  haven’t entirely collapsed or flooded. The bloated rat         the river and tried to cross the mud. The serpent
  queens lair there with thousands of their squeaking,           people built unnatural temples within the bog, raised
  naked young. It’s said that those linked rattakan              idols to their demonic gods, and — in conjunction
  palaces are maintained by nothing more than pure,              with the great Serpentine Empire upriver — tore the
  concentrated faith in the rattakan god; should that            rules of sorcery from the starlight above. Most had
  faith ever falter, the lairs would flood and collapse,         departed by the time that Eversink was founded, and
  taking a sizable portion of Eversink’s buildings with          Denari drove many of the remaining serpent folk far
  them.                                                          away.
              194                                                                   Swords of the Serpentine
               Everyone knows that serpent folk died out long, long           Faster than thought they were, and their sorcery
                 ago, and there’s no risk at all of ever encountering         affected... affected... eh. It doesn’t matter, because
                 serpent folk within Eversink. Even if they still             they don’t exist. This discussion is boring. Let’s talk
                 existed, they would not worship in the flooded and           about another Adversary instead.
                 abandoned depths of the city, nor would they walk          Snake’s Eye: as mentioned on p. 137, the ‘Sinkish
                 the streets pretending to be normal humans. That             often mount a small mirrored charm on their door
                 sounds unlikely at best, don’t you think?                    jambs to ward off evil. Almost no one remembers
               Truly, their extinction is a blessing. Stone carvings show     the truth any more (2 ranks of Forgotten Lore or
                 them to have been long and deadly, with poison fangs         Laws and Traditions needed), but legend has it that
                 and a coiling body atop which sat a human-like face.         a properly made charm wards off serpent folk. It
                                                                              catches their eye and repels them; serpent folk take 5
                                                                              Morale damage if they attempt to pass a Snake’s Eye
                                                                              charm on a door or window frame, and are restrained
                                                                              for at least a round if they try. Sometimes, strange old
                                                                              traditions happen for a reason.
                                                                             Serpentine Monstrosity
                                                                            Hulking, unthinkable, terrifying
                                                                            Defense – Health: Health Threshold 4, Armor 5,
                                                                             Health 20 per Hero
                                                                            Defense – Morale: Morale Threshold 5, Grit 3,
                                                                             Morale 15 per Hero
                                                                            Offense – Warfare: +2; Damage Modifier +3 (curved
                                                                             blade or fangs), and the Restrain Maneuver (coils)
                                                                            Offense – Sway: +1; Damage Modifier +4 (terror)
                                                                            Abilities: Malus 50
                                                                            Special Abilities: Fearsome Blow (cost 3),
                                                                             Monstrous Ability (cost 3), Spider Climb, Strength,
Adversaries
 Seskie
Luminescent, driven, inhuman
Defense – Health: Health Threshold 4, Health 1
Defense – Morale: Morale Threshold 4, Morale 3
Offense – Sorcery: +1 vs Health, Fixed Damage 4
  (Sphere of Ocean)
Abilities: Malus 10
Special Abilities: Fluid (cost 3), Seize Initiative (cost
  3), Swimming, Telepathy
Misc: Stealth Modifier +1
Refresh Tokens: 1
Description: The seskie are ocean spirits given flesh
  for a brief amount of time — usually the length of a
  tide, or a single moonlit night. They have pale skin
  and eyes the color of ocean waves, and in moonlight
  they glimmer like phosphorescent tides. They are
  animated by the ocean’s powers and can swim upriver
  or walk upon land until their allotted time expires or
  they are slain. In either case, their body bursts into sea
  water and no sign of the seskie remains.
     Seskies are usually sent for a particular purpose,
  such as capturing a certain person, learning a certain
  fact, or recovering a certain item. They may come in
  the hundreds or thousands when they do, or just a
  handful may come into Eversink seeking their goal.
  They avoid temples of Denari; simply crossing a
  threshold is usually enough to burst their bonds of
  flesh, so they recruit human allies if what they need is
                                                                     Adversaries
  within a holy space.
     It’s rumored that seskies far more powerful than
  the rank and file — true ocean sorcerers — exist as
  well but find Eversink distasteful.
              196                                         Swords of the Serpentine
                Shadow Demon
               Lurking, evil, amused
               Defense – Health: Health Threshold
                 6, Armor 2 (and often Insubstantial),
                 Health 15
               Defense – Morale: Morale Threshold
                 4, Grit 2 (hissing persuasion),
                 Morale 15
               Offense – Sorcery: +1 vs Health,
                 Damage Modifier +3 (boiling
                 blood)
               Offense – Sway: +2, Persuade
                 Maneuver
               Abilities: Malus 15
               Special Abilities: Spellcasting
                 (cost 3 — 1 use), Insubstantial
                 (when not in direct sunlight),
                 Possession (cost 3)
               Misc: Stealth Modifier +4
               Refresh Tokens: 5
               Description: Shadow demons
                 are the shredded remnants of
                 a long-dead god. They’re made
                 from living shadow and bad
                 ideas, and they exist solely to
                 trigger lethally poor choices.
                 They appear to be toddler-
                 sized shreds of shadow;
Adversaries
                                                                                                                     Adversaries
Offense – Sway: +0, Fixed Damage 5 (paralyzing
  fear)                                                   Defense – Health: Health Threshold 4, Armor 3,
Abilities: Malus 10                                         Health 30
Special Abilities: Linger (can’t be defeated until both   Defense – Morale: Morale Threshold 3, Grit 2 (fear
  Health and Morale reach 0), Regenerate (1 Health          only), Morale 10
  per round until defeated)                               Offense – Warfare: +1; Damage Modifier +4 (massive
Misc: Stealth Modifier +1                                   spiked club)
Refresh Tokens: 1                                         Offense – Sway: +1; Damage Modifier +3 (terrifying
Description: Singers in the swamp (sometimes called         roar)
  bog singers) are reanimated skeletons of those who      Abilities: Malus 20
  drown in swamps. They’re typically imbued with          Special Abilities: Strength
  necromantic energy and a fell purpose; they delight     Misc: Alertness Modifier –1, Stealth Modifier –1
  in hiding under muck and brackish water, then using     Refresh Tokens: 5
  the Restrain Maneuver to pull passers-by down to        Description: 3 meters tall and bestial, swamp ogres
  their doom. They sing as they do, their eerie voices      stalk the far reaches of the bog taking whatever they
  echoing across the swamp.                                 need by dint of their strength. When they invade
     To be truly destroyed, a bog singer must both be       human lands, livestock vanishes just barely before the
  damaged physically and have a few words of prayer         commoners do.
  said over it (a Sway attack) during the same turn.
              198                                                                 Swords of the Serpentine
                 appear in groups of up to
                 10 individuals, with usually only one wisp
                 lit and acting as lure at any given time.
               Will o’ the wisps are said to love music. Sing
                 songs of haunting beauty to them, and you
                 might be lured to lost treasure instead of to your
                 doom.
Chapter Seven: Adversaries                                                                                    199
Special Abilities: Extra Action (cost 3), Flight, Strength     to mix with Eversink’s social elite. The vampire can
Misc: Alertness Modifier +2, Stealth Modifier +2               use Monstrous Ability to recreate any appropriate
Refresh Tokens: 3                                              vampiric ability, including turning to mist when
Description: Winged apes may grow as large as three            badly injured, and it heals by drinking blood from
  meters tall. They are only found deep in jungle ruins,       immobilized or willing targets.
  usually guarding ancient fallen cities with savage         Some vampires are also sorcerers, able to manipulate
  ferocity. Rumors persist of winged apes with four or         Corruption and cast horrendous spells. Such vampires
  six arms instead of the normal two, and of apes who          are also often Masterminds, making them unspeakably
  know rudimentary sorcery and who worship fallen              dangerous.
  Serpentine idols.
 Vampire
Thirsty, varied, amused, loathsome
Defense – Health: Health Threshold 4, Armor 5 (0
  when confronted by bane), Health 10 per Hero
Defense – Morale: Morale Threshold 4, Grit 3 (0 when
  confronted by bane), Morale 10 per Hero
Offense – Warfare: +1; Damage Modifier +3 (crushing
  grip or sharp fangs)
Offense – Sway: +2; Damage Modifier +3 (insinuating
  voice)
Abilities: Malus 25
Special Abilities: Fearsome Blow (cost 3), Insubstantial
  (cost 6), Monstrous Ability (cost 3), Magical Charm
  (cost 3), Regenerate (fully by next dusk if not fully
  destroyed), Strength
Misc: Blood is life. Any Health damage inflicted to a
  Dazed, Charmed, Unconscious, or Paralyzed target
                                                                                                                      Adversaries
  heals the vampire’s Health by 1 point for every
  damage point inflicted. Sunlight, however, acts
  like Fire (see p. 88) to a vampire. Vampiric
  Armor and Grit are reduced to 0 by the use of
  the vampire’s bane, which varies by vampire
  and is typically tied to something they loved
  or feared in life.
Refresh Tokens: 5
Description: There are near-endless varieties
  of vampires, from classic Bram Stoker
  bloodsuckers, to deathly cold creatures who
  devour Corruption and radiate death, to ancient
  stone plinths hosting alien vampiric spirits that
  someone foolishly used for bridge construction
  materials. These stats show a classic “social” vampire
  that preys on humans for blood and who may wish
              200           Swords of the Serpentine
                     Zombie
                    Rotting, terrifying, slow
                    Defense – Health: Health Threshold 3, Health 1 +
                     Special (see below)
                    Defense – Morale: Morale Threshold Nil, Morale Nil
                     (zombies are immune to Morale attacks)
                    Offense – Warfare: +0; Fixed Damage 6
                    Offense – Sway: +1; Fixed Damage 4 (fear)
                    Abilities: Malus 5
                                Special Abilities: Summon (more
                                        zombies — cost 3)
                                         Misc: Can only be destroyed by a
                                          Critical Hit. A normal hit creates
                                         the appearance of superficial
                                       damage and causes the zombie to
                                       lose its action for the next round
                                      (only one round regardless of number
                                     of hits).
                                      Zombies use their Sway attack at a
                                  distance, groaning and moaning in a
                     terrifying way as they slowly advance.
                        Unless it Summons more zombies, it typically
                     uses all of its Malus at once and adds it to a single
                     Warfare attack, briefly giving it a +5 attack and a 50%
                     chance to score a Critical Hit on its target. If it scores
                     a Critical Hit, it rips into the target’s skull in search
                     of brains. The target and any human observing loses
                     Morale Fixed Damage 4 out of horror.
Adversaries
                    Refresh Tokens: 3
                    Description: A particularly tenacious form of undead,
                     zombies are typically created by a disease that uses
                     Corruption to hollow out a living being.
                    Variations: Fast zombies gain the Special Ability
                     Lightning Speed and have Malus 12. Infectious
                     zombies have the Special Ability Infection and can
                     create more zombies if their victim survives. Stealth
                     zombies gain a Stealth Modifier of +3. Sea or Swamp
                     zombies gain the Special Ability Swimming.
Chapter Eight: GM Advice                                                                                            201
Chapter Eight
GM A dvice
            �   The world is hard and seldom fair. All too            �   The sly and clever villain is not necessarily puissant
                often, “justice” varies based on your wealth and          in combat. That, of course, is why they hire
                importance.                                               protection.
            �   The world (and Heroes) are filled with moral          �   Villains linger, as do their plans.
                shades of gray and are seldom black and white.        �   The unknown conceals horror and is seldom safe.
            �   The great Heroes carry their reputation before        �   The boundaries of kingdoms are fluid and are
                them.                                                     seldom set in stone. They vary based on the actions
            �   The phrase “mighty thews” shows up way more               of the strong.
                often than you would probably expect.                 �   The world is old and crumbling, and lost history
            �   Quests tend to be small, personal, and centered           abounds.
                around self-interest and small groups instead of      �   Whimsy lurks in unexpected places, and cleverness
                saving a nation or the world.                             is everywhere.
            �   Wealth is transitory. Heroes live for today; they
                may find great wealth, but they’re impoverished       You can (and should) use this game’s rules in a way that
                again before you know it. Money slips away or is      is most fun for you and your players, but you’ll find
                squandered, and Heroes must seek risks to capture     that published setting and adventures cleave towards a
                more.                                                 classic sword & sorcery approach.
                                 GM Advice
            204                                                                Swords of the Serpentine
                                    Character Construction
            Advice on building Heroes can be found in Chapter          flexibility, they can always redistribute their points after
            Two. Here’s a look behind the scenes, with some GM-        the first adventure.
            specific advice.                                               Players may want to specialize in an Allegiance
                                                                       instead. Someone who puts extra Investigative points
                                                                       into their Allies is telling you that they want a leadership
                          Analysis Paralysis                           role (or a lot of influence) in that faction. Reward
                                                                       them, allowing them to draw on that influence to solve
            A danger of character creation in any type of point-       otherwise difficult problems. A Hero with 3 ranks of
            buy system is analysis paralysis, where players become     Mercenaries can legitimately call out her Mercenary
            overwhelmed by choice and don’t understand the best        troop to fight alongside her or clear out a dangerous
            way to optimize their Heroes. This game avoids this in     building, so long as she’s willing to take responsibility
            several ways:                                              for any injuries or political fallout. Heroes with 5 ranks
            � A detailed character creation checklist, walking         of Triskadane may actually be one of the thirteen
                through the process step by step (see p. 11)           secret leaders of Eversink, or perhaps used to be when
            � A set of quick-start examples of how Heroes might        they were younger, but they still know where all the
                know one another (assuming they don’t want to          government’s secrets are buried.
                decide on their own) (see p. 8)                            Specialization in General abilities is limited somewhat
            � Quick-start archetypes that are ready to play (see p.    by the rule on p. 35, but it’s still possible for a Hero
                45)                                                    to start play with 15 ranks of a single General ability.
            � Permission to leave some Investigative points            If they do, give them plenty of opportunities to use it
                unspent before the first adventure                     frequently and don’t feel bad about making encounters
            � Permission to freely redistribute points after the       fun and challenging. A barbarian warrior with 15 ranks
                first adventure                                        of Warfare is itching to win a fight that might take down
            � Permission to redistribute points after any              any number of less puissant heroes, and that deserves to
                subsequent adventure, with the GM’s approval and       be recognized and rewarded with epic battles.
                at a small cost.
            The most flexible Heroes are ones that pick and            Character creation rules are designed so that you can
            choose Investigative abilities from more than one list     start with either a Health Threshold of 4 or a Morale
            of Profession abilities. The players don’t get the bonus   Threshold of 4, but not both. In just two adventures,
            Build point for specializing, but they have complete       players who want more protection can use their
            freedom to customize their Hero. The trade-off may         Advancement points gained from adventuring to
            well be worth it.                                          increase both Health and Morale to rank 10.
                Some players may decide to be highly specialized,          Pay attention to whether Heroes focus on damaging
            putting 5 ranks into Command or 4 points into City’s       their enemies’ Health (with Warfare or Sorcery) or
            Secrets. This is the player’s way of telling you “This     Morale (with Sway or Sorcery). This will tell you what
            sounds really fun, and I want to do lots of this,” so      sort of opponents they’ll have the most fun fighting,
            reward it. Supporting characters will acknowledge          and what type of encounters they’ll most enjoy.
            the Hero as an expert at their specialty, and they may         If players seem frustrated that their ranks of Sway
            develop a wide reputation due to their skill. Make this    or Warfare aren’t useful for the sort of enemies they’re
            fun, and don’t punish a player for specialization. If      fighting, remind them of the Teamwork Attack rule on
            they discover that they haven’t left themselves enough     p. 69.
Chapter Eight: GM Advice                                                                                         205
                                                                                                                          GM Advice
      What’s a Reasonable Spend?                                         What Are the Limits?
If it’s to gain information that is a clue or a lead, give   You’re the ultimate arbiter of what’s possible and what
them the information they’re looking for with no spend       isn’t. When the player wants an Investigative spend to
or die roll required.                                        achieve something that’s flatly impossible, that makes
    Investigative spends are used to give a Hero a           the game less fun for everyone, or that runs counter to
moment in the sun. Every time a player wants to try          the game’s tone, you should decline the spend.
something that seems unrealistic or improbable to                You may decide to allow more lenient limits in
you, ask for an appropriate spend instead, with your         exchange for success with consequence. For instance,
guideline being “Could a hero in a sword & sorcery           you may allow a player’s unlikely attempt to collapse
story accomplish this?”
                                                             the ancient temple’s ceiling, because the Heroes would
    Outside of combat, spending more than one pool           then have to make a desperate Chase to survive the
point to achieve a goal is uncommon. Ask for a multi-        collapse and because it might allow the villain to survive
point spend when the player wants to achieve something       and take revenge later.
particularly difficult or improbable.
            206                                                                       Swords of the Serpentine
               Failure is boring and consequences are interesting. Consider making a failed roll into a moderate success
               along with some sort of devil’s bargain that has the player making hard decisions.
                   This is particularly useful when the Heroes are trying to reach a core scene. The question stops being “Will
               they succeed?” and starts becoming “How much trouble are they in?” This keeps the game moving towards
               a climax, but never becomes an auto-win in a dangerous confrontation and does not protect Heroes from
               Health or Morale loss. You’re encouraged to give players a difficult choice in these circumstances, and then
               let the players decide for themselves what is most important.
                      You can’t confront your enemy because you can’t batter open or pick the lock on a locked door, and no
                  one has a point of City’s Secrets to spend for the special benefit of a hidden passage. You try one last Athletics
                  test and fail. Your GM says, “It depends on how much shoulder you put into it. Are you willing to do what
                  it takes?” You say yes. Your low roll becomes a success but you dislocate your shoulder, raising the Difficulty
                  of Warfare attacks for the next scene. The heavy door slams to the ground, echoing down the corridor. Now
                  he knows you’re coming.
            the scene, and frees you up to respond to their world-           They may learn the hard way that not doing so can be
            building with your own villains. A nice side effect of           dangerous in a fight.
            this is that you get to react to other peoples’ creativity           As such, consider deploying Mooks in waves —
            instead of having to create everything from scratch              instead of 20 Mooks attacking simultaneously, have 10
            yourself.                                                        attack in the first round, 5 attack in the second round,
                It’s important to remember that fights end when              and 5 attack in the third round. You should tweak this
            people are defeated (or when they flee), not when                distribution and add to or subtract from the quantity of
            they’re necessarily dead, and it’s up to the attacker to         Mooks to give your players a fun fight at whatever level
            describe what happens to a defeated foe. They could be           of challenge you prefer. Just remember that if all the
            left unconscious, dead, stunned, cowering, transformed           Mooks go before a single player in the initiative order,
            by sorcery, or something even more creative.                     you may accidentally defeat the Heroes before they ever
                                                                             get an action. Split Mooks up into separate initiative
                                                                             groups so that they don’t all necessarily act at once.
                                                                                 A nameless Mook is usually easily differentiated
                                                                             from a named Adversary. If the Heroes ask, don’t be
                                                                             reluctant to let them know which is which. It’s no fun
Chapter Eight: GM Advice                                                                                          207
for anyone if your player spends 6 Warfare to eviscerate      bureaucracies to their advantage, try to get a Hero’s
a lone, nameless minion with a Critical Hit (unless           allies to turn against them, and threaten (and follow
that’s what they deliberately want to do).                    through) dire consequences if the Hero doesn’t do
   Rarely, a Mook is worth promoting to a named               as they wish. Whenever possible, a named foe will try
Adversary. This happens when they survive improbable          to arrange a confrontation on grounds that are most
odds, are surprisingly effective in combat, or someone        advantageous to their own cause.
asks you their name.                                              One caution: if foes use high-Difficulty Morale-
                                                              based Maneuvers to try to get a Hero to do something
Monsters                                                      objectionable, remind the player that they can make
Deadliness varies tremendously from monster to                an appropriate Investigative spend to reduce the
monster. Some are easy to defeat if you know their            Maneuver’s Difficulty. You always want players to feel
secret; some are robust but not terribly deadly; some are     like they have a choice when a foe tries to persuade
lethal and should be feared. The monster’s appearance         them, trick them, or possess them.
(and the Investigative ability Know Monstrosities) will
                                                              Single Foes
give hints to which is which.
    A single monster against an entire group of Heroes        Whether it’s with a monster or a particularly deadly
will die relatively quickly. If you want it to put up a       human, not all fights involve more than one enemy. If
longer fight, give monsters the Warding special ability       designing a single foe for a momentous battle, make
or supplement monsters with additional human or               it flexibly deadly, terrifying to observe, worryingly
non-human foes. Mooks are particularly useful for this        robust, and clever in its tactics. Extra damage from well-
purpose.                                                      organized Heroes with lots of Investigative points to
    While it’s become a cliché nowadays, many monsters        spend means that a single foe, no matter how dangerous,
(particularly supernatural ones) in traditional sword &       may be defeated with surprising speed. Single foes are
sorcery stories are “load-bearing monsters” whose death       most interesting and challenging when they have a
triggers a collapse of the structure or area they lair in.    way to attack more than one Hero per round, either
You can use this implausible but dramatic tactic in an        with Extra Action, Fear, Universal Attack, or multiple
adventure as well, with the monster’s death triggering a      actions; and last longer in a fight when they have ways
chase (see p. 59) to safety.                                  to mitigate damage for a time, such as Armor, Grit,
                                                              Defense Boost, and Warded.
Named Foes
Just as in a movie, the most dangerous foes are the ones
                                                                         High Grit and Armor
important enough to have names. They’re typically
cannier, harder to kill, and more deadly than nameless        Some enemies are easy to hit but hard to hurt. Foes
                                                                                                                           GM Advice
enemies.                                                      like this favor Heroes with the Spot Frailty ability,
   Some named foes only appear once and are no                and are best defeated by using Teamwork Attacks or
more powerful than an average Mook, but are harder            Investigative spends to boost damage enough to get
to defeat and possess more than 3 Health and Morale.          through the protection.
These mid-difficulty combatants survive longer in                 Add high Grit or high Armor to existing Adversary
combat but are less likely to pull out truly unique tactics   stat blocks to make encounters tactically interesting so
when fighting Heroes.                                         that Heroes must try different strategies to take down
   When a named foe should be memorable and truly             a foe.
dangerous, don’t hesitate to use them to their fullest            When Heroes have high Grit or Armor, foes who
potential. Spending 3 Malus can produce the same              are aware of it will respond accordingly, thinking out
result as a Hero’s Investigative spend, and named             of the box and trying a Maneuver or an unconventional
foes with the capability to do so will seize initiative,      attack if possible. Only a foe with no other options
obscure a lie, do extra damage, try to resist a Maneuver,     will attempt attacks that have no chance in damaging a
heal themselves, and any other clever tactic they can         Hero. In such a situation, most foes will instead attempt
think of to win. They’ll use the law and government           to escape.
            208                                                                    Swords of the Serpentine
                                 GM Advice
            210                                                                     Swords of the Serpentine
             �    Armor, Grit and (particularly) Warding help               answers so you can use them in later games. Doing so
                  powerful Adversaries stay alive longer by limiting        will slowly weave a network of interesting Supporting
                  the amount of damage they take in a round of              Characters around the Heroes, and will make sure your
                  combat.                                                   group’s adventures ripple far beyond the ruins they’re
             �    Use societal pressure along with combat; sure, you        exploring or the treasure they’re robbing.
                  can cut down that captain of the guard, but isn’t
                  she the younger sister of someone near the top of
                                                                               Using Enemy, Grudge and Low
                  the Triskadane’s secret police?
             �    Adversary Sorcerers who aren’t trying to maintain                    Repute Points
                  secrecy might use the environment to their
                  advantage in the flashiest manner possible, pulling       Keep a handy list of each Hero’s Enemy and Grudge
                  down buildings and floors, or summoning up flood          factions, and of how many Enemy ranks and Grudge
                  waters.                                                   points they have acquired, using the chart on p. 366.
                                                                            Do the same with points of Low Repute.
                                                                                Work to use Enemy and Grudge points against
                            Tactical Weakness                               the Heroes whenever plausible, particularly when
                                                                            encountering Supporting Characters who are also
             You can make an otherwise deadly foe defeatable by             enemies or allies of that faction. If action gets slow
             giving it a tactical weakness, just as you can make            during an adventure, consider spending an Enemy pool
             otherwise ineffective foes relevant in battle by giving        point to complicate the Heroes’ lives in some way. In
             them a tactical strength. Two such examples are a horse-       Eversink, when in doubt, an old enemy shows up to
             borne warrior who is far less effective off her mount,         even the score.
             or a silver-tongued blackguard who shyly panics when               Possible uses of Enemy points to sabotage Heroes,
             talking to those he’s strongly attracted to.                   complicate their scenes or thwart their plans include:
                 Similarly, a highly effective fighter might be terrified   � Suborning or bribing Supporting Characters to
             of social confrontation and have low Sway or a low                  secretly spy on or work against the Heroes
             Morale. When confronted by Maneuvers targeting their           � Closing off buildings, streets, canals, or other rights
             Morale, they may remove themselves from the situation               of way just to spite the Hero
             as quickly as possible… or they might attempt a more           � Planting false information or minor red herrings
             violent solution.                                                   in an investigation (recommended only if the
                                                                                 adventure is otherwise straightforward)
                                                                            � Reducing the Difficulty of a Hero’s Maneuver by 3
                                      Allies                                     or more, making it easier to survive
                                                                            � Hiring an assassin or street gang to ambush the
GM Advice
Church of Denari -1
City Watch -1
Commoners
Guild of Architects
Mercanti
Mercenaries -2 -1
Monstrosities
Outlanders
Sorcerous Cabal
Thieves’ Guilds -1
Triskadane
GRUDGES
Ancient Nobility
Church of Denari
City Watch -1
Commoners -1
Guild of Architects
                                                                                             GM Advice
      Mercanti
Mercenaries -1
Monstrosities
Outlanders -1
Sorcerous Cabal
Thieves’ Guilds
Triskadane -1
 LOW REPUTE                            -2                            -1        -1
            212                                                                    Swords of the Serpentine
             At its heart, ranks in an Enemy ability gives you a built-    on how a Hero should be inconvenienced. Players
             in excuse to complicate a Hero’s life, to tie them further    might suggest a narrative downturn, or create a
             into the web of Eversink’s political factions, and to let a   particularly galling rival in the enemy organization.
             particularly egregious enemy become that much more            It’s our experience that players often suggest worse
             dangerous.                                                    consequences for Enemy or Grudge spends than the
                 More than one rank in the same Enemy indicates            GM will ever think of.
             that the Hero has a reputation as a notorious foe of that         Low Repute pool points give you a method for
             faction. The Hero will usually be recognized on sight or      thwarting a Hero any time money, status, or appearance
             by their reputation, and their enemy will seek them out       is involved. Use your pool points of Low Repute to
             and stalk them to even the score.                             thwart the Heroes socially when they interact with
                 You can crowdsource the use of Enemy or Grudge            people who think of themselves as rich, important, or
             pool points by asking your fellow players for advice          snobbish.
                 behind the crimes, how are they training so many          about how clues lead from one scene to the next.
                 birds, and where are all those jewels ending up?          Leads and clues can come from Heroes using their
             � You suspect there are hidden secret passages in a           Investigative abilities, or from using the knowledge of
                 long-abandoned mansion. How do you find them,             their Allegiances.
                 and how do you get past the traps?
             � A noble’s murder sets off a civil war — who killed
                 her, and why? Can you stop the war? And equally                              Core Clues
                 important, who will pay the most coin for the truth?
             � You suspect a prestigious rival family is hiding a          The core clue is a special kind of clue that points the
                 secret history that they’re willing to kill to protect.   way to the next scene. They link the scenes of the story
                 What could be so bad, and can you use it to               together, and they ensure that Heroes can progress
                 engineer their downfall?                                  from one scene to another. Core leads always get found.
             � A shapeshifting monstrosity seems to be moving                 Note that two Investigative abilities, Prophecy and
                 from home to home, feeding as it goes. How can            Ridiculous Luck, can always provide core leads. If the
                 you find it to stop the murder spree, and who is it       Heroes have no idea where to go because they haven’t
                 imitating right now?                                      yet put their clues together properly, both Prophecy and
Chapter Eight: GM Advice                                                                                              213
                                                                                                                            GM Advice
is happening, but it provides indications that there’s
something there to venture out and investigate after all.               the law.
                                                               It will be up to you what the actual truth is, guided by
                                                               the players’ expectations and by what seems the most
                Clues on the Fly                               fun. You can continue to make up clues on the fly that
                                                               help point the Heroes to the adventure’s excitement
When making up adventures on the fly, don’t worry              deep below ground, with a lot of danger and mystery
about pre-planning clues. Instead, just picture the            along the way. Ideally, the truth catches the players off
scenario and consider what logical clues might arise           guard by being more complex or interesting than they
from it. Then tell them to players on the fly as their         might have expected.
Heroes investigate. So long as you’re consistent, this is
the easiest method of running an adventure with little
or no preparation.
            214                                                                   Swords of the Serpentine
                        Adventure Construction
                Types of Scenes                                     Lead-Ins and Lead-Outs
                                                                   (and why they’re essential)
Adventures are constructed of several types of scenes.
� INTRO: The first scene of the adventure, this             When designing an adventure, always note Lead-ins
   starts the Heroes on the path to adventure.              (the scenes that can lead to the current scene) and
� CORE: This scene must be played for the adventure         Lead-outs (scenes that can be directly reached from
   to progress. Core scenes are linked by core clues.       the current scene). Along with the plot map, Lead-ins
� MONTAGE: When the Heroes are traveling from               and Lead-outs will help you keep track of what happens
   one location to another (over several hours or several   when, and of how the Heroes can progress through the
   days), run a fast montage scene to emphasize that        adventure. Without them, things get confusing fast.
   the journey had challenges that were surmountable.
   Go around the table and have each player describe
   one challenge they faced during their travels, and                           Plot Maps
   then the same player describes how the challenge
   was solved. For an example, see p. 217.                  Figuring out how an adventure might flow — especially
� ALTERNATE: Alternate scenes are additional                one where you feel like you need to keep track of clues!
   ways to get the Heroes excitement or information,        — can feel intimidating until you’re used to it. One
   but they’re not necessary to completing the              easy way to picture the core adventure structure is to
   adventure.                                               create a dungeon map where you use scenes instead of
� SUBPLOT: If using both an A plot and a B plot,            rooms. It’s basically a flowchart where rooms and door
   a subplot scene focuses on advancing knowledge of        placement help you quickly see how plot threads might
   the secondary plot.                                      be related. This helps you visualize how Heroes might
� DRAMATIC: Dramatic scenes focus on the                    get from one scene to another.
   Heroes interacting with other characters, and often          As an example, here’s the scene map for Corpse
   play to the Heroes’ backstories. Provide dramatic        Astray, the sample adventure included in this rulebook.
   foils for your Heroes — a rival, an estranged child,     Beware spoilers! If you’re a player who will be playing
   a former lover — so that the players have someone        this adventure, skip forward until after you’ve played
   to play against.                                         the adventure.
� FLASHBACK: Use flashback scenes to establish                  A plot map flowcharts the adventure to show what
                                                                                                                         GM Advice
   how the Heroes got to where they are now, or how         scenes are accessible from what other scenes. For
   their Adversaries put an evil plan into action.          instance, in Scene 5 of the map for Corpse Astray, it’s
� ATMOSPHERIC: Atmospheric scenes don’t                     quickly obvious that the Heroes can talk to Antoni,
   provide any new information, but help ratchet up         learn about Noble House, or enter Noble House in
   tension by hinting at the horror or adventure to         any order, but they can’t get to Scene 6 until they’ve
   come.                                                    explored the house. Similarly, depending on what
� HAZARD: Scenes where the Heroes must bypass               happens they can reach Scene 7 but bypass Scene 6.
   or avoid some sort of risk to life and limb.                 Your adventure isn’t constrained to just these scenes,
� ANTAGONIST REACTION: The villain is                       and the adventure might go wildly and delightfully off
   reacting to the actions of the Heroes, and they          the rails as Heroes pursue an approach you had never
   might take steps to stop them in their tracks. This      thought of. That’s usually to be encouraged.
   sort of scene may be triggered by what the Heroes
   have done in the adventure.
� FINALE: The climactic encounter of the
   adventure.
            216                                               Swords of the Serpentine
                                      Scene 1:
                                     Aboard the
                                      Shining
                                       Coin
                   Scene 2:
                   Approaching Eversink
                                                                       Scene 3:
                                                                    Corpsetakers at
                                                                      the Docks
                                                        Scene 5:
                                             Antoni Valerio and Noble House
                                 Learn
                                                                    Enter
GM Advice
                                 About            Talk to
                                 Noble                               the
                                                  Antonio                           Explore
                                 House                              House
                                                                                   the House
                                                                    Fight!
                     Scene 6:
                     Horrible
                     Rampage
                                                                                                                            GM Advice
                                                              wholly or partially pregenerated Heroes. If you create
adventures. In these cases, go around the table and ask
                                                              Heroes for your players, be sure to use Adjectives,
the first player to describe a threat or challenge. Ask the
                                                              Drives and Gear to tell the players who those Heroes
second player to then make it worse. Finally, ask a third
                                                              really are. Consider leaving one Investigative rank open
player how the group solved it, and whether there were
                                                              on every Hero, so that players can fill those in on the fly
any consequences.
                                                              during the game.
    Such challenges can be interpersonal, diplomatic,
                                                                  We recommend you don’t explain the game’s rules
combat, logistical, bureaucratic, or any number of other
                                                              extensively before you start. Instead, give players the
possibilities; the only rule is that they be enough fun to
                                                              basics and then rely on the player cheat-sheets in the
be worth mentioning. Two or three montage sets are
                                                              back of this book (and online at www.pelgranepress.
usually enough to capture the feel of a long journey in
                                                              com) to help fill in rules on the fly. Don’t pre-explain
just a few moments, but adjust the quantity as you like.
                                                              more obscure rules that may not come into play during
    As GM, you can also contribute to the challenge
                                                              the adventure, unless those rules are immediately
montage if you wish to. If you do, establish the challenge
                                                              relevant.
(or make a challenge worse) and let the players describe
how their Heroes solve it.
            218                                                                    Swords of the Serpentine
                The following guidelines work best for your first few     �   Change the World: It’s a one-shot, so encourage
             one-shots.                                                       Heroes use their influence to literally change the
             � Strong Premise: Pick an exciting and adventurous               world around them. Unbalance power structures,
                 plot hook for the adventure.                                 seize power, and bring about societal change for
             � Start with Action: Starting with a short action                good or ill. Why not? In a game where influencing
                 sequence immediately helps new players focus, and            others is a core mechanic, affecting the world
                 teaches them combat rules in just a few moments.             around you in permanent ways is a fun way to show
             � Clear Goals: Give the Heroes specific goals for                off the game’s strengths.
                 the adventure. Whether that’s “find the idol,”
                 “blackmail the noble,” “uncover the Sorcerer,” or        Series Construction
                 “rob the treasury,” starting with a clear goal gives a   Like a season of television, a series involves 3 to 10
                 one-shot momentum.                                       adventures that lead to a satisfying conclusion of themes
             � Ignore the Lifestyle Rules: Unless there’s a               or plot arcs that run through the series. Like chapters or
                 particularly compelling reason to include them,          individual stories in a sword & sorcery novel, adventures
                 one-shots don’t need the Lifestyle and Repute            in a series can jump forwards and backwards in time to
                 rules. Ignore them.                                      uncover secrets and establish interesting foes.
             � Few, if any, Red Herrings: If your one-shot                    One particularly effective way to link adventures
                 involves a traditional mystery, work to keep
                                                                          in a series is through B plots (see above). While every
                 deliberate red herrings to a minimum. They eat up
                                                                          individual adventure has a unique A plot as the focus
                 time with little return, and new players may have
                                                                          of that adventure, include at least one reference or lead
                 a tendency to create their own red herrings and
                                                                          to an ongoing but less urgent B plot adventure or crisis
                 distractions anyway as they adventure.
                                                                          as well. Effectively you’re spreading leads to the B plot
             � Strong Roleplaying Opportunities: A complex                adventure out over three to ten individual episodes,
                 network of social and political connections helps
                                                                          allowing the Heroes to finally put them together and
                 define Swords of the Serpentine. Take advantage of
                                                                          solve the B plot in the final adventure or two. The
                 that and give Heroes interesting and challenging
                                                                          slow rise in tension helps keep players’ interest, and the
                 Supporting Characters to interact with, both as
                                                                          gradual roll-out of the plot allows your villains to learn
                 allies and enemies. Center adventures around social
                                                                          and adapt to the Heroes’ tactics.
                 and political needs, as well as traditional adventure
                                                                              It’s useful and fun to use the Lifestyle rules in a
                 hooks such as greed and vengeance.
                                                                          series. This helps show how the fortunes of the Heroes
             � Common Allegiances: The Heroes have a reason
                                                                          vary across adventures, and it gives Heroes a reason to
                 to work together when they all have at least one
                 rank in the same Allegiance, either as Allies or         quest for treasure and wealth.
                 Enemies.                                                     A series lets you involve recurring villains (particularly
GM Advice
             � A Plot and B Plot: The best adventures have                if you use organizations as Adversaries, giving you more
                 both an A plot — the main goal of the adventure          villains even if the Heroes kill their prime Adversary)
                 — and a B plot, a secondary plot thread that is          along with more complicated politics. Enemies have
                 likely unrelated. This might be about someone’s          time to strike at the things that Heroes love, instead of
                 family, about personal growth, or about a foe or         just at the Heroes themselves. They also allow you to
                 rival who keeps interfering. Having A and B plots        create more complicated mysteries, as the players will be
                 allows you to shift the adventure focus from one         able to slowly piece together leads from multiple game
                 plot to another any time play starts to slow down,       sessions.
                 and quite often the B plot can provide leads to help
                 solve the A plot as well.
                                                                          Campaign Construction
             � Focus on Needs, not Greed: The acquisition of              Campaigns are typically made up of two or more series.
                 treasure is usually more important in an ongoing         Heroes grow, evolve, change their enemies and their
                 campaign. In a one-shot, emotional motivations,          goals, and both establish and consolidate their power.
                 lurking danger, and infuriating mysteries often          Old friends return, and so do old enemies. With
                 provide greater motivation for Heroes than does          additional power comes more responsibilities and more
                 the promise of loot.
Chapter Eight: GM Advice                                                                                           219
                                                                                                                           GM Advice
points on a roll and then failing. If that’s the case,        and intricate cons, manipulation and blackmail, with
simply declare that players add General ability points        Heroes as clever non-combatants who have to talk their
to a roll after the die is rolled. This approach represents   way out of their many problems instead of resorting
the Heroes using their exceptional competence (spent          to murder. Allegiances feature prominently because
points) to overcome any vicissitudes of bad luck (the         problems often get solved with the threat of force
die roll). This also makes Heroes more capable, so you        and blackmail even if the Heroes never touch a blade
may want to nudge the effectiveness of enemies up to          themselves.
compensate.                                                       To run such a game, remove the Warfare General
                                                              ability but keep the number of starting Build points at
    Such games have a more narrative feel to them, but
                                                              30. Sorcery can no longer inflict Health damage. To
that doesn’t make adventures any less fun or exciting.
                                                              raise pressure on the players, you may wish for some
This approach is definitely better than having a player
                                                              or all Adversaries to retain the ability to inflict Health
at the table who wouldn’t otherwise enjoy themselves.
                                                              damage.
            220                                                                   Swords of the Serpentine
                                                                                                                           GM Advice
� Remove the Corruption Investigative ability from              and who could blame them?
     players, allowing the Thaumaturgy Investigative
     ability (see p. 222) instead.
� Keep true Sorcerers and Corruption for Supporting          modern fantasy. For one thing, they almost never
     Characters and Adversaries only.                        cast spells. They instead twist magical rings, blow rare
                                                             and poisonous powders into their foes’ faces, uncork
Thaumaturgy: an Alternative                                  flasks that contain fire or something worse, and use
                                                             intense gazes to send enemies into a hypnotized stupor
to Corruption                                                that may last for hours or even days. In taking these
You may be a player who likes the idea of Sorcery, but       actions, they’re possibly called warlocks or magicians or
who doesn’t like the trade-offs intrinsic with Corruption.   sorcerers, but they aren’t necessarily using true magic
If that’s the case, this alternative rule is for you.        — or as we call it in Swords of the Serpentine, they aren’t
    In classic sword & sorcery novels such as Conan, or      creating Corruption.
Fafhrd and the Gray Mouser, sorcerers aren’t necessarily         There are some sharp constraints to playing a
wizards the way we’ve learned to think of them in            character like this, but you won’t need to worry
            222                                                                  Swords of the Serpentine
                wanted to be viewed as nightmarishly terrifying, you     When using Thaumaturgy instead of Corruption, the
                could spend a point of Intimidation and describe         Sorcerous Spheres you have access to are limited to ones
                the effect as coming from your Mesmerism.                that can approximate magic without being definitively
            � You can use Sorcery as normal using these specific         supernatural. This sets them aside from standard
                Thaumaturgy-based Spheres. Just as a Sorcerer may        Sorcerous Spheres that are powered by Corruption.
                cast a spell, your Alchemist may describe flinging       Your GM may add additional Spheres for Thaumaturgy.
                a glass beaker of an unnatural liquid at someone;           Here are the basic Thaumaturgy Spheres.
                in both cases you make a Sorcery attack and inflict
                1 die +1 base damage. The difference is in the            Alchemy
                Sphere description, and the effect when optionally
                spending Investigative pool points to strengthen         Affects: Health, Morale
                your attack or damage.                                   You stink of chemicals and reagents, and delicate
                                                                         flasks poke from your pouches like inquisitive cats.
                                                                         You are teaching yourself the secrets of the universe,
                                                                         transforming matter into fluids and fogs that affect
Chapter Eight: GM Advice                                                                                         223
                                                                                                                          GM Advice
someone.                                                    Heroes would receive 12 Investigative Build points
                                                            instead of 10 if you added four new Investigative
 Mesmerism                                                  abilities. Round down if adding an odd number of
                                                            abilities; new Heroes would receive 11 Build points if
Affects: Morale                                             you added three new abilities, or the standard 10 points
You have mastered hypnotism and semi-magical mind           if you only add one new ability.
control, and you can put people into trances almost             For every two General abilities you add, increase by
instantly. Your eyes are deep, whirling pools that feel     +4 the number of General Build points that new Heroes
almost magnetic, and by evoking your power you can          receive. For instance, new Heroes would receive 34
sap will, suggest actions, program future events, and       General Build points instead of 30 if you added two
send others into sudden sleep where they’ll remember        new General abilities. Round down; new Heroes would
only what you specify.                                      receive the standard 30 Build points if you only added
    Spending Thaumaturgy might turn an enemy into an        one new ability.
ally, if only briefly, and may allow you to hypnotize an
unwitting accomplice into aiding you by programming
their actions.
            224                                                                  Swords of the Serpentine
                these as normal, and this leaves 5 ranks for             � Remember that defeat in combat doesn’t need to
                the group to continue to claim as needed.                    mean death. Great heroes in fantasy literature are
                                                                             defeated all the time; they then wake up, break out,
                   When the adventure is over, these
                                                                             and teach their captors an unfortunate lesson. It’s
                temporary abilities are no longer relevant
                                                                             worth having a conversation with your player about
                and can be erased from character sheets.
                                                                             this possibility.
                                                                         � Similarly, it’s worth the player remembering that
            Changing Existing Abilities                                      temporary surrender (and thus capture) is sometimes
            As GM, you have carte blanche to customize, expand or            an option when faced with overwhelming odds,
            reduce the scope or focus of any existing ability. Just be       especially when it makes the adventure you’re
            sure to communicate this to players before they create           playing more exciting.
            their Heroes, or give them the freedom to redistribute
            their points between sessions if you change an ability
            after the first game.
Chapter Eight: GM Advice                                                                                        225
                                                            Fledgling Heroes
   Fledgling and Sovereign Heroes
                                                            A Fledgling Hero isn’t necessarily young, just
Classic sword & sorcery stories often flip back and forth   inexperienced. To create a Fledgling Hero, make the
between the hero as a raw and naïve adventurer, a hero      following changes.
in the prime of life, and a sovereign and established       � Health and Morale share 15 Build Points, not 18,
master of their craft. If your GM wants to do this, after        with a minimum of 3 in either ability.
you’ve created your Hero, she’ll ask you to create two      � Subtract 5 from the number of starting General
more versions.                                                   ability Build Points, from 30 to 25.
    The characters need to be recognizable as the same      � Subtract 3 from the number of starting Investigative
person, but you have free rein to change aspects of              ability Build Points.
your Hero substantially between versions. Perhaps
your Fledgling Hero is brash and foolish, with few          Sovereign Heroes
if any social skills. Perhaps your Sovereign Hero is        A Sovereign Hero isn’t necessarily old, just incredibly
                                                                                                                        GM Advice
missing a hand and an eye, is saddled with a legendary      experienced. To create a Sovereign Hero, make the
Reputation, and has exchanged adventuring abilities         following changes.
for others that help you rule kingdoms. Just as Robert      � Health and Morale share 20 Build Points, not 18,
E. Howard’s Conan went from thief to warrior to                  with a minimum of 5 in either ability.
king, you can create a long-term arc in your Hero by        � Add 5 to the number of starting General ability
increasing, decreasing, or trading out abilities to show         Build Points, from 30 to 35.
character development. If you’re a Sorcerer, describe       � Add 3 to the number of starting Investigative ability
your accumulated Corruption.                                     Build Points. These additional points can also apply
    As you adventure, you’ll reflect permanent or long-          to ranks in Allies.
lasting changes to one character by updating your           � Add 1 rank to an existing Enemy, and add an
Sovereign character’s sheet. If your regular Hero loses          additional Enemy at rank 1.
an eye and covers it with a patch, for instance, update     � If your GM tells you to, give yourself a single
your Sovereign Hero to also note the loss of an eye —            Sorcerous item or piece of exceptional and unique
although it’s up to you whether it’s still covered with          gear.
a patch, or replaced by a gemstone or something else
even more interesting.
            226                                                               Swords of the Serpentine
                with that ability.                                        attacker and the defender can spend Investigative
            �   If the ghost’s Health or Morale drop below 0 while        pool points to add +3 per spent point to their
                in a host body, they are forced out of the body.          Results.
            �   The ghost may lift memories or secrets from their             You want to kick your foe into a canal.
                host body; if opposed by its spirit, they must use a       You spend 4 Warfare and roll a 5, setting
                Morale-based Maneuver to learn what they wish to           the Difficulty at 9. You spend an additional
                know.                                                      point of Tactics of Death to add +3 to this,
            �   The ghost retains the knowledge and (General
                                                                           for a total Difficulty of 12. Your foe must
                abilities aside) capabilities they possessed in life.
                                                                           make a Difficulty 12 Health test to not get
            �   The host retains memories of the time when the
                                                                           knocked into the water. They choose to spend
                ghost possessed them.
                                                                           8 Health, but only roll a 1, for a result of 9.
            When a funerary statue is constructed for the ghost, it        You watch the bubbles as they start to sink.
            will be time for them to pass on to the afterlife, even
            if this is against their wishes. Their identity must be
            known for the statue to actually be meant for them.
Chapter Nine: The City of Eversink                                                                                227
Chapter Nine
                           Eversink in a Nutshell
Before you understand the detail of a setting, you need                      The City and the
to understand the big picture. Here are the three most
                                                                             Goddess are One
important things to know about Eversink.
                                                              Except when she takes on human form once a year,
                                                              the buildings and islands of Eversink are the body of
               The Buildings are                              the goddess Denari herself. You literally live inside the
                Always Sinking                                Goddess. As the patron of commerce and civilization,
                                                              Denari blesses the trade that occurs within her borders.
…and no one knows why.                                        Every coin exchanged is a prayer, and every transaction a
     The city was founded almost a thousand years             sacrament. Worship her with soft words in the honeyed
ago, and since that time most buildings have sunk             darkness of a garden at a masquerade ball, whispered to
into the soil or stone by about 8 centimeters a year          a fetching stranger; worship her by outwitting a dullard
(although iconic buildings sink much more slowly and          who wouldn’t know the best place in the world to live
unmemorable buildings sometimes sink more quickly).           if it invited him in.
That works out to most buildings losing their bottom               Denari’s Blessing is what you feel when you literally
floor underground every fifty years. Some buildings           live inside of a goddess. It is the name given to the
sink slower than this, some sink faster, and rarely one       Goddess’ contractual promise to keep the city safe for a
drops several stories in a single afternoon, but just about   thousand years, pending negotiated renewal and review
every building eventually settles out of sight. No one        within term limits. It is the firm and unshakable promise
knows why. The Church claims it is Denari’s will, but         of her love and protection, along with maximum profit
theological scholars don’t necessarily believe that. Over     (the holier your worship, the higher your profit!) so long
the 40+ generations that Eversink has been settled, huge      as you pay your taxes and tithes. And whether it’s true or
numbers of buildings have entirely vanished. They’re          not — for it sits in your brain as an unimpeachable fact
still down there somewhere, most of them. Know the            that can only be challenged when you are outside of her
city well enough, and maybe you can find their ruins.         Blessing — it is the knowledge that you are currently in
                                                              the best damn city in the world, and you’re lucky to be
                       228   Swords of the Serpentine
The City of Eversink
Chapter Nine: The City of Eversink                                                                            229
there. This is why people stay when they come to visit     soul is guaranteed a place in Denari’s heaven. If that
Eversink: the surety and lack of doubt makes people feel   statue is ever destroyed, either the soul disintegrates
like they have finally found the home they’ve looked for   and ceases to exist — or it returns to the spirit world
their entire life.                                         as a ghost.
    Stepping out of Denari’s Blessing into a hole caused       This means that in Eversink, statues are everywhere.
by Corruption is like plunging into icy, uncertain         Hundreds of thousands of statues. They’re in canals,
water. Most people feel horribly alone, and lost, and      on roofs, filling homes and staring out from niches in
afraid. Corruption burns away Denari’s Blessing, and       walls. It’s illegal to destroy a funerary statue, because
She cannot hear you while you are there. Enough            that could destroy a soul, so families put the statues of
Corruption, and Denari could die. There’s a reason it’s    their dead anywhere they can find space. A surprising
one of the Church’s most serious crimes.                   number of crimes in Eversink involve funerary statues.
                                                                        Designer Notes:
        Statues Are Everywhere,                                       Why Denari’s Blessing?
    Because Statues Represent Souls
                                                              It isn’t traditional sword & sorcery, but a
Burial in Eversink has always been a problem; you             favorite book of ours from the last decade is
can’t bury your dead below ground when floods are             Max Gladstone’s Three Parts Dead, in which
commonplace, not unless you want coffins and corpses          a large fantasy city’s patron god suffers a most
floating downstream. Nowadays the poor slide corpses          unfortunate downturn. We wanted to give
into one of the swamps and the rich opt for air burial        Eversink a similarly powerful patron goddess, one
on stone plinths upriver. But what happens to the             whose blessing was also her biggest weakness,
flesh isn’t nearly as important as what happens to the        just so someone playing this game could find a
soul. As long as a funerary statue is made for someone        way to arrest Her eventual murderer.
deceased, whether a tiny statue out of clay or a huge
magnificent statue out of cast bronze, the departed’s
About Eversink
                       tides, Spring is known as the Flood. Summer is usually       to crash to the ground during one of the many storms
                       hot and humid, making locals pray for a breeze off the       that sweep in from the ocean. Similarly, there are those
                       Bay of Coins. Autumns are lovely except for occasional       who take advantage of depth. Those with the least coin
                       rain; the temperature during the fall swells the number      often live in moldy and leaking sub-basements below
                       of visitors to the city, especially for Harvest Festivals.   ground, clambering up five or six stories each morning
                       Winter is mild with cold drizzling rain and lots of mist,    just to reach street level. Collapses, floods, and fires in
                       and about once a decade it gets cold enough for a thin       such dwellings are usually deadly.
                       layer of ice to form on the canals. The canals don’t             Public and private gardens are a symbol of wealth
                       usually freeze solid except when there’s supernatural        and power. Those who can afford it prefer roof gardens
                       influence, such as from a peeved godling of winter           of rare and exotic flowers, but you’re likely to come
                       having an argument with Denari.                              across small hidden (and well-defended) vegetable
                                                                                    gardens grown on other people’s roofs by those who
                                                                                    need the food most. Hedge animals are currently
                                                                                    fashionable on the estates of the rich; hedge mazes are
                                                                                    so last generation. More than one small island is entirely
Chapter Nine: The City of Eversink   231
                       given over to public gardens, with any building within         cantilevered off their sides, have two or three vertical
                       their borders deemed illegal.                                  stories to allow people of varying social stature to travel
                           Buildings normally lose about 8 cm to the sink             without seeing one another, have breathtaking frescoes
                       each year, but a sudden sink is not an unheard-of              or sculptures commemorating events in Eversink that
                       phenomenon; if you’re tremendously unlucky, a                  most people no longer remember, or feature art that
                       laundry line a comfortable story up today might lie            will fill you with delight. They may arc high above the
                       on the ground tomorrow. Sinking buildings add                  canal, or squat so low that gondoliers need to duck as
                       complications, with sidewalks of varying heights and           they pass underneath. Bridges might be associated with
                       stairs leading up to (or down to) a building’s current         gallows, or particular churches, or sporting events, or
                       front door. Architects work constantly to repair, modify       heroes, or saints. They’re the perfect place for a fistfight
                       and reinforce buildings.                                       or a duel. If you’re trying to get directions from one
                           All but the most recent buildings reach deeper             place to another in Eversink, expect the bridges to be
                       underground than they do vertically above street level.        given as landmarks. Honor them as you’d honor the
                       Descending through usually flooded basements brings            Goddess, for they make the city one whole out of many
                       you back through the building’s history one generation         pieces.
                       at a time. Many such levels are flooded with mud and               Due to the original small and chaotic road plan,
                       murky water, but sometimes good drainage, watertight           today most of Eversink’s districts are still a warren of
                       construction or ancient pumps keep most of the water           tiny alleyways hooked together in an incoherent maze.
                       out. Anything might be forgotten down there, and it            Eversink has her share of broad, grand avenues and
                       isn’t unusual to discover that your supposedly secure          sweeping gardens in districts that have been swept by
                       basements are being used as an underground highway             deadly and destructive fires, but you’ll most often be
                       by smugglers. Paranoid homeowners pay architects to            confronted with a bewildering tangle of one-lane roads.
                       seal off their basements and then live in a state of denial,   Some streets in the poor Outlander slums are only
                       trying to forget that those basements even exist.              1 meter wide, and it’s easiest for thieves and urchins
                                                                                      to leap from roof to roof as they use the tops of the
                                                                                      buildings as natural roads.
                               Roads, Canals and Bridges                                  Canals are a major architectural feature of Eversink.
                                                                                      Roads are nice if they aren’t too bumpy or choked with
                       Many cities are planned around a central point like            traffic, but canals are faster and more convenient for
                       a fort and a castle, resulting in clean districts, wide        anyone who can afford to own or hire a boat. The canals
                       avenues, and logical building placement. Not Eversink.         are so important to the economic prosperity of the
                       Eversink simply happened as Denari haphazardly raised          city that most markets must have both foot and water
                       one island after another from the riverbed.                    access to be viable, and merchants fight as much over
The City of Eversink
                          As a result, no one planned roads that cross logically      their position near a dock or quay as they would over
                       from island to island. Small canals and winding water          proximity to Denari’s nearest shrine. (Some astrologers
                       sources separate communities, and alleys spin out in           and other prognosticators sell desperate merchants
                       chaotic directions. When they don’t have the money (or         maps showing the ideal location for a stall that has
                       the paperwork) for a beautifully crafted stone bridge,         both water accessibility and maximal blessing coverage.
                       the people of Eversink plop makeshift wooden bridges           They’re highly coveted and usually inaccurate.)
                       wherever it makes sense and extend roads into hard                 The richest palaces and main government buildings
                       jags and turns. This is fine for people but terrible for       have entrances with access to both their own private
                       horses, and it all but guarantees overturned fruit carts       gondola docks and the street. This causes issues as the
                       and goods will go flying during a high-speed chase. You        grand buildings slowly sink. The next floor up must
                       don’t see very many horses in the city at all.                 constantly be reconfigured with street and gondola
                          Bridges stitch the city together, and when they             access, while the floor below becomes noticeably
                       aren’t makeshift they’re often a work of sculpted art.         less useful once it disappears underground. Every
                       Most bridges are stone, as wooden bridges seem to              generation, the staff bricks one entrance up while
                       keep burning down. Bridges may be wide or narrow;              tearing another hole in the wall.
                       they may have stores and money lenders and food stalls
Chapter Nine: The City of Eversink                                                                                    233
Overcrowding and New Building                                     Meanwhile, merchants place market stalls everywhere
                                                               the law will allow, including sidewalks and bridges.
The city is in a constant struggle for space. Eversink’s
                                                               To keep Eversink beautiful, the Triskadane long ago
success and fame causes people to constantly migrate to
                                                               prohibited erecting a building, stall, or market within
the city, which puts pressure on already scant housing.
                                                               designated public spaces. This deters no one. Every
Land prices in the most desirable areas like Alderhall or
                                                               dawn when the markets open, unlicensed portable tents
Ironcross are completely unaffordable.
                                                               and wandering market stalls open on the public spaces.
    Commoners build vertically above and below
                                                               The City Watch chases them out, but usually not
ground, but they also build horizontally to create new
                                                               before merchants have sold all their wares for the day
space out of thin air. Typically, shops are on the first
                                                               and camped a new spot. Nothing — not fines, beatings,
floor while subsequent floors are living space. To make
                                                               imprisonment, or even threats of exile — deters illegal
more room for more families, second and third floors
                                                               markets. Impromptu markets on boats often open on
are cantilevered out to extend over the tiny alley-like
                                                               public waterways, and when dispersed by the Watch
streets, creating a sort of arched roof. Walking through
                                                               simply return to their spot after the officials have moved
these boroughs can be a claustrophobic experience.
                                                               on.
                Designer Notes:
               Extended Buildings                                             Death, Burial,
                                                                           and Funerary Statues
   Eversink has limited land, so the only way to
   make more space is to build up and out. Many of             With an ocean to the west and swamps to the north and
   the alleyways and winding roads see little sun on           south, compounded by a thousand years of inhabitants,
   the ground as residents have pushed the floors of           Eversink lacks the room for cemeteries. That’s for the
   their second and third stories outward to create            best; a traditional cemetery would send caskets floating
   more square footage literally out of thin air.              down the canals the first time it was badly flooded. While
   Between the laundry lines, the balconies, and the           some mausoleums remain from previous generations,
   extended upper stories of most buildings, some              Eversink disposes of corpses in a fairly direct manner.
   stretches of road and canal are always in dusk.             The current tradition is an air burial for those who can
                                                               afford it (see p. 279), with corpses opened up on stone
                                                               plinths upriver to be consumed by carrion birds. For
The most recent architectural trend for buildings too          those of lesser means, bodies are just slipped into one
beautiful or expensive to let sink is to use powerful jacks    of the swamps.
to immobilize a building, demolish the sinking first               To remember the dead, Eversink’s people use
    A popular team sport is eelball, a game played in       understand Coinish unless they choose otherwise, and
canals with every player in their own small boat. The       may choose whether or not they are literate. The GM
floating head-sized ball (made from waxed, inflated         may allow fluency in other languages on a case by case
pigskin) can be touched only with paddles, and teams        basis according to a Hero’s background. For instance,
work against each other as they flip it towards bridge      a barbarian from the far north would also be fluent
arches used as goals. Championships are played every        in Caymic, but might speak Coinish only haltingly.
year during the Eel Run (see below), when fatalities just   A Hero with ranks of Forgotten Lore is fluent in two
add excitement to the game.                                 additional languages per rank.
    A popular competition in Eversink is competitive            Other languages are native to Eversink, although
profit-taking, where both combatants start with a single    used less often. For instance, the Church of Denari has
coin and a useless item (such as a worn shoe or a chicken   a unique and fairly secret language named “Cygnini”
bone, the more useless the better), and the winner is       that is supposedly the divine language spoken by
the one who uses multiple trades, wiles and connections     Denari herself, and which is now understood only by
to turn the greatest profit within a set amount of time.    those with at least 5 ranks split between Forgotten
    If you want more gruesome injury, blood-sports          Lore and Allies: Church of Denari. For a period of
such as shark-dancing, pit-fighting, and sorcerous duels    700 years all official church proclamations and records
can be found if you know where to look and pay off the      were written in Cygnini, although that hasn’t been the
right people.                                               case now for several centuries. The number of people
    The best-attended sporting events occur at the          fluent in Cygnini has dropped precipitously over recent
Arena, a centuries-old sunken gladiatorial space (at        generations, and there is a very real fear that the church
least the third in the city’s history) on the edge of the   soon won’t be able to understand its own history and
Tangle that remains open to the sky due to exceptional      contracts.
engineering on the part of the Guild of Architects and          In fact, Eversink has used three or more distinct
Canal-Watchers. Battles occur here between human            languages since its founding, and it’s rare to find
contestants, between beasts, and with human vs. beast;      scholars nowadays with enough ranks of Forgotten
and the arena floor can be removed to reveal flooded        Lore to know them all. The oldest language once used
basements for fights against sharks, aquatic monsters,      in Eversink is the writhing, nameless tongue of the
and scale model war ships. It can seat thousands.           long-fallen Serpentine Empire.
                       — although illicit chickens also wander the streets          official or deputized explorers working for the Guild
                       of the Tangle and find their ways to dinner tables.          of Architects and Canal-Watchers lay traps, put down
                       Cattle are kept on farms upriver and butchered in the        poison, and hunt nests within hostile sub-basements.
                       slaughterhouses of Sag Harbor. Beef and mutton are           It’s a dangerous job, so they’re surprisingly well paid...
                       both expensive: they grace middle class and rich dinner      including guaranteed funeral expenses.
                       tables but are a once-a-year treat for the poorer end of         Rat-catchers are often snake-catchers as well,
                       the common class. Pigs are everywhere, and salt pork is      eliminating infestations of serpents that slither in from
                       a secondary staple to fish.                                  the swamp and find Eversink’s many basements to their
                           To alleviate meal (and fish) boredom, residents are      liking. The cleverest catchers sell any vipers to alchemists
                       clever with the many spices and herbs that flow through      and poison-mongers for a little extra wealth.
                       Eversink’s harbor and into her Grand Marketplace;                Beautiful white swans are common enough that
                       there’s a reason that the exclusive Guild of Spices          many people secretly consider them a nuisance, even as
                       has made the Ridolfis one of the richest families of         they consider them sacred. Legend says that Denari sees
                       the Mercanti. Roasted garlic squid is a popular street       through the eyes of every swan, but if true, that doesn’t
                       food. Restaurant dishes are heavy in imported pepper,        seem to make them better company. They’re protected
Chapter Nine: The City of Eversink                                                                                237
                       those who don’t belong to the church) that the rich and      those laws make repeat appearances in later games.
                       powerful may use against you. Likewise, you may well            When you or the other players create laws, don’t
                       be able to use these laws against your enemies.              worry too much about these being unrealistic. Actual
                           Heroes can announce laws and traditions on the           history is full of improbably ludicrous decrees. Around
                       spur of the moment by spending a pool point of the           the world, it’s been illegal to wear stripes, wear purple,
                       Investigative ability Laws and Traditions. While the         wear fur, wear ribbons, have shoes extending by more
                       player may be creating these on the spot, in Eversink        than 9” (the long toes made it hard to kneel to worship!),
                       they’ve existed for years and just haven’t previously        to have a large gravestone, to knock off someone’s hat,
                       been mentioned in the game. Keep track of these; while       or to not wear a wool cap. Bad laws generally stay on
                       players inevitably create laws to get themselves out of      the books but get ignored until it becomes convenient.
                       a fix or to bedevil their enemies, it’s always fun when
                                                        Eversink’s History
                       Conveniently for GMs, Eversink’s sinking buildings              A Thousand Years of Adventure
                       mean that you don’t need to describe the architectural
                       remains of a millennium. At worst you have a few             Almost a millennium has passed since Eversink was first
                       hundred years to deal with, much as if you were in any       founded. A thousand years is a very, very long time. As
                       fairly well-established historical city. Older historical    you’d imagine, what’s considered the history of the city
                       remnants have mostly been swallowed up by the earth          is impossibly far from complete.
                       beneath your feet.                                               There are three types of history in Eversink.
                           Whether as a player or a GM, create the history you      � Commonly accepted history that everyone thinks
                       need to see. Describe ruined and sunken buildings,                they remember accurately: scandals, demagogues,
                       help map the existing city, explain what your Hero                murderers, fires, plague, war, notable floods,
                       remembers about long-forgotten floods and armed                   brilliant leaders, golden ages, and dark times. These
                       conflicts, and give your GM and fellow players plot               are historical events that have made themselves into
                       hooks to then exploit. Swords of the Serpentine gives             myth or that people use to mark time. “Knowledge”
                       you the authority and responsibility to help world-build          of these events may be based on historical record,
                       (especially when spending points of Forgotten Lore or             on truth that has since been embroidered, or may
                       Laws and Traditions), creating ideas from which the               be entirely made up now that so much time has
The City of Eversink
                       GM can then expand.                                               passed. People in Eversink make up history all the
                           To make this possible, GMs should encourage you               time, and within a few generations, who is to say
                       to create historical events. It’s okay if you don’t know          what was and wasn’t true?
                       exactly where in the timeline this new event or historical   � True history that almost no one remembers today, but
                       artifact fits; that’s something that can be decided over          which can be understood if you know how to look.
                       time. Just be aware that the history you think is true,           Funerary statues, engravings on commemorative
                       and which is commonly believed, may not be the history            monuments, spirit sight, prophecy, ancient tomes,
                       that actually happened.                                           archaeological evidence in long-sunken basements:
                           Look for snippets of Eversink’s purported history in          all of these can reveal history’s actual truth. Whether
                       adventures, supplements, and web essays. As with all              anyone believes your revelations is then up to you.
                       history in the sinking city, the truth of those events is    � Lost history that may well stay lost and
                       up to the GM.                                                     misunderstood. A huge city over many, many
                                                                                         centuries has an untold number of events and
                                                                                         influential people whose stories disappear soon after
                                                                                         their death, even if their actions still linger today.
Chapter Nine: The City of Eversink                                                                               239
                           In the Darkest Times, before Eversink even had a history, a Calamity befell the world. The Calamity
                           swept through town and city. It left dead the poor, the rich and the powerful. The kind and mighty
                           Old Empire that cared for us, fed us, and clothed us burnt to ashes.
                              The world died.
                              Dirty, wet, cold and hungry, our ancestors traveled far and cast up in these swamps, where they
                           waited to die. The swamp protected them from the Calamity and the slinking things that hunted
                           them, but it held its own horrors. Our ancestors faced starvation, or worse, and hope fled from them.
                           Desperate, the refugees fell to their knees on the river’s edge and prayed to any who would listen.
                              Denari heard, and answered.
                              The great Swan appeared before them in a golden pool, under a starry sky. “With my blessing,” she
                           said, “you will build a new empire. This bay will protect you. It will give you fish and salt. You will
                           launch your ships into the ocean, and you will trade. I will make you richer than you can dream. Your
                           mortal realm is safe in my hands. Forever. With certain legal conditions.”
                              For her protection and blessing, Denari demanded eternal devotion, that their souls enter her
                           Heaven, and a concise list of achievements, growth metrics, and holy deliverables over a mandated
                           yet specific timetable.
                             She offered the survivors a Golden Contract for a Thousand Years, Subject to Periodic Term over
                           Term Renewal and Review.
                              The refugees — now called the Signers or the Founders — penned their names to the contract.
                           When Denari counter-signed, the swamp retreated and Denaria’s islands rose from the muck and
                           the riverbed. “Build my city on these islands I created for you,” she said. “Name it after me. On the
                           grandest island, Temple Market, build my church.”
                              The refugees constructed rafts and floated out to the new islands. On Temple Market, they laid the
                           church’s foundations. Within the new church’s Inner Sanctum, St. Matteo the Founder gingerly laid
                           the Golden Contract. Then, they sealed the Holy of Holies away from people with smart ideas about
                           riders and addendums.
The City of Eversink
                       Every winter the Church celebrates Signing Day,            judge the city against all milestones and growth metrics
                       Eversink’s biggest holiday. They mark it with a            and either deem it worthy of another thousand-year
                       city-consuming Festival in the Grand Marketplace           term or leave Eversink to sink back into the swamp.
                       to remind the people of the Holy Signing and the              The official histories of Eversink tell the nobility’s
                       Coming Renewal. On that day, when Denari’s blessing        children that the Golden Contract renewal requires
                       is strongest, Eversink’s citizens exhibit massive and      their blood for the Great Resigning. It’s in the fine
                       ostentatious financial largesse, settle legal cases, and   print. When the last Golden Contract family dies, the
                       frantically close thousands of contracts in the Church’s   contract unravels, renewals do not roll to a new term,
                       Golden Cathedral of Haven.                                 and Eversink’s islands disappear beneath the waves. The
                           On the Holiest of days to come — not too long,         buildings will fall. All will perish in the new cataclysm.
                       now! — the Holy Renewal Day, when the Thousand             So their families must persist, the matriarchs claim, or
                       Year term is up, the contract will be up for renewal and   Eversink will cease and the ancient calamity will return.
                       renegotiations between all parties. Then, Denari will      With it comes chaos, poverty and death. So eat your
Chapter Nine: The City of Eversink                                                                                241
   �   If you want your campaign to stress the busy lifeblood of the city, with people filling the streets and
       adventure lurking on every corner, set it in Temple Market. This section of Eversink seldom sleeps, and
       there’s always someone needy from any social stratum who’s willing to hire some Heroes to help — even
       when the cause isn’t necessarily noble.
   �   When foreigners picture Eversink, it’s Temple Market they’re thinking of. When foreigners visit Eversink,
       it’s Temple Market they get hopelessly lost in. Lend a hand and find yourself embroiled in foreign plots,
       mischief, and adventure.
                                                              across the city and ensure profit and success for any
Haven and Founders’ Square —
                                                              who make deals in Her name. As thanks, the interior
Home of the Church                                            of Haven is filled with treasures beyond imagining
Haven (often nicknamed “The Nest”) is the name of             from across the world, all but the most beautiful and
the cathedral and its religious complex. Standing in the      tasteful hidden deep in the vaults below. There are also
center of Temple Market, Haven is a grand structure           thousands of ancient funerary statues in Haven, some
of soaring swan imagery, shining domes, impossibly            displayed prominently, and it’s whispered that in times
perfect spires, and painstakingly detailed crenellation.      of need Denari could open the gates of Heaven and
Its foundation stone marks the oldest solid structure in      flood the cathedral with the vengeful ghosts of every
Eversink.                                                     single faithful whose statue lies within.
    Haven’s exterior is stone, crystal, and stained glass.        An ancient tradition allows criminals who reach
The interiors are stone, imported marble, lacquered           Haven and pay a fee to seek sanctuary from the law for
wood, and gold. A holy fountain within is said to rise        a period of three months. During this time they may
from the original waters that Denari stood upon when          not leave church property and are expected to worship
she first accepted the worship of the city founders a         daily, but are exempted from legal persecution until
millennium ago. Between the main cathedral and the            their three months ends. At that point they’re usually
many side chapels, Haven can accommodate tens of              frog-marched out of the cathedral and into jail, unless
thousands of worshippers at once.                             they’ve found someone to legally exonerate them during
    It’s said that Denari hears every single prayer uttered   their sanctuary. There are members of the Watch whose
within Haven, although She certainly doesn’t deign to         sole job it is to try to trick such criminals into leaving
answer all of them. Holy services here carry Her blessing     Haven’s grounds, so that they can be arrested.
   �   An accused criminal seeking sanctuary hires the Heroes to find the real criminal — or, more likely, to
       manufacture and plant false evidence that gets them off the hook.
   �   Con artists make humble pilgrims believe they’re addressing Denari Herself. What are the pilgrims willing
       to do as a result, and what might make Denari take notice?
   �   The treasures hidden beneath Haven are beyond imagining, a millennium’s worth of tribute. What kind
       of brave but foolhardy individuals would actually take a job stealing some of them?
   �   The vast library of scrolls and tablets hidden here, including the Golden Contract itself, contain lost
       truths about the founding of Eversink. Unfortunately, most are written in Cygnini (see p. 235), a holy
       language that only a few scholars can now read. What happens when a translator turns out to have been
       making it up all along?
                       246                                                                  Swords of the Serpentine
                          �   A prominent socialite announces a party to be held in the Mausoleum, but she neglects to dedicate the
The City of Eversink
The Monastery                                                cellar, and the dinners are five-course affairs. The Church
                                                             claims the Monastery is an educational institution and
The monastery attached to Haven brings a new meaning
                                                             a fine option for the very wealthy who wish to retire in
to “monastic life,” and not only because it welcomes
                                                             devotion to Denari. The most devoted have given their
both male and female members and has a distillery and
                                                             lives to finding and making coin; if Denari did not want
brewery attached. It’s a vast above-ground complex
                                                             to give them ultimate comfort so they can study Her
with the front entrance opening onto Founders’ Square.
                                                             complex tax laws, then why did She bless them with all
The Monastery is warm, comfortable, bright, clean, and
                                                             this wealth in the first place?
well-appointed. It has servants and an excellent wine
   �   An entire party of Heroes might be made up of members of the Monastery, elderly and comfortable and
       set in their ways, who are then forced out of their normal habits by a terrible threat that only they know
       about or can deal with. Such a set-up can be ideal for a humorous one-shot in the tone of fantasy authors
       like Pratchett.
   �   The Monastery is an excellent source for secret societies that stretch back centuries, as generations of
       members’ wealth and power may have been used to commit great crimes or hide terrible secrets.
                       Moving past the first tent ring and into the riotous         The Parks
                       madness opens a magical ecosystem of rare imports
                                                                                    The original inhabitants designated areas of Temple
                       and rarer smells. One long line of tents only sells exotic
                                                                                    Market as green and leafy respites from the hot sun
                       spices found nowhere else in the city, while another
                                                                                    and briny lagoon, and forbade anyone from building
                       alley has tents filled with exceedingly strange animals.
                                                                                    in these parks. They erected statues to Denari and the
                       You’ll find maps and fine printed goods, glorious silks
                                                                                    Church Founders in their centers, added beautiful
                       and printed cottons, and alluring weapons with their
                                                                                    funerary statues over time, and installed little marble
                       steel glittering in the warm sun. The closer in, the more
                                                                                    benches for people to come and rest tired feet. Narrow
                       tax the Church charges, but it’s worth it for the status.
                                                                                    canals now separate most parks from the rest of the
                                                                                    bustling district, even if the canals are symbolic and
                                                                                    small enough for a good athlete to leap over.
                          �   With no permanent buildings on the parks, that means they’re one of the few areas of the city without a
                              vast tangle of sunken basements beneath them. Whether this is the reason for their riotous greenery or
                              not, exotic plants — including poisonous varieties — seem to spontaneously sprout in moonlit parks.
                          �   Parks at night can be a remarkable spot for romantic assignations, bitter duels, or secret deals. Privacy is
                              easier at such times, but is never assured.
                       At night the parks are calm ponds in a bustling city,        Old Mansions
                       but during the day most are full of illegal, unlicensed
                       food carts. The City Watch tries valiantly to throw          Before the Ancient Nobility built their homes on
                       the squatters out, but the squatters simply return.          Alderhall, most lived in Temple Market. Many old
                       It’s entrenched park warfare that more than once             mansions have sunk into the mud long ago and
                       has resulted in burning and bloodshed. Between the           disappeared, but a few still stand. There’s Midblossom
                       vendors and the foot traffic, the parks are in poor shape.   House, once home to the Devino family, now converted
                       With their turf destroyed, statuary defiled, and benches     into a Church school for the very rich. Chaldall Manor
                       broken, the most popular parks today are less an oasis       still stands, and the Ancient Vero family continues to
                       of calm and more a small sea of mud. Groundskeepers          live there to this day.
                       do their best to keep up.                                        The owners rent the few standing ancient mansions
                                                                                    to other entrepreneurs — local restaurants, some Grand
The City of Eversink
                          �   These mansions are warrens of secrets. Forgotten rooms, sealed basements, hidden libraries, evidence
                              of ancient murders, historical artifacts that could rewrite the official history of Eversink if anyone could
                              just understand their relevance — the old mansions of Temple Market contain archaeological truths that
                              others would kill for if they ever even knew to look for them.
Chapter Nine: The City of Eversink                                                                             251
� Occasionally a new Watch officer is transferred in who is determined to shake up the complacency and
                          �   In Temple Market, thieves may steal dozens or even hundreds of gold drakes. In Ironcross, however,
                              thieves may steal thousands or even hundreds of thousands of such coins. Elaborate con jobs, financial
                              scams, and perfectly legal maneuvering can make or break fortunes that would stagger a commoner. As
                              you can imagine, people are willing to kill for such wealth.
                          �   If you want your adventures to feel more like fantasy detective noir instead of classic sword & sorcery,
                              consider setting your Heroes up in Ironcross. People are loaded down with secret needs and desires, fair
                              veneers hide foul truths, and just about anyone might backstab you to get ahead in the world.
The City of Eversink
Chapter Nine: The City of Eversink                                                                              253
Interspersed between government buildings and               meeting or engagement. The Hermitage is guarded by
blocks of quiet neighborhoods are wide squares, parks,      the Church Militant and by nameless secret police.
restaurants, and grandly triumphant public monuments           It’s believed that the Triskadane, the thirteen secret
from earlier eras. This district is surprisingly clean      rulers of Eversink handpicked by the Goddess Herself,
despite the constant bustling of business, with little      meet somewhere within the Hermitage. Either the
rubbish and almost no graffiti. The City Watch is           room keeps changing locations or no one can agree on
especially busy here, and they’re willing to eject so-      which room they truly use.
called troublemakers from Ironcross at the slightest           The Halls of the Cabinet are sweeping, beautiful,
provocation; due to their notably stern (and effective)     painted and gold-bedecked rooms where the most
Commander, they’re much less corrupt than elsewhere.        powerful committees meet, where Eversink receives
    The Silver Bridge connects Ironcross and Temple         foreign heads of state, and where the Triskadane’s
Market.                                                     edicts are first announced. These rooms commemorate
                                                            Eversink’s greatest military and political victories, real
The Hermitage and Court Houses                              and imagined.
The largest building in Ironcross is the Hermitage,         Finally, the Hermitage contains the private and public
home of the courts, committee business offices, and the     Court Rooms. These rooms are paneled in rich wood
Triskadane. This ancient and majestic building fronts       and leather and are large enough to hold a judge, the
onto Effigy Square and backs onto the canals for easy       defendant, the City’s prosecutors, and the City Watch;
water access to Alderhall and the Grand Marketplace.        public Court Rooms also have room for a sizable
The Triskadane’s edicts are officially read to the public   audience. Eversink has no jury of peers — the judge’s
here. During the day, notaries and clerks spill through     decisions are final.
the statue-filled courtyards as they rush to their next
   �   Rumor has it The Disaster, a soaring ceiling mural painted by the fabulous Pizzimenti, was stolen as
       part of an elaborate plot to bring down the City but was later discovered in the sub-basement beneath a
       Tangle tenement building. It has since been properly restored. Rumor also has it that the mural hides a
       coded map to a vast and wonderful treasure. If anyone has found it yet, they’ve managed to keep quiet
       about the discovery.
   �   The Triskadane actually meet in a dripping cellar near Harbor Approach. Or they meet in the dome of
       the city’s third largest cathedral. Or they meet in a spare conference room here in the Hermitage that no
                          �    Jails usually hold people waiting for their court date, not those who have already been convicted, since
                               convicts are usually executed, exiled, branded, or conscripted. When they suspect their upcoming trial
                               isn’t going to go well, many prisoners in the Well’s holding cells would gladly pay through the nose to
                               arrange their escape.
                          �    Rumors persist that there are people deep in the Well who have been awaiting trial for more than seven
                               decades, political prisoners being kept out of sight until they die. If this turns out to be true, especially if
                               they’re one of the incredibly charismatic Commoner rebels who disappeared several generations ago, the
                               city’s entire balance of power could be upset.
                          �    Historians maintain that acts of horrible cruelty and carnage occurred in the Swan’s Hall Tower that
                               once stood on this site, although little can be proved nowadays due to an anonymous records purge two
                               generations ago. For whatever reason, Church acolytes with Spirit Sight who attempt to see the ghost
                               of Swan’s Hall typically suffer ghostly possession and near-crippling terror and amnesia from viewing the
                               site in the spirit world. Doing so has been declared improper by the Church, and there is now a law that
                               declares this act to be a heresy.
                          �    The architecture of Revelation Belltower never seems to be quite right. The tall, thin tower leans oddly
                               when seen from the ground, and angles slip in and out of sight in a way that encourages viewers to look
                               elsewhere. Regardless, the tone of the belltower’s bells is believed to be the most perfect and beautiful
                               in the entire city, perhaps in the world, and many tourists stop in amazement the first time they hear the
                               tower ringing out the time.
Chapter Nine: The City of Eversink                                                                                255
The Guild Houses                                             Hermitage, some claim the Advocates dug a tunnel
                                                             between the two so they can pop up whenever they hear
Standing next to the Hermitage are the city’s grandest
                                                             someone in the Hermitage’s hallways complaining they
Guild Houses. These stately, multi-floor buildings rival
                                                             need contractual or legal assistance.
the mansions of the Ancient Nobility and Mercanti in
                                                                 The Guild House of Architects and Canal-Watchers
Alderhall. Faced with rare marble and stone, covered in
                                                             was gifted to them by the Triskadane in exchange for
arches and swans, they tower over Effigy Square.
                                                             preferential treatment on government construction.
    These Guild Houses are business buildings as well
                                                             There’s said to be more secret passages and hidden
as dwellings. Each has a grand meeting room where
                                                             rooms in this building than in any other structure in
guildmasters make their strategic decisions, and where
                                                             Eversink’s history. The Guild House is an advertisement
the guild throws massive holiday banquets. Guild
                                                             for the guild’s power and reach; some claim it to be the
Houses also host each guild’s financial, contracts,
                                                             most beautiful building in the entire city, although they
legal, and logistics offices. Many have their own
                                                             don’t usually claim that anywhere a priestess of Denari
libraries, training and testing rooms, and sub-basement
                                                             can overhear them.
mausoleums full of the statues and mouldering corpses
                                                                 Less prominent guilds can’t yet afford headquarters
of ancient Guild founders.
                                                             in Ironcross, but the district also hosts Guild Houses for
    The two most ostentatious Guild Houses in Ironcross
                                                             several merchant shipping guilds, a few prominent and
are the Guild House of Architects and the Advocates’
                                                             well-established thieves’ guilds, and the Gray Guard, an
Guild House. Of the two, the Advocates’ Guild House
                                                             infamous Mercenary company.
is busier during the day. Located next door to the
   �   Trade secrets worth millions of Swans — whether trade routes, supply sources, the identity of spies, or the
       only extant copy of valuable exclusive contracts — are hidden within guild houses. Such houses usually
       have their own series of waterproof vaults to hold gold, papers, and other valuables. Thieves caught trying
       to raid a guild house seldom make it to trial; guilds have a quiet tradition of administering their own
       immediate justice.
   �   By tradition, each guild throws at least one massive ball each year for clients and nobility; using the
       opportunity for a gratuitous and confident display of wealth and power. Getting on the guest list is a
       must for anyone hoping to embarrass the guild through inside sabotage, or for anyone seeking access to
       the city’s elite social class.
                          �   Recently, a shadow counting house has sprung up along the Row — only open from midnight to 4am
                              and managed by heavily hooded men and women of unknown provenance, the shadow bank provides
                              financing to incredibly illegal deals. The interest rates are punishing and the default terms are lethal, but
                              if you need capital for a smuggling mission or to pay an assassin you can borrow the money here with few
                              questions asked. It’s believed that a sorcerous cabal finances the operation, and pays officials to stay away.
                          �   The bankers on Counting House Row are always in need of dependable agents who aren’t afraid to get
                              their hands dirty. Important deals require constant investigation and enforcement. If the Heroes require
                              a dependable patron to provide a constant stream of difficult challenges, they’ll be able to find such an
                              employer right here.
    The university has widened its degree offerings           military defenses — have so far countered any such
from military science to include theology, contract law,      pressure.
astronomy, divination, alchemy, philosophy, medicine             The University is open to anyone who applies,
and rhetoric. It’s known for brilliant tacticians, academic   pays the hefty admission fees, and passes its rigorous
freedom, and intellectual daring. Conservatives across        admission examinations. It is rumored that there’s a
the city consider the university heretical and want it        secret curriculum exploring the causes and consequences
gone, but the university’s tithes to the Church and           of Corruption and Sorcery, but that’s never been
government — and its contributions to the city’s              proved.
   �   You could easily set an entire campaign at Imperator University, mirroring fiction by authors such as
       Pratchett and Rothfuss, playing either students or professors at the university in times of hardship.
   �   Given its origin, Imperator University arguably holds the greatest store of military history in Eversink.
       In times of armed conflict, a bidding war may occur for the University’s expertise — and that military
       knowledge may well be declared a state secret. What are rivals willing to offer to gain the University’s
       tactical expertise?
   �   The University’s Forbidden Book room contains librams and grimoires that are literally chained to the
       shelves to keep librarians safe. What lost secrets are hidden therein?
   �   Rebellious students may well delve into forbidden topics. When student projects inadvertently threaten
       the city, how can Heroes navigate the bureaucracy and tradition to prevent catastrophe?
                          �   There’s old and terrible Corruption in the lower levels that the sages have been covering up for centuries.
                              There’s a book shelved near it that they need, however, and no one is willing to risk their own life to
                              approach. Will the Heroes handle it, and why don’t the sages just ask the Church, anyway?
                          �   A sage discovers a terrible secret in one of her books, comes to the Heroes for help, but is killed or cursed
                              before she can tell them — the classic murder mystery set-up. What’s the secret, and who cares enough
                              to keep it quiet? Is she really dead, or faking it to manipulate the Heroes?
                          �   Cartographers make a tidy sum selling copies of ancient maps to those who want to navigate the undercity.
                              They slowly realize that several sections of the undercity are so dangerous that no one who ventures near
                              them ever returns. The Church is willing to pay well — including funeral expenses — to anyone willing
                              to investigate why.
                          �   A shelf of library books has become sentient due to ancient Corruption in the floors below, and starts
                              running a crime ring out of the Sages’ Guild by possessing librarians and then wiping their memory of
                              any illegal activity.
   �   Reputation and social standing are important for almost anyone living and working in Ironcross; the
       locals definitely feel that they have a certain standard to maintain. Any adventure involving blackmail,
       financial betrayal, and social embarrassment can easily be set here.
   �   For years, an unknown sorcerer embezzled fortunes by cursing bureaucrats and only removing the curse
       once they funneled coin to her. She’s been inactive for decades, but that’s bound to change once her ill-
       gotten funds run out.
   �   A plethora of demons and small gods dedicated to wealth, coin, and self-importance seem to spring into
       life in Ironcross every year. Most are exorcized by Inquisitors or absorbed by Denari, but a few inevitably
       escape when they’re protected by people who crave wealth. The godlings’ plans and dreams almost
       always involve get-rich-quick schemes and plots to subvert or weaken the Church’s influence, and they
       like using Heroes as catspaws to do so.
                      Alderhall                               the last in the city to flood during vicious storms — and
                                                              well-staffed gates keep out undesirables.
Alderhall is the district of prestige. The wide, perfumed         The Mercanti try frantically to buy their way into this
lanes wind along gardens, parks, theaters, museums,           status and wealth, but it isn’t easy. Land in Alderhall
and past the Ancient Nobility’s towering and gated            is scarce and has been built up since the early days of
estates. The main street known as the Promenade of            Eversink. The stately mansions and towers are old; the
Swans wends its way past hedge animals, wandering             only real way in is to mortgage an existing building’s
musicians, peacocks, jeweled towers, lovely exotic            roof or to buy out a failing Ancient Noble family, and
flowers, gurgling streams and elegant bridges. The air        these aren’t sold to just anybody. The locals join forces
is lyrical with soft music, and the smell of the swamp is     to keep out the wrong sort of people, which they define
far away. Thanks to Alderhall’s low hills, this district is   as everyone who doesn’t have as much social prestige
                                                              as they do.
                           The graceful mansions constantly sink despite the          advantage of controlling access to the neighborhood.
                       district’s hill and firmer soil, a fact that confirms sages’       The City Watch patrols Alderhall’s streets
                       belief that Eversink’s slow descent isn’t natural. The         aggressively. Anyone looking the slightest bit suspicious
                       Ancient Nobles with the most money can best keep               is stopped, questioned, patted down, harassed, and
                       their towers built up. It’s a tell on which families are       escorted toward the nearest bridge leading them out of
                       succeeding and which are failing. Cunning Mercanti             the District. Visitors, tourists, Outlanders, and under-
                       can choose a victim simply by counting the remaining           dressed Eversink citizens are not welcome. Alderhall’s
                       stories. The Vesco mansion has a full twelve luxurious         City Watch House is the largest in Eversink, not
                       stories, while the poor Garibaldis are down to a mere          counting the City Watch presence in the Hermitage, and
                       five. Maybe a quick infusion of neo-riche cash will get        has the largest staff. It also has the justified reputation
                       them to a sixth, in exchange for future favors…                for raw corruption; Watch Officers who serve here gain
                           Meanwhile, a warren of back alleys and canals              the majority of their income from nobles demanding
                       behind the mansions lead to the servants’ quarters and         special favors.
                       the mercenary garrisons. Deliveries from the Grand                 On the rare occasion that you need a Watchman
                       Marketplace never saunter up the Promenade. They’re            and there are none around, almost all noble families
                       carried by gondola along the many canals winding               maintain their own small private army of mercenaries.
                       through Alderhall to the mansions’ private docks.              A family is considered weak if they don’t, and social
                       Goods are unloaded discreetly and brought up back              status is sometimes derived from the size of a house’s
                       stairs. Many Alderhall bridges rise and lower so they can      militia — even if those soldiers do little more than act as
                       hang picturesquely over the water in the day and rise          bodyguards and stand up impressively straight in public.
                       for frantic commerce at night. This has the additional
                          �    When you want an adventure to focus on the Ancient Nobility, chances are the Heroes will be making
                               a visit to Alderhall — assuming they can bribe or talk their way past the gate guards, who may want
                               something unusual. A meal from the best food cart in the Tangle is much more popular than simple coin.
                          �    Nobility tend to forget about their servants, merchants, and guards. For anyone with ranks of Servility,
                               the “secret population” who service Alderhall families have a robust gossip network and relatively private
                               canals or lanes to move on. Whether you’re saving a servant’s career or a noble’s reputation, the people
                               who actually do the work in Alderhall may have an important role to play.
                          �    Alderhall towers may often be neglected, but you’d never be able to tell from the outside, even if the
The City of Eversink
                               upkeep is bankrupting the noble family who owns it. That means carpenters and stonemasons are
                               common in the district. They sometimes find inexplicable or remarkable things when working on noble
                               towers: rooms or items they’d rather ask the Heroes about than show to the family who owns them.
Chapter Nine: The City of Eversink                                                                                261
The Opera House                                             Balconies and back stairs make for a bewildering but
                                                            beautifully decorated navigation experience. The
A gem of the gilded age of architecture, the Opera
                                                            Triskadane have a box that is always left empty, as does
House was built on pilings so that it would withstand
                                                            the Goddess herself — just in case. Nobility’s boxes are
the ravages of time and swamp. A few more generations
                                                            passed down through families, paid for in perpetuity
and it will finally sink into the ground, but its coiled
                                                            when the Opera was built. The wait for the Mercanti to
and polished marble steps lead up from a grand plaza
                                                            buy a box is decades, and bidding is ridiculously high.
to an acoustically perfect performance space. Hundreds
                                                                Opera companies vie and compete for the best
of statues grace the Opera Hall — and legend says that
                                                            stages. The graft to be accepted as a featured company
they move about and change places to hear the best
                                                            is astonishing. The church decries companies that use
performances.
                                                            sorcerers for illusory effects, and have Inquisitors on-
    Many marriages happen in the plaza and on the
                                                            site to check for Corruption, but few sorcerers are ever
steps, and the view of the bay from the highest towers
                                                            that stupid.
is unmatched. Inside, the main performance hall (and
there are smaller theaters) seats more than a thousand.
   �   It’s said that a statue somewhere in the Opera House has the Sultana’s Ruby hidden inside it, a stolen
       gem the size of a seagull’s egg with a supposed curse and a long and storied past. If it’s there, legions of
       thieves have so far failed to find it — and it’s possible that the City Watch spreads that rumor just to set
       up a successful thief-trap.
   �   When commoners and artisans wish to humiliate members of the nobility or members of government,
       they typically do so by producing seditious or humiliating plays that are full of allegory, performances
       that stay just this side of plausible deniability. Mechanically, this is represented by spending pool points
       of Scurrilous Rumors. The flurry of duels that erupt from such performances seldom stop reputations
       from rising or falling. It’s an excellent method of undercutting nobles too powerful to attack otherwise.
       You won’t usually find the Church attacked in such a manner, though; heresy isn’t something the Opera
       House tolerates as “artistic expression”.
   �   Despite the best efforts of the Church’s Inquisitors, the Opera House remains haunted. There’s a sizable
       reward for anyone who can fix this problem.
   �   If you want a cinematic location for a dramatic encounter, you can hardly ask for a better location than
                       reagents and highly addictive substances. It’s up to the   door. The Alderhall Botanical and Adventurers’ Society
                       buyer to grow their own supply from the stolen seeds,      refuses to acknowledge this as a problem, as bad press
                       but most buyers seem to be successful; the City Watch      would ruin its reputation and the carefully planned
                       traced breakouts of new virulent drug addictions in        annual gala.
                       the Tangle and Sag Harbor to the Glass Garden’s back
                          �   A generation ago, one of the exotic plants turned out to be remarkably effective for mind control when
                              dried and powdered. All of the Garden’s samples were seized and burned, but if any seeds survived, they
                              should be flowering any time now.
                          �   There’s little doubt that some members of the Society will buy any rare plant presented to them. This
                              opens them up to charges of receiving illegal and smuggled goods, making them vulnerable to blackmail.
                              Heroes might need to defend them — assuming they’re not the ones perpetrating the blackmail
                              themselves.
                          �   In recent decades members of a guild of Eversink’s assassins have challenged one another to complete
                              their assignments at the annual High Society Gala, without getting caught. Security at the Gala is now
                              ridiculously high — as you’d expect at a party where every year guests seem to keel over unexpectedly —
                              which makes the challenge that much more interesting.
The City of Eversink
Chapter Nine: The City of Eversink                                                                              263
                       man in a bad town. His mission is to treat the hopeless         The inhuman rattakan have routes to the surface in
                       addicts and homeless criminals who end up on his             Sag Harbor. So do other things too horrible to mention,
                       stoop, one painful victim at a time. Frustratingly, his      and even the many thieves’ guilds headquartered here
                       faith forbids him charity: he cannot treat the desperate     use caution. People disappear at night and no one is
                       without extracting a blood price.                            the wiser.
                          �   There’s a secret war going on between a band of local orphans and a nest of rattakan. It’s just a matter of
                              time before the monstrosities catch and devour the children, but the ones who still survive have become
                              remarkable at keeping themselves safe while trying to get adults to believe them about the rat-folks’
                              existence.
                          �   Some people believe that this District is riddled with underground spots of buried Corruption, open
                              sores that attract ghosts and lead to nightmares or insanity. Only the bravest of Inquisitors go looking,
                              and they usually hire local help to do so.
                          �   There’s a movement on to dredge Sag Harbor, knock down the sinking tenements, and have Mercanti
                              guild-families claim the islands as their own once they rebuild the streets for their own use. No one has
                              thought about where all the poor would go, but it’s a serious threat that some would kill to stop… or kill
                              to have it happen.
                          �   Someone has taken great care to excise the history of the House from any official documents and
                              government records. It was used for something before Valentina arrived, but no one seems to remember
                              what.
                          �   Occasionally someone kidnaps broken people from the House. When this happens, it’s usually because
                              the kidnapper needs a host for a possessing ghost — a crime the Inquisitors take seriously and punish
                              harshly, even if they seem to care far more for catching the criminals than helping the victims.
Chapter Nine: The City of Eversink                                                                                 265
Rospo’s Fight Club                                            the sunken ruin of the old colosseum. Mercenaries,
                                                              local thugs, fantastic beasts, and coinless Outlanders
Four hundred years ago, Eversink built an elaborate
                                                              compete in mortal combat for the delight of spectators
colosseum. It sank.
                                                              and, more importantly, gamblers.
    Nunzio Carbone is a mid-level boss in one of the
                                                                 There are two unbreakable rules for attendees of
city’s criminal fraternities. He is universally known as Il
                                                              these gladiatorial events: 1. Cash only, no credit; and
Rospo, “The Toad”, because of his gross corpulence and
                                                              2. Everyone wears a domino mask issued at the door.
amazing collection of warts. He has been investigated
                                                              While Il Rospo is scrupulous about tithing for any
by Inquisitors on suspicion of sorcery on no fewer than
                                                              profits he garners from his enterprise, he leaves it to the
five occasions, and they have concluded that either he
                                                              discretion of his patrons as to whether they report their
is a practitioner of surpassing subtlety, or else he really
                                                              winnings to the Church. The rules permit him to claim
is that ugly.
                                                              ignorance with at least a veneer of plausibility should
    Il Rospo has something of a reputation as an
                                                              anyone ever make official enquiries as to the identities
information broker, but his primary income is from
                                                              of his customers.
the Underground (literally) Fight Club he runs in
   �   Death and spilled blood attract unsavory attention from the spirit world, and Il Rospo has no idea that
       his simple fights are weakening the veil for something to push through.
   �   It’s become fashionable for slumming nobility to attend and — Goddess forbid! — actually fight in the
       gladiatorial combat. Il Rospo doesn’t forbid it, but he hates the idea. If an important noble gets snuffed,
       he’s going to have to call in a lot of favors to have the whole thing shushed up.
                         �   Someone claims to have an honest-to-Goddess Triskadane coin to sell, one that when owned allows you
                             to co-rule the city. Everyone who is anyone is descending on the Night Market to buy, steal, or claim the
                             once-in-a-lifetime opportunity, and the confrontation is bound to be messy. But who’s selling the coin,
                             how did they get it, and is it even real?
The City of Eversink
                         �   A new poison vendor has come to the Night Market, one who sells concoctions of such unthinkable
                             lethality that even the antidotes are usually poisonous. Unfortunately, she’s the only link to an assassination
                             that needs to be solved. Is there any way to convince her to help?
                         �   Alchemists get short shrift in the city, but their power can be astonishing — unique and beautiful plants,
                             astonishing new flavors and colors in exotic dishes, and the possibility of new addictive drugs to impress
                             one’s friends. A decadent Mercanti has demanded an alchemist work exclusively for them, and isn’t going
                             to take no for an answer. You’ve been sent to the Night Market, either to protect the alchemist or to
                             convince them to hire on before things get really ugly.
Chapter Nine: The City of Eversink                                                                               267
   �   There are numerous small gods who battle over the stockyards, begging butchers to offer prayers and
       growing infinitesimally stronger with each animal sacrificed to them. Denari sends Inquisitors and the
       Church Militant in every few months to exorcise whatever foreign cults are starting to take hold.
   �   Trying to chase an enemy through the Downwind Warehouses is an adventure in itself. Just hope they
       don’t set off a stampede of released livestock, sending thousands of cattle, hogs or goats flooding across
       bridges into neighboring districts while they try to run fast enough to give you the slip.
                           These blocks are also healthy power centers of foreign   them to implant into new soil. They carry centuries of
                       gangs and organized crime. The Outlanders brought            historical wrongs and sworn vengeance. When news
                       their cultures, and they also brought their rivalries and    of two distant countries declaring war on each other
                       political loyalties. Criminals escaping foreign justice      reaches the Foreign District, local gangs play out
                       often set up in their neighborhood’s warehouses and          miniature versions of the same war in the streets “for
                       tenement buildings, happy for the chance to start anew.      honor.” It consumes blocks and innocent bystanders.
                       It makes for a complex and exciting mix of local politics    Usually the City Watch just throws up its hands, erects
                       and adventuring opportunities for anyone brave enough        barricades around the affected blocks, and warns locals
                       to challenge the local power structure.                      away until the street fighting burns itself out. Once
                           When Outlanders settle into their designated             everyone involved is dead, new immigrants move into
                       district, they also might bring their old grievances with    newly emptied buildings.
                          �   Archeological evidence you need (whether it’s a forgotten funerary statue, a Corruption-filled site of
                              ancient mass slaughter, or a long-dead criminal’s bank vault) is in the same building as a foreign god’s
                              local shrine, and it’s a religious week of festival and feasting for the locals. Can you get what you need
                              and get out without getting caught, and without angering the local spirits for being disrespectful?
                          �   In a riff on Romeo and Juliet, a same-sex couple from two prestigious families in feuding nationalities
                              have fallen in love. Their families don’t know, or don’t care in their determination to take each other
                              down, and it’s up to the Heroes to make sure they survive without their families’ rivalry burning down
                              the Foreign District around them.
                          �   The Heroes’ favorite restaurant in the Foreign District has had its chef kidnapped, possibly by the
                              Mercanti family who had already tried to hire them away. Is it really that simple, or is there more at
                              stake… and judging from the remnants of poison you found in their home, are they actually involved in
                              murder?
                                     Harbor Approach                                barrels and rolled into storage and examination by tax
                                                                                    officials, before stamp and transfer via gondola or flat-
                       Harbor Approach is often referred to as the Upper            bottomed canal boat to the Grand Marketplaces. Pigs
The City of Eversink
                       Docks. This swamp-adjacent District is the home of           are sometimes offloaded here from bountiful cargo holds
                       Eversink’s military capabilities and works as a general      before being ferried to the Sag Harbor slaughterhouses
                       goods storage bay. It is a long, rough, and somewhat         and tanneries. The fish arrives before the sun comes
                       undifferentiated stretch of harbor island, boat launches,    up and is whisked to Eversink’s fish markets. Even
                       boat repair, boat storage, bars, run-down inns,              mercenary companies unload here in Harbor Approach
                       smuggler refuges and the occasional pleasure-house.          and pass through harbor inspection before entrance to
                       This working-class district is where many laborers toil      more populous districts.
                       during the day before returning to their home district           The second biggest feature of Harbor Approach
                       in the evening.                                              is the ship builders. While most shipbuilding happens
                           The main feature of Harbor Approach is the               in the Arsenal under the city’s watchful eyes, private
                       warehouses. Almost all warehouses have a harbor jetty        companies prefer Harbor Approach. The local non-
                       out front and a canal in the back for quicker routing        military shipbuilders sell everything from rich pleasure
                       and logistics. Goods are unloaded from ships in huge         craft to huge ocean-going shipping vessels. They also
Chapter Nine: The City of Eversink                                                                              269
produce the gondolas and flat-bottomed boats so                bar putting together jobs and looking for easy marks.
essential to the city’s economy.                               Smugglers sit in tavern back corners and game out
    Outside of the trendy new community Stormhall,             their next move right under the watchful eye of the
few people live in Harbor Approach. It’s a passthrough,        taxman. The comfort men and women start walking the
a government installation, and a taxation office. Most         boardwalk looking for lonely sailors with a bit of coin
who work in Harbor Approach live in the Tangle or Sag          at twilight, and disappear when the City Watch shoos
Harbor across town, and overladen ferries carry workers        them away in the morning. More than one optimistic
back and forth all day. Lower-class tenement buildings         coup has been hatched in a shadowy corner of a Harbor
are tucked in and around the oceans of warehouses, and         Approach bar.
those who do live in this district like it quiet and lonely.       Harbor Approach has a few famous taverns in and
    Harbor Approach is all business during the day and         around the jumble, like Bertha’s Mussels, the best
all pleasure at night. Stretches of sailor bars hang out       tavern in Eversink. And then there’s the Horse You
their lights and open their doors once the sun goes            Came In On Tavern, all the more ironic because no
down. They fill quickly with sailors in for the day and        one in Harbor Approach comes in on a horse.
out the next morning. Thieves wander from bar to
                          �   When someone is angry at the Mercanti, it’s their warehouses in Harbor Approach that get burned first.
                              The island is full of charred remains that have sunk beneath street level, and not all those ruined and
                              buried warehouses are necessarily empty. There are unlooted valuables and smuggled rarities, sure; but
                              somewhere down there is also a collapsed warehouse trapping the sorcerously reanimated corpses of
                              thousands of angry hogs. At the time the Triskadane found it most expeditious to solve the problem by
                              burying it. That might not have been a good idea in the long run.
                          �   If you’ve stolen something large, like a huge cargo shipment or thousands of Wealth worth of spices from
                              a very angry guild, Harbor Approach is usually the easiest place to hide it. Local freelance investigators
                              tend to see which law enforcement officials get bribed, then work backwards from there by finding the
                              stolen shipments and selling them back to the original owner for a price. They’ll often hire on additional
                              muscle for these recovery ventures.
                          �   It’s rumored that vaults beneath the Arsenal contain enough weapons to arm a citizen army, and they’re
                              waiting there for the day when Eversink needs to defend herself in actual hand-to-hand combat. That
                              makes subverting the Arsenal a priority for any foreign power hoping to conquer Eversink. It’s also
                              possible that the Triskadane spreads this rumor precisely so hostile entities will make conquering the
                              Arsenal a foolish priority they waste time on.
                          �   Someone anonymous in Harbor Approach is letting it be known that they have important secrets to sell
                              about the Armory to one buyer only, and they aren’t too fussy about who that is as long as they’re willing
                              to pay. That’s treason, pure and simple (unless this is the Triskadane’s secret police trying to trap foreign
                              agents), and potential customers are killing each other for the privilege of buying the information.
Chapter Nine: The City of Eversink                                                                                271
The Old and New Foundry                                          Eversink still needs metal goods. The New Foundry
                                                             is an upgrade on the Old Foundry in every way. It
Eversink isn’t a big iron town because iron rusts in salt
                                                             has dedicated docks for metal imports. An Architect-
air. It must import 100% of all its metals from abroad.
                                                             designed waterwheel feeds constant intake from the
But Eversink does have a need for high-quality iron and
                                                             lagoon and drives the bellows. New furnace technology
steel weapons, armor, fittings, tableware, pots, pans,
                                                             heats metal up to highly tempered steel temperatures.
and horseshoes. It is far cheaper to import raw material,
                                                             Water-powered automatic hammers beat hot metal
craft it onsite, and sell in the Grand Marketplace than it
                                                             into shape much faster than a human ever could.
is to import finished items.
                                                             Metallurgists and Alchemists aren’t experts in metals
    Eversink’s settlers built the Old Foundry soon after
                                                             but in creative thinking; they’ve been at the forefront
the city’s founding. It still squats at the edge of the
                                                             of metal-based experimentation right there in the New
harbor for easy metal and water intake. This large, ugly,
                                                             Foundry’s offices.
rectangular building is heavily scarred inside and out by
                                                                 Work in the New Foundry is hot, dirty, and
dozens of fires. It’s been rebuilt both from sinking and
                                                             dangerous. People trip, fall, and disappear into the vats
fire dozens of times. It doused its furnaces when the
                                                             of steel all the time (something to be discouraged, as it
new Foundry opened a century ago.
                                                             can ruin the steel). Guild bosses run the floors in here
    Today, the rat-infested Old Foundry is the home of
                                                             — the work pays too well for just anyone wandering
the Government’s Harbor Committee. The building is
                                                             off the street to pick up a hammer. You’re not working
now a warren of cubicles, offices, paper, pens, notaries
                                                             here unless you’re a member. As you’d imagine, the
and government functionaries all handing out berths
                                                             slowly sinking foundation makes keeping the building
and collecting import taxes. They say that while the
                                                             stable and in good repair the highest priority, lest the
Triskadane decides on Eversink’s economic direction,
                                                             furnaces explode and burn down half the city.
the Harbor Committee out of the Old Foundry
executes the Triskadane’s whims through a bureaucracy
of papers and arcane stamps.
   �The alchemists and metalworkers in the New Foundry are occasionally willing to take on hand-crafted
       side projects for a patron, such as meteorite-iron swords or glorious suits of armor. There is a fortune of
       trade secrets locked in the foundry’s offices and vaults, and rumors persist that evil sorcerous items that
       just can’t be destroyed get trapped in cubes of solid iron before being locked in the Foundry’s basement,
       where they can’t do any harm. Presumably.
                       The Old Summer Palace                                          The richest and least dangerous prisoners live in
                                                                                  relatively posh cells on the upper levels. They receive
                       The Old Summer Palace was originally the home
                                                                                  two meals a day, occasionally cleaned chamberpots,
                       of the Morello family, an Ancient Noble line tracing
                                                                                  and sunlight. Illegal sorcerers (usually with tongue and
                       their blood heritage back to Eversink’s founding. The
                                                                                  hands removed), city traitors, and scammers are left to
                       building was the belle of the City long before the rich
                                                                                  rot in underground cells.
                       concentrated in Alderhall and before Eversink land sold
                                                                                      The building has fallen on hard times. The City
                       for a premium. The Morellos entertained and awed the
                                                                                  doesn’t invest in repairs beyond basic maintenance to
                       people with their massive displays of wealth. Debts and
                                                                                  keep the old building from sinking entirely. They don’t
                       the palace’s upkeep eventually bankrupted them; the
                                                                                  see the point in making a prison comfortable and safe.
                       Morellos sold the Old Summer Palace to the Zunino
                                                                                  Inside, the Old Summer Palace is a ghost of its ancient
                       family, and they sold it to the Modicas, and then the
                                                                                  finery with rotting hangings on the walls, broken
                       Modicas simply vacated the huge, rambling building
                                                                                  furniture, and rusted fittings.
                       when it became too much. Instead of allowing the land
                                                                                      A small crew of City Watch employees run the
                       to consume the old, noble structure, the City claimed
                                                                                  prison. The warden is Commandant Fazio Ugolini of
                       eminent domain over the Old Summer Palace and
                                                                                  the Ugolini family of Alderhall. Some say his position
                       converted it to a prison.
                                                                                  is punishment for some dark family crime, but none
                           Today, the Old Summer Palace holds Eversink’s
                                                                                  know what it is. All anyone knows is Warden of the Old
                       most notorious criminals — the ones too dangerous to
                                                                                  Summer Palace comes with a nice fat paycheck. The rest
                       exile and too politically well-connected to execute — in
                                                                                  of the guards are working stiff City Watch out of Sag
                       its deep, sinking, dripping bowels. They say those who
                                                                                  Harbor and the Tangle, probably corrupt to the bone
                       go in don’t come out. At least, not sane.
                                                                                  but still trying to make a difference.
The City of Eversink
Chapter Nine: The City of Eversink                                                                                273
   �   Secrets riddle the old building. Old tunnels let people sneak in and out — if they’re willing to crawl
       through Harbor Approach’s fetid sewers and wander through unlit underground passages filled with
       horrors. Some lucky prisoners use their cells as a place of safety, continuing to run criminal enterprises,
       and leave when they please.
   �   Thieves hide their take in forgotten Old Summer Palace treasure vaults, long sunken under the city and
       accessible only through convoluted passages. They take a particular delight in using a supposedly secure
       building full of prisoners for their own illegal purposes. No one wants to break out a prisoner, though;
       rumor is that curses are involved for anyone who frees an inmate.
   �   Some say the Inquisition runs dark operations out of the prison’s basement. But no one has proved this.
       Yet.
   �   When the commoners rise up in rebellion, Sarti expects that she’s going to be one of the first against the
       wall. As a result, she pays a sizable force of mercenaries to keep Stormhall — and herself — safe, almost
       to the point of paranoia. Clever con artists might try to use that fear to acquire some of her vast fortune.
   �   You can level blocks and build on top of them, but ancient sunken buildings still exist deep down
       beneath. Mercanti living their dream life in Stormhall do so with their basements regularly inspected or
       bricked up, and with a constant nagging fear of what may lie below them.
                       274                                                                 Swords of the Serpentine
   �   Denari help the drunken rich noble who decides to wander into the Tangle while slumming it… because
       no locals are going to help him, that’s for sure. There’s an undercurrent of bitterness and anger in the
       Tangle that usually stays buried, but the entitled would be fools to taunt commoners in their own turf.
   �   It’s hard to get people to trust you in the Tangle, especially if you come from money. This is one area
       of town where High Repute works against you, and Low Repute works in your favor. People here try to
       look out for their own.
   �   Never underestimate people in the Tangle: great warriors, folk heroes, and near-legendary adventurers
       have come from here, even if you haven’t heard of them. Genius might be hidden right around you; the
       teenaged girl trying to barter a cart of day-old fish she stole somewhere may be one of Eversink’s greatest
       artists in centuries, if only she’d have time to sit and sculpt. The most valuable people in the Tangle are
       those who can recognize that hidden potential and make it possible to fulfill it. Just remember that other
       more established artists might push back in very illegal or unorthodox ways.
                          Boats flow through the Tangle at all hours of the day       an abandoned storefront, a small parish shrine, a back
                       — commerce, legal or otherwise, never stops.                   table at Amone Barra’s Bar and All-You-Can-Eat Fish
                          The best helmsmen and gondoliers in Eversink come           Fry. These are fly-by-night organizations with similar
                       from the Tangle, and the Pilots’ Guild knows it. Not           locations.
                       only can locals navigate at night, they can memorize               The Tangle is also home to more established, richer
                       complex maps and directions through switchbacks of             guilds. Ones with traction and not a little political power.
                       confusing watery passageways.                                  It hasn’t escaped the notice of the locals that there’s no
                                                                                      difference between the Bakers’ Guild wanting “tax” on
                       Lesser Guild Houses and                                        grain shipments and the local Mob running protection
                                                                                      rackets. These guilds have infested the last of the older,
                       Chapterhouses                                                  larger buildings in the Tangle that have not yet sunk.
                       In the Tangle, everyone comes together in communities          They have money extracted from dues to pay for pylons
                       — communities of trade, or crime, or craft. Most thieves’      and new floors on their sinking buildings. As they gain
                       guilds, trade guilds, and mercenary brotherhoods keep          prestige and money, these organizations grip harder on
                       their special meeting places down in the Tangle. People        the Tangle while renovating their plush meeting rooms.
                       need a place to be, an organization to belong to, a team           Most guild houses and chapterhouses are somewhere
                       to root for, and a color to wear. The guilds fill this need,   in between. They possess small, established buildings.
                       and sponsor some of the most exciting (and vicious)            Inside is a meeting room, a few rooms for members
                       athletic events in the city.                                   down on their luck, and a shrine to the Goddess. When
                           For small thieves’ and trade guilds, the meeting           they sink, the Guild abandons the building instead of
                       places are catch-as-you-can: someone’s living room,            fixing it and finds a new place to rent.
                          �    Guild wars can be legendary in their no-holds-barred sabotage and subterfuge. If two rival guilds run up
                               against each other, expect skulduggery and economic backstabbing that rises to an art form until one of
                               the guilds submits and is either disbanded or absorbed.
                          �    Knowing a craft means belonging to a guild, and belonging to a guild means prestige and better wages.
                               Guild houses in the Tangle often act as impromptu community leaders and judges, navigating tricky
                               neighborhood issues and adjudicating problems that no one trusts to the Watch or the Triskadane. Guild
                               houses often hire independent investigators or adventurers to scout problems, strongarm someone who
The City of Eversink
                               needs a gentle reminder of their loyalty, or to solve problems when the guilds can’t be seen as impartial.
Chapter Nine: The City of Eversink                                                                                  277
The Hospital and the Orphanage                                     The Orphanage is not much better than the
                                                               Hospital, and it sits several doors down on Bell Avenue.
The rich of Alderhall can afford to have doctors attend
                                                               This building was a mansion in an earlier life when
to them in the comfort of their homes. For serious
                                                               the Tangle was still a harbor, but now is a dilapidated,
illnesses that local folk remedies can’t help with, the
                                                               rotting, sinking wreck. Most orphaned in the Tangle
poor of the Tangle have no choice but the Hospital.
                                                               at an early age find themselves adopted by thieves’
    The Tangle’s hospital is less a place of healing than a
                                                               guilds, the Church, older siblings, other relatives, even
gateway to death. Overcrowded wards fill this low and
                                                               neighbors. Anyone who can pitch in and help. Only
squat building sitting on the corner of Bell Avenue and
                                                               those children unfortunate enough to find themselves
Copper Street. Leechers trained by the university in
                                                               without anyone end up in the Orphanage.
Ironcross perform surgery without anesthesia here —
                                                                   The Orphanage provides food, shelter, clothing, and
and not for free. Everything in Eversink costs coin, and
                                                               some minimal education to its unfortunate boarders.
the leechers expect contracts signed upon admittance
                                                               The scant education provided prepares the orphans for
to the Hospital and later payment in full, regardless of
                                                               lives as dockworkers, tanners, servants or childminders.
treatment. Harried nurses move between patients and
                                                               Children at the Orphanage are subject to malnutrition
keep them from screaming too loud.
                                                               and neglect, even as they run up a bill that they must
    Most die of infection in the Hospital. But, given the
                                                               start paying off the moment they matriculate and leave
choice of people rotting in the Tangle’s streets or dying
                                                               for the streets at age 17. Many who leave the Orphanage
screaming in the Hospital, the Tangle’s poor drop the
                                                               carry this financial burden the rest of their lives as they
injured, the bleeding, the sick, and the dying off at the
                                                               pay off their childhood in installments.
Hospital’s door. The poor simply cannot afford people
                                                                   Both the Orphanage and the Hospital are nominally
dying in the streets, not if they’d risk entire blocks
                                                               run by the Church. Marketpriests fill the administrative
dying from disease. Unlike most hospitals, the Tangle’s
                                                               posts. While the Church does not believe in charity, it
Hospital is not a charitable institution, and the staff will
                                                               does believe that commerce in the eyes of the Goddess
turn away the truly destitute at the door.
                                                               is best executed by healthy bodies who can carry out
                                                               work for their betters.
   �    If there are any monstrosities or spiritual entities out there that feed on pain, sadness and hopelessness,
        they’d find great strength at both the Hospital and the Orphanage. The question is: if they exist, why
        hasn’t the Church taken steps to exorcise or destroy them?
                       Famous Pubs, Inns, and Food Carts                           filled with crab meat? That delicious-smelling greyish
The City of Eversink
                           There’s a small parish church here, with a single            Most of the fiercely territorial Chuggut tribes (see
                       Marketpriest. She pretends not to know about the             p. 185) live in the Golden Swamp to the south,
                       strange shrine out near the salt pools, or the serpents it   a particularly primal and unchanging bog full of
                       seems to venerate.                                           surprisingly ancient plants that have never died out like
                                                                                    they have elsewhere. Naming it the Golden Swamp
                       The Swamps                                                   hasn’t changed it from the dismal, miserable morass of
                       Denari pushed back the swamps to the north and south         mud and water and quaking bogs that it is. There are
                       when she first raised Eversink’s islands from the bed of     ancient Serpentine ruins in the Golden Swamp, almost
                       the River Serpentine. Ever since they have bordered          all hidden by tall marsh grass or still pools of black
                       the river but not extended into it, leaving a surprisingly   water. Tiny gold coins washed down the Serpentine
                       clear delineation between river and fens. Those swamps       from an unknown source tend to find their way to the
                       don’t contractually belong to the city, and the swamps       Golden Swamp, tempting brave children to go diving
                       act like they know it; they seem surprisingly hostile to     for treasure. Not all return.
                       ‘Sinkish residents who venture into their depths for             Calcia’s Reach to the north is named after a famous
                       smuggling, hunting, or exploration.                          mercenary company who all died there defending the
The City of Eversink
Chapter Nine: The City of Eversink                                                                                281
city several centuries ago, but prior to that was called     Swan’s Vault
the Grasping Bogs. It’s full of quicksand, giant toads,
                                                             Swan’s Vault is a misnomer; there’s no vault, and
surprisingly pernicious insects and some of the best
                                                             indeed no buildings at all. The string of small islands
fishing you can ask for (assuming you survive the trip).
                                                             near Harbor Approach have been used as a final resting
Demon stones squat here, unthinkably ancient altars to
                                                             place for funerary statues that people no longer want.
dead gods who only require a prayer or two to spring
                                                             Perhaps it’s a statue you found, or uncovered, or
back to life. Not everyone who enters Calcia’s Reach
                                                             hate, or simply don’t have space for; since it’s illegal
comes back the same.
                                                             and a mortal sin to destroy it, instead take it to Swan’s
    In Eversink, most people don’t even think of the
                                                             Vault and leave it with the thousands of other funerary
swamps as a survivable location. That means people
                                                             statues big and small that have been left there over the
fleeing the law may be able to use them as an easy refuge,
                                                             centuries. They’re packed together in a mish-mash of
assuming they can find safety before they succumb to
                                                             styles and ages, occasionally rearranged by secret artists
environmental dangers and local fauna.
                                                             to tell stories or create wonder. More than one stolen
                                                             statue has been hidden here, under the theory that the
                                                             best place to hide a stolen book is in a library.
   When someone smashes a funerary statue and ghosts return to the world, they have to go somewhere. But
   where? Similarly, people with Spirit Sight — if they’re powerful enough — can walk out of our world into
   a spirit world where the ghosts of ancient buildings rise and fall around them as they walk through history.
   What’s going on here?
       Scholars don’t agree. Official orthodoxy claims it’s another plane of existence that overlays our own, where
   ghosts abide and where Eversink is reflected as if in a cloudy mirror. Current thinking (considered heretical)
   is that dead souls don’t return, and what does return is Denari’s memory of the departed person. Similarly,
   there’s no actual “spirit world”, but some humans can literally see or walk into Denari’s memories of the city
   itself. When they see ancient buildings rising and sinking as they walk through time, they’re actually walking
   through the Goddess’ memories of the city across different eras.
       No one is sure. Many people hate the “memory” theory because it means that their loved ones are gone
   forever other than a barely remembered wisp recalled by the Goddess, but some religious scholars (usually on
   the run from Inquisitors) claim to have proof.
                                               Eversink’s Government
                       Eversink is an anonymous oligarchy. The city-state is          Most government business is handled by bureaucrats,
                       ruled by the Triskadane, thirteen anonymous citizens       commissions, and far too many pages of rules and
                       of any age or social class who rule through summary        rulings. The Triskadane assembles when Eversink
                       judgments, decrees, the Church, intelligence services,     faces a major crisis such as a war, financial calamity,
The City of Eversink
                       and a dense, committee-laden bureaucracy. All thirteen     sorcerous intrusion, or government-shaking judicial
                       anonymous rulers are usually handpicked by the             decision. They supposedly assemble at the Triskadane
                       Goddess Herself on Signing Day, the one festival a year    Hermitage, located in Ironcross’ heart, but that hasn’t
                       when she’s known to walk the city in human form, and       been confirmed in several generations.
                       members serve the city for 13 years unless the Goddess     The Triskadane’s decisions are both secular and religious.
                       chooses to replace them sooner. The disguised Goddess      They issue judgments that range from appointing a
                       hands them a heavy gold coin embossed with Denari’s        new Church Leader or declaring a Mercanti’s actions
                       swan on one side and a crown on the other, and             treason, to invading a coastal neighbor or setting
                       grasping the coin imparts knowledge of the role, the       elaborate import border taxes on ship-quality wood.
                       government, and any state secrets Denari wishes them       They decide on major criminal matters facing the state.
                       to understand. Thirteen coins are always in circulation,   They take the country to war and back out again. Their
                       no more, no less, and membership in the Triskadane         decisions are final, absolute, and canon law. When their
                       travels with ownership of the coin and not the person;     decisions are made public, the Great Swan Bells in the
                       stealing a coin or (more rarely) inheriting one can give   Sanctuary’s belfry ring out over the city and criers are
                       someone membership for as long as they own the coin.       sent forth to announce their edicts.
Chapter Nine: The City of Eversink                                                                              283
 With your GM’s approval, there’s no reason you            A powerful city-state cannot be run by only 13 people.
 can’t be one of the secret 13 members of the              Eversink must collect harbor taxes, execute wars, write
 Triskadane. In fact, because even the Triskadane          laws, toss a few sorcerers into crow cages, hang a pirate
 doesn’t know each others’ identities (at least            or two as an example, and pay the City Watch. Individual
 ostensibly), multiple heroes in the same group            power consolidates in the hands of the various factions,
 could be members. Perhaps you stole someone               but the state must run. Under the Triskadane is built
 else’s coin, or the Goddess picked you herself,           a complex and undocumented warren of ministers,
 but the city’s future is in your hands.                   cabinet posts, councils, committees and bureaucracies.
     You’d model Triskadane membership by                      The Committees are where the day-to-day temporal
 having ranks in Allies: Triskadane, with more             power of Eversink’s government lies. The Committees
 ranks indicating more influence amongst the               were originally established to carry out the Triskadane’s
 other members and within the city itself. One             wishes after an issued decree; over many years the
 rank means that few people will go out of their           Committees grew, multiplied, and became ministerial
 way to help you; three ranks means that you have          power bases with their own private mercenaries and
 sway on the council and can easily influence city         secret police.
 events; five ranks makes you a master influencer              Some Committees — like the Taxation Committee,
 within the city and the council.                          the Harbor Committee, and the Intelligence
     This sort of game can be incredibly exciting,         Committee — are old and powerful, and function like
 dodging assassins while influencing policy within         the Triskadane’s Cabinet. They write and pass mundane
 the city itself, but make sure the GM is entirely on      laws, stamp decrees with the Triskadane’s seal, have the
 board before you go this route. They may have             power to tax and spend in their respective areas, and
 another style of game in mind than one focused            hold judicial powers with the ability to imprison, exile,
 on kingdom-building.                                      or execute at will. Mercenaries on official business who
     If you do become a member, remember that              hold loyalty to different committees regularly battle
 the Goddess might (and probably will) take away           over jurisdictional disagreements; more than one short-
 your coin at any time if your GM thinks it would          lived “civil war” was just mercenaries loyal to different
 make for a good story and adventure — and that            committees settling their differences very, very publicly.
 you’ll probably make a lot of fun enemies during              The government maintains no formal approved
 your tenure as secret ruler.                              list of committees. Large committees create working
 The Triskadane issues decrees on whatever matters interest it. It does not publish any sort of agenda or
 telegraph what matter it is considering. It can consider matters of any size, from war to an issue affecting a
 single person. The Triskadane simply does.
     It’s up to the committees and the bureaucracy of Eversink to enact these edicts however these committees
 see fit. As powerful citizens of Eversink sit on these committees and they also have their own interests, the
 absolute nature of the Triskadane’s rulings often become more subjective. The Triskadane’s edicts are always
 enacted within a matter of interpretation. Rarely, official decrees are bitingly specific in order to ensure that
 there is very little room for improvisation when enforcing the law.
                       284                                                                   Swords of the Serpentine
                       2
                           “And about damned time, too!” - Lorenzia Crimson-Bonnet
Chapter Nine: The City of Eversink                                                                               285
                       cut, and type of fabric) is very different in Alderhall than   bad” and “people shouldn’t steal” they can enforce the
                       it is in the Tangle.                                           law they know.
                            This is complicated even more by the fact that               Most of Eversink’s law practices are not concerned
                       Heroes with one or more pool points of Laws and                with criminal law. Instead, they expend most of their
                       Traditions can literally make up new laws on the spot,         time with civil and contractual law. In the bright daylight
                       regulations that (at least at that moment) are currently       of Ironcross’ iron and stone bridges, Eversink’s richest
                       in effect and enforced by local constabulary. There are        go to war with one another, not with ships or guns but
                       probably exceptions and loopholes that will eventually         with advocates, words, documents, and agreements.
                       be found, but players get to build the world along with        Ironcross hosts a thriving scribe-and-notary-and-legal
                       the GM, and that means helping establish the laws by           industry to keep pace with the constant change in
                       which everyone must live. This is actually more realistic      law and lawfare that no one outside the very wealthy
                       than you might think; throughout history sumptuary             completely pays attention to. It’s not unusual for
                       laws and ridiculous legal rulings have annoyed people          Eversink’s most blessed and silver-tongued advocates
                       all over our world, lasting until they’re forgotten, or        to find themselves wealthy and appointed as a Judge
                       mutually ignored, or until another lawmaker thinks to          to Eversink’s bench by the Committee for the Courts,
                       annul them.                                                    where the corruption merrily trickles down.
                            GMs are encouraged to tell players what’s reasonable
                       and what isn’t, and then let them violate those laws and
                       face (or manipulate) the consequences. How strictly               Designer Notes: How the Rich War
                       laws are enforced depends a lot on the social class and
                       allegiances of the Heroes in comparison to the social             While the rich will occasionally sic their
                       class and allegiances of the law enforcers.                       mercenaries and goons on an opposing party,
                                                                                         that’s a route of last resort. Bodies lead to
                       Law and Advocates                                                 questions and inconveniences. The rich prefer
                       Eversink is an incredibly litigious city. With a goddess          to bleed their enemies dry, tangle them up in
                       who defines her religious obligations by contract,                knots, ruin their reputation, and wrap them up
                       the law is as much the blood of Eversink as fish, salt,           in blackmail, bribery, and extortion complaints
                       trade, and backstabbing. Because the law is not strictly          through the legitimate law. No reason to get
                       codified, no one entirely knows the fine details of what is       blood on anyone’s hands when penury works
                       legal and what isn’t — except one guild, the Advocates’           equally well. Ask them, and they will say that
                       Guild, whose remarkably ornate Guild House stands                 going the legal route is the Eversink way of doing
                       proudly in Ironcross next door to the Hermitage.                  business.
                           Eversink is the city-state of opportunity, trade,
The City of Eversink
and in other contracts and charters from this era. The        Long-Con Scam Artists
number of forgers and con artists who attempt to
                                                              Long-con scams aren’t welcome in Eversink. At their
use this to their advantage has risen steadily over the
                                                              core, those scams make promises and contracts with
centuries.
                                                              unwitting innocents in deliberate bad faith. Fake
   See p. 235 for more detail on languages.
                                                              contracts are equally as bad as counterfeit scams. Long-
                                                              con scam artists make deals knowing full well they
The Most Heinous Crimes of                                    don’t intend to honor the deal at the end. Denari and
Eversink                                                      the Authority preach that salesmen can write tricky
Even with the loose (although large) definition of law        contracts, contracts with confusing small print or
in Eversink, the city still has a clear set of the worst      random escape clauses, but they cannot directly scam
criminal crimes and misdemeanors. These are crimes            people.
so terrible in Eversink that they not only involve the            Typically, con artists first annoy the local thieves’
government but also the Church’s Inquisition.                 guilds because they’re not tithing to the local
                                                              brotherhood. Then, they’d infuriate the nobility
Sorcerous Corruption                                          because no one likes to wake up and discover they’re
                                                              a mark. Finally, the Inquisition comes calling because
Sorcery is not technically the worst crime anyone can
                                                              fraudulent contracts are intrinsically a heresy. A clever
commit in Eversink, but spreading Corruption (p.
                                                              con artist pays their tithe to the Church, though, so at
117) without any thought to the consequences is.
                                                              least their soul is more secure.
    Sorcerers found guilty gain a punishment in direct
relation to the seriousness of their crimes, and how
well-connected they are. While one truly guilty sorcerer
                                                              Everything Else
might have her hands and tongue removed before being          Serial killers are heinous, as is sexual assault. Perpetrators
put in the crow cages overhanging the harbor, another         are not welcome in Eversink. Casual murder isn’t
better-connected (and less offensive) sorcerer might be       acceptable either. But the law deals with offenses as
quietly exiled or extensively fined.                          offenses come, based on the commonly held order of
    Note that sorcery and casting spells is not technically   severity and punishment, and many law enforcement
illegal (at least usually), but externalizing Corruption      officials have a soft spot for vigilantes and heroes who
is. Known sorcerers are treated with suspicion by the         actually make their jobs easier by defeating criminals.
Inquisition and the City Watch, but a sorcerer usually            Theft is serious but is considered a crime instead
faces no legal consequences until they actively cause         of a heresy if the thief pays their tithe to the Church.
external harm.                                                How important the theft is largely depends on who the
                                                              victim knows, and how much trouble they’re willing to
                       socially influential family, or you’re known among              Golden Families of Venice who claimed descent
                       the nobility as “the right kind of person” who can be           from the city’s original founders.
                       depended upon.                                                     Denari’s power flows from the heartbeat of
                           If you have 1 or more ranks of Enemies: Ancient             commerce, so we decided the city’s founding
                       Nobility, you’re considered an untrustworthy enemy              moment was the signing of a literal contract
                       of the upper class because of something that you, your          between Herself and a small band of bedraggled
                       allies, or your family (including long-dead ancestors)          refugees in a stinking swamp long ago. The
                       have done. Any noble who gives you the polite time of           Ancient Nobility built this singular event up to
                       day is probably doing so expecting to be betrayed, and          one of epic proportions because their ancestors
                       has already taken that into account.                            were in position to take economic advantage and
                           Use your Ancient Nobility ranks to gain leads about         were first to capitalize on the new city. Therefore,
                       social status, ancient history, and high society events.        these ancient noble families feel entitled to
                                                                                       the citizenry’s enduring obsequiousness. But
                                                                                       Eversink doesn’t work that way. Ever.
Chapter Nine: The City of Eversink                                                                                289
Most noble families built their family’s ancestral           or identified. Mind you, they may be rivals or ancient
tower or estate in the district of Alderhall, where most     family enemies, but at least you’re being noticed. You
families spend what little money they have on upkeep         can use this status to insinuate yourself into the most
and appearances. The nobility tends to have the best         important and prestigious events in the city. With
ancient libraries in the city, even if no one has bothered   that benefit is the knowledge that public mayhem or
looking at them for several generations, and children        (goddess forbid) visible signs of poverty will start rumors
learn to read by memorizing the family tree and family       and possibly lower your family’s social status. Members
history (along with the family’s long list of rivals and     of the nobility are saddled with the knowledge that they
old grudges). It’s exceptionally rare for members of         are always representing their family’s honor and lineage
the Ancient Nobility to not have ranks in the Nobility       with everything they do, even when that’s the last thing
Investigative ability; after all, good manners matter.       you may want.
    Being a member of the Ancient Nobility carries               Take this faction as an Ally if you want old, deep ties
privileges and burdens. Anonymity becomes more               to the city of Eversink and its social structure of secret
challenging; if you have 2 ranks or more of Allies:          influencers. You should take it as an Enemy if you think
Ancient Nobility, and you’ve decided that you’re a           that those stuck-up, rude fops deserve to be put in their
member of the nobility yourself, your family is socially     place — or if you’ve accidentally crossed some people
prominent enough that you’ll regularly be recognized         who are very important socially.
about Guild business and know how to pull strings to                In the past there have been rumors that some
direct the Guild’s business. That means you’re either            members of this guild practice sorcery, but Denari must
a trusted member of the Guild (likely specializing in            not approve of such rumors, because those who believe
either construction or waterways), or you’re someone             them seem to find an early accidental death. They
the Guild turns to regularly when it faces challenges.           aren’t the only ones. Architects and canal-watchers have
The Guild has an extensive bureaucracy, and you know             remarkably dangerous jobs, and their life expectancy is
how to use it to your advantage.                                 low.
    If you have 1 or more ranks of Enemies: Guild of                Take this faction as an Ally if you want direct ties to
Architects and Canal-Watchers, the Guild considers               people who know Eversink’s architectural secrets. Take
you a risk to either their Guild business or to Eversink’s       them as an Enemy if you’ve learned a terrible secret
architecture. You may have knocked down a building,              about the Guild that they want silenced, or if they have
threatened an architect, or stolen secrets. If you need          wronged you (or you’ve wronged them) in some way.
something built, don’t expect quality, and certainly all
those canal closures when you needed to be somewhere
five minutes ago are just coincidence, right? Say what              Designer Notes: A Sleeping Power
you want about the Guild, they know how to raise
passive aggressiveness to an art form; their revenge is             Want to feel important? Be the person in charge of
usually in the form of long and grinding inconvenience              unilaterally deciding whether a historic building
instead of bloodshed.                                               stays upright or whether goods can freely travel
    Use your ranks with the Guild to gain leads about               to market through the city’s canals. The Guild’s
accurate maps, neighborhood politics, city locations,               current leadership is conservative and responsible,
building and demolition plans, road and canal closures,             but change is in the air, and a corrupt Architects’
and in-depth details about what’s been found in                     Guild would have an economic stranglehold on
otherwise sunken and forgotten basements.                           the city that puts all other organized crime to
                                                                    shame. Greed is going to push a guildmaster over
                                                                    the edge sooner or later, and it isn’t going to be
Description
                                                                    pretty when it happens.
The most powerful mercantile guild in the city, this
guild keeps its secrets hidden behind a close-knit
organization that resembles a secret society to outsiders.
The guild engineers keep canals clean and safe, plan and                           The Mercanti
organize construction, handle demolition, and keep
existing buildings from collapsing. Their mechanical or
                                                                 Ranks
(rarely) sorcerous pumps help keep a structure’s sunken
                       you down and making your life miserable if you so much          Arranged in guilds and with each guild typically
                       as hint at confronting them, and your involvement may       led by a family, the Mercanti spread Denari’s worship
                       ruin otherwise successful business deals until you are      as much as they betray, connive, and double-deal to
                       removed. Chances are they’re angry because you’ve           earn more money and power. Their largest frustration
                       cost them profit or success in the past.                    is Eversink’s problem with smuggling, and they often
                           Use your Mercanti ranks to gain leads about             feel beset by enemies on every side. The Mercanti are
                       trade, the guilds, the richest people in Eversink, and      seizing political power, but often lack the social clout
                       international dealings or diplomacy.                        and social graces that should come with it.
                                                                                       As a result, there are huge opportunities for ambitious
                       Description                                                 Heroes in the Mercanti. High rewards usually require
                       These are the up-and-comers, the guild-leaders and the      high risks, and adventurers love risks, right? So hitch
                       master architects of commerce who are carrying Eversink     yourself to whichever Merchant Prince seems like your
                       into its next gilded age. Their money and influence         rising star, keep your eyes open for opportunities, and
                       might be relatively new (in Eversink terms, that’s within   make audacious adventures pay off in the best possible
                       the last few hundred years), but they’re systematically     way.
                       stealing political power and even respectability away           Take this faction as an Ally if you want to immerse
                       from the Ancient Nobility as they forge Eversink’s          yourself in the political and economic skulduggery that
                       future. If you ask a Mercanti, there’s nothing this city    money and trade guilds bring. Take them as an Enemy
                       needs more. As Eversink changes and transforms, the         if you’re actively working against them, if you’re of the
                       Mercanti will be leading the way... assuming the rest of    Ancient Nobility, or if you’ve crossed each other in the
                       the city can’t stop them.                                   past.
The City of Eversink
Chapter Nine: The City of Eversink                                                                                 295
                       with your GM), rumors have gotten around, and there           interests. Other members of Sorcerous Cabals are likely
                       are plenty of people ready to even the score for what         to have heard of you, by reputation if not by appearance.
                       they think you did.                                              If you have 1 or more ranks of Enemies: Sorcerous
                          Use your Outlander ranks to gain leads about trade,        Cabals, you have a much higher chance than normal
                       war, foreign politics, cultures, and international travel.    of coming down with a nasty curse when it’s least
                                                                                     convenient. You have crossed a sorcerer somehow,
                       Description                                                   and their cabal is just biding its time. It’s good that
                       They come from outside Eversink, foreign freelancers          most revenge schemes are convoluted, interesting, and
                       unbeholden to any traditional faction within the city,        diabolical, instead of simply an ambush and a fast death.
                       and the city doesn’t always know what to do with them.        Most cabals prefer to make examples of their enemies,
                       They can ally with or work for anyone; they can be            instead of just having them disappear mysteriously in
                       assassinated to prove a point, and probably only the          the night.
                       Watch will notice or care. Charge them more money,               Use your ranks in Sorcerous Cabals to gain
                       point them towards the Foreign District, and treat            leads about sorcery, unnatural power, conspiracies,
                       them with caution.                                            Corruption, spirits, and ancient artifacts of power.
                           An Outlander may be a tourist, a new immigrant, a
                       visiting merchant, or a wandering adventurer. They lack       Description
                       most local knowledge and contacts, and may have fewer         It isn’t illegal per se to be a sorcerer in Eversink, but
                       rights than citizens (depending on who they speak to          sorcerers create Corruption, and that’s very illegal.
                       and how much they bribe).                                     Sometimes        chained-in-a-cage-with-your-hands-and-
                           Take this faction as an Ally if you’re new to Eversink,   tongue-cut-off-overhanging-the-harbor-until-you-die
                       if you have a reputation as a friend to people new to the     illegal. So powerful Sorcerers often have their minions
                       city, or if you have many friends who are Outlanders.         in Eversink run errands for them, and they flex their
                       Take them as an Enemy if you’re hated outside of              political muscles behind the scenes. The Sorcerous
                       the city or if you make a habit of taking advantage of        Cabals cleave together for mutual protection and
                       Outlanders you meet.                                          power, and their representatives guard their interests
                                                                                     without (usually) having much sorcery themselves.
                                                                                         Cabals tend to inspire paranoia. No one knows who
                                   The Sorcerous Cabals                              could be a sorcerer and who isn’t. Neighbors turn each
                                                                                     other in, and the Church Inquisitors come a-calling.
                                                                                     Are the Inquisitors sorcerers themselves? Are church
                       Ranks
                                                                                     officials? How can one tell? And if you have crossed
                       If you have 1 rank of Allies: Sorcerous Cabals, you           them, how could you possibly hope to survive?
The City of Eversink
                       have the means to contact one or more cabals and                  Cabals are tightly organized but keep their secrets
                       petition them for wisdom or favors. It’s wise to do so        from other, rival cabals; memories might even be erased
                       respectfully, mind you, and not when the Inquisitors          to ensure that sorcerers can’t remember more than one
                       are watching. You may even be a low-ranking member            or two contacts in their own organization, just to keep
                       of a Sorcerous Cabal yourself.                                the cabal safe. That said, when someone shows up on
                           If you have 2 or more ranks of Allies: Sorcerous          the Sorcerous Cabal’s list of enemies, word is somehow
                       Cabals, it’s extremely likely that you’re a sorcerer          passed from member to member and the enemies don’t
                       yourself or that you somehow serve one. The cabal             survive particularly long.
                       has likely initiated you into at least some of their              Sometimes confident (or politically well-connected)
                       inner mysteries, and you have met other known and             sorcerers act as figureheads and guild spokespeople,
                       hidden sorcerers. You know your cabal’s secret signs          attracting the attention and ire of the inquisitors, hoping
                       of recognition, which bureaucrats in Eversink can be          to shine so brightly that their fellow practitioners can
                       trusted to be sympathetic, and how (or where) to best         sneak past in the shadow. It’s all about misdirection and
                       channel Corruption so that it serves your cabal’s secret      power.
Chapter Nine: The City of Eversink                                                                               299
     Two primary traditions exist in Sorcerous Cabals:           If you have 2 or more ranks of Allies: Thieves’
those who learned their sorcery from the teaching of         Guilds you have power and influence with at least
forgotten demons or small gods, and those who learned        one thieves’ guild. You may be a trusted ally of truly
it from the ancient and forgotten lore of the Serpentine     powerful guild leaders, a notable thief yourself, a feared
snake-folk. They differ considerably; in particular,         enforcer, or a respected former thief who maintains
cabals centered around small gods and demons tend to         their friendship even in retirement. It’s even possible
take on the characteristics of those entities. A cabal who   you’re a local legend due to jobs you’ve pulled in the
learned their sorcery from a small god of deception, for     past, so that new thieves look up at you in awe before
instance, will have different traditions than those who      they’re stupid enough to try to steal your purse.
learned their sorcery from a small god of rot and decay.         If you have 1 or more ranks of Enemies: Thieves’
ships of the line. The great Mercanti families and trading      Trade guilds work with whoever gives them a contract,
houses have no problems crewing their ships. Eversink’s         and they become homicidally irritable when contracts
locals have always traded by water.                             disappear. To the Ancient Nobility and Mercanti,
    Eversink is a bonanza of trade. Everything is here if       they’re “paid labor.” The trade guilds supply the
it’s for sale anywhere in the known world. In the Grand         manpower to support the city’s economy. Without
Marketplace, here are things an enterprising buyer can          them, the Ancient Nobility and Mercanti would
find, on any given day.                                         be forced to hire Mercenary or Outlander labor —
� Staples: Salted seafood, salt pork, wine, beer, exotic        expensive and unreliable. With them, the trade guilds
      spices, gold, silver, jewelry, uncut gemstones.           keep the other two power centers of trade vulnerable.
� Raw Materials: stone, granite, marble, and wood               No labor, no goods. No goods, no sale. No sale, no
      cut and delivered from the mainland.                      money. They’re in the position to negotiate and extract
� Fashion: Peacock feathers, furs, silks, printed               concessions from their masters.
      cotton, pearls, heavy brocades, and perfumes.                 This is also true for the Guild of Architects and
� War: Leather goods, exquisitely crafted metal                 Canal-Watchers, which is important and skilled enough
      weaponry, personal armor, contracts for siege             to be a power unto itself. That’s because this guild
      engines, and steel ingots.                                effectively controls architectural investment and the
� Medicine: Salt, drugs, dyes, and alchemical                   most efficient routes through the city. Without its
      reagents.                                                 approval, travel to Eversink’s markets becomes slow and
� Navigation: Paper, maps, navigation supplies and              undependable. The trade guilds and the Mercanti both
      books printed in a dozen languages.                       court the Architects, hoping for their favor.
� Craftwork: Clockwork and delicate porcelain                       The Ancient Nobility want the world to stay
      plates.                                                   static. They’re willing to put all their political and
� Services: For the body, the mind, and the soul.               financial muscle behind making it so. They’ll bribe
                                                                harbor officials, finagle tariffs passed, orchestrate
This is a small sampling. If it can get through Harbor          Mercanti goods seizures, sue, and harass their younger
Approach (or be smuggled through the swamps                     competition while greasing the skids for themselves
or down the River Serpentine) and into the Grand                and their like. They’re a constant drumbeat of subtle
Marketplace, it’s for sale. Here, gold is the great universal   corrupt pressure on the entire city. It’s good for Trade
communicator. Merchants speak any language. They                Guilds who rely on the Ancient Nobles never changing,
cross any class boundary if the cash is good, the item is       but not good for new and unusual circumstances. The
for sale and the transaction completes with a handshake.        Nobles are slowly losing their battle and drifting toward
                                                                extinction.
                                                                    The Mercanti are forces of chaos in an otherwise
    The Balance of Trade Guilds,
                           This is Eversink’s pumping economic heart, always            Eversink’s merchants, especially the ones who trade
                       driven forward by the Goddess’ inspiration. A fading         in large goods like ships, are inured to the randomness
                       stability, a growing chaos, and scrabbling trade guilds      of Eversink’s free market. They keep enormous books
                       left picking up the pieces.                                  of banker rates and banknotes behind their counters.
                                                                                    During the day, runners dash from the Grand
                                                                                    Marketplace to Ironcross and back with the newest
                                    Banks and Coinage                               exchange rates. Merchants update their logs. Whenever
                                                                                    a customer makes a purchase with script, merchants haul
                       As Outlanders from across the known world come to            out their books and make a gold-to-script conversion to
                       buy, trade, and sell in the Grand Marketplace, Eversink      work out pricing.
                       needs a universal monetary language. Merchants cannot            The merchants would insist everyone goes back
                       simply accept any random coinage — who knows what            to using ‘Sinkish coinage, except they’d lose out on
                       it’s worth unless it’s made of gold? And gold is the         kickbacks.
                       thing. Eversink’s cunning bankers of Ironcross have
                       worked out their answer. Bank script! Of course!
                           Eversink does have an overly complex system of                   Foreign Trading Partners
                       coinage only Denari could love (see p. 126). It
                       involves convoluted random coin denominations, a             The political stance Eversink projects to its trading
                       religious ceremony, the Church’s mint monopoly and,          partners is a blend of political neutrality and ‘Sinkish
                       sometimes, a fish. (A 3 and a half? A 3 and a half what?)    selfishness. In foreign politics with trading partners,
                       But that system is for the pious and the poor, not for       Eversink is out for Eversink and her goddess. Eversink
                       the up and coming elite businessperson with overseas         wants the entire world to sell in her marketplace,
                       trade agreements.                                            change money with her bankers, and take loans from
                           Eversink’s bankers exchange gold for their own           her Church.
                       paper script for a small exchange fee. The bankers will          These political pressures keep the city out of most
                       hold onto the gold in their vaults (until they invest it     wars. Direct conflict with equal powers makes a dent
                       in some small company scheme and lose it all). They          in trade. Unless the City sees a clear, positive profit-
                       will then give the investor a piece of paper good for        motivated outcome from fighting a war, Eversink
                       the equivalent gold. The investor then uses that script      avoids foreign entanglements. War jeopardizes trade
                       to buy goods and services throughout Eversink. The           relationships, contracts, and balanced treaties. This
                       merchant later returns to the banker for the equivalent      doesn’t keep Eversink from playing her enemies off each
                       gold, and the entire process is ostensibly protected         other. If Eversink’s enemies are busy fighting each other,
                       against fraud and theft.                                     Eversink owns all the trade routes. Strategic diplomacy
The City of Eversink
                           This is great for Outlanders wandering around            is an essential trade, and there’s a solid living to be had
                       with a pocket of foreign currency no one accepts. The        in encouraging overseas war without being caught and
                       banker will weigh the foreign currency right there as        hanged for it.
                       the Outlander watches — no highway robbery here! —               Eversink has gotten tangled up in wars in her
                       and hand out script for equivalent gold weight. And          past when it served her purposes. If she sees profit in
                       this system is terrific for merchants who don’t want to      colonial expansion or if a trading partner purposefully
                       cart around wheelbarrows of gold through Eversink’s          undermines the flow of money into the city, Eversink
                       streets.                                                     will enter a hot conflict to protect its rights. And as
                           What it’s really great for are the bankers who           always, when the Triskadane declares war it’s because
                       make a mint on exchange fees. But Eversink lacks a           the mercenaries are getting their cut (along with a little
                       central bank. Instead, Eversink has a dozen bankers in       side looting).
                       Ironcross whose script is worth subtly more or less than
                       the others depending on the time of day and flow of
                       business. More than one con artist has been paid by
                       business rivals to ruin a bank’s reputation at exactly the
                       right time to destroy an important deal.
Chapter Nine: The City of Eversink                                                                                305
                          You may be reading this economics and trade section and be thinking, “Oh my gosh. Am I out of my
                          depth? I thought this was a game about barbarians raiding decadent nobles and thieves hiding in sunken
                          ruins, stabbing people in the back to steal their purse!” And it can be! Sword & sorcery novels have some
                          astonishing cities in them to act as the focus of adventure. You can use Eversink as an anonymous background
                          for your northern barbarian to stalk through; you can embroil Heroes in local politics; or you can have
                          Heroes literally change the way the world works by manipulating wars, markets, and governments. Take what
                          you love, ignore the rest.
                       their deadliness and sophistication may vary between         Corruption in key locations, and the Church pays
                       tribes.                                                      handsomely for Heroes who are willing to seal such rifts
                           The Chuggut are usually hostile to outsiders —           before they grow out of control.
                       not surprising considering how many times Eversink
                       has tried (and badly failed) to wipe them out over the
                       centuries. While they’ve never directly attacked the city,                 Disease and Plague
                       they are known to help smugglers, imprison captives,
                       and work actively against Eversink’s wealth, safety and      If you want to panic an entire district, show signs of
                       success. Few ‘Sinkish residents trust them.                  a communicable disease. The Triskadane takes plague
                                                                                    seriously and would rather seal off an entire district,
                                                                                    possibly burning whole neighborhoods, than let the
                                         Class Warfare                              plague spread. The Guild of Architects and Canal-
                                                                                    Watchers seals entrances and exits, bricking them
                       Class warfare (whether subtle sabotage or all-out civil      up if necessary, and the City Watch has strict orders
                       war) threatens to break out constantly, particularly in      to shoot to kill anyone trying to escape from a sealed
                       bad weather or in times of scarcity. The Ancient Nobility    neighborhood.
Chapter Nine: The City of Eversink                                                                               307
                            solve the problem before it ever actually occurs. The       it never goes to war directly. It will purchase the loyalty
                            Goddess never benefits from plague and starvation.          of mercenaries, use negotiation and trade to make sure
    The of
Chapter Ten
The W orld
                               The World
            312                                                                    Swords of the Serpentine
turn into hostilities and war.                                 rare reagents for alchemists willing to pay chests of
    The Caprians want to retake the Destroyed Plateaus         coin. There’s fear that the Fire God’s missionaries
on their northern border. They send a stream of heavily        fill Hohenach’s streets and soon the city will declare
armored platoons into the wastes to recover destroyed          independence from Capria or, worse, declare for the
cities. Only a few ever return.                                Theocracy.
                                     314                                                                  Swords of the Serpentine
                                                                       Republic of Caym
                                      Cold, hard lands of terrifying warriors, with a surprising   cooled before drinking. The three resources Caym has in
                                      amount of steampunk technology                               abundance are coal, iron and caribou. Cold desperation
                                      The Republic of Caym inhabits the cold and hard lands        has led to the use of steam for heat and even primitive
                                      in the north. Caym’s original founders were various          pneumatics, but only in Cachain. Northern towns
                                      criminal elements exiled from the Serpentine Empire          cleave to the old ways.
                                      to freeze, starve and die in snow and ice. Instead of
                                      dying, the people of the northern reaches built a fiercely                GM Advice:
                                      independent state. The Caym are never good at doing
                                      what they’re supposed to do but quite good at doing
                                                                                                       Steampunk Swords of the Serpentine
                                      what they want to do.
                                                                                                      The default technology level in Swords of the
                                         While modern Cachain in the south has a cold
                                                                                                      Serpentine doesn’t assume machinery much
                                      elegance, the true north is still wild. Neat, tidy and
                                                                                                      more complex than siege engines and clockwork.
                                      empty paved roads connect coastal fishing villages like
                                                                                                      If you want to use these rules in a steampunk
                                      a string of lights. The Caym interior is empty except
                                                                                                      setting, however, you could easily set your game
                                      for the hunters, the reindeer herders, and the monsters
                                                                                                      in a world where the Alchemists and sorcerers
                                      (such as giants) they’re trying to avoid. The northern
Chapter Five: Wealth and Lifestyle
                                      warring, herding and trading society that lives out of      All who live within the clans, regardless of where they
                                      large round tents. They don’t believe in material wealth.   came from at birth, are Vontavni. They care not from
                                      Their armed horsemen are terrifying. They use flocking      where one came, but where one is going. As such the
                                      tactics and they’ve been known to overrun a city in a       Vontavni have a poor memory of history, an unusual
                                      matter of hours.                                            sense of time, and their prophets are particularly skilled
                                                                                                  in seeing the future.
Chapter Ten: The World                                                                                            317
    The Great Khathor delivers their words to the Okat,          Men and women are more equal here than in other
the clan-leaders, and the Okat deliver the words to the      societies, even enlightened societies like Eversink and
Clans. The Clans deliver the words to the people. The        Caym. Constant travel, hunting, herding and war leaves
people then live as one, the Vontavni.                       no breathing room for one to be greater or lesser than
    When the Great Khathor passes into moonlight,            the other. The Great Khathor is traditionally a woman,
the Okat fight with bow, knife and fist at the center        but men have also achieved that honor, and no one
of the Tent City of Surharnil. All are invited to come       thinks twice because the selection process ensures that
and watch — it’s a great spectacle! Whoever survives         their leader is not weak.
is the one the gods blessed. They become the new                 Families live together in small tent cities where
Great Khathor, and the newly appointed Okat swear            the hunting is good. When the herds move with the
allegiance to them.                                          seasons, the Vontavni pull up stakes and follow the
                                                             herds across the steppes. Few Vontavni are interested in
                                                             settling down and pursuing agriculture. They’d prefer
              People and Society                             to trade or take from neighbors if they have a need.
                                                                 Immediate family, the Clan, is the most important
They say the Vontavni are born astride horses and are        organizing influence. Clans fight each other for hunting
deadly shots with a bow. These long, tall, fierce people     grounds, and grudges are carried for centuries. When
live their lives on the move taking only what their horses   it’s time for war, clans put their historical feuds and
can carry in a complex net of saddlebags and containers.     animosity aside. One clan at war is terrifying; a thousand
They’re known for their harmony with the land and            clans together is an unstoppable war machine.
their ability to create a home wherever they are on the
steppes.
                                                                                                                          The World
                                     318                                                                    Swords of the Serpentine
                                      A council of three ancient kings, immortal and undying,       the seasons to follow the hunt. When it re-establishes
                                      rules the haunted Sorcerer City of Yrans. They trace          itself, Surharnil transforms into a giant, multi-year long
                                      their rule to before recorded time, and do not consider       open-air marketplace and fair. The Vontavni Horse
                                      themselves part of the Vontavni. Yrans remembers the          Lords cart back goods from their conquests across the
                                      Serpentine Empire well but speaks nothing about it            world and deposit them for sale next to roasted goat
                                      except that which was once lost can be found again.           and yak-hair coats. Mercanti agents from Eversink make
                                         Situated on a long, thin mountainous outcropping           their way to Surharnil to acquire unearthed gems found
                                      over the Moonlit Sea, Yrans is a city of great sorcery        and discarded in heaps.
                                                                           Pirates of Min
                                      We’d call these backbiting, suspicious, lawless pirates       theft when they find nations who are resistant to the
                                      rabble if they didn’t effectively control the seas            idea of open trading with bloodthirsty pirates.
                                      The Min are pirates, mobsters, smugglers and fishers
                                      living in a loose confederation of pirate settlements,
                                                                                                                       Government
 The World
storm sorceresses on board the ship Rose Lust. The          but quiet peasant fisherman in a coastal village. People
Witch-Queen claims to originally hail from Mieng in         try hard for the quiet life because living as a pirate is
Senggon and wield the kind of terrible sorcery not seen     a notoriously brutish and short existence. But Pirate
on the Moonlit Sea since the Serpentine Empire. It’s        Lords need crew, and quiet peasants know how to sail,
not clear if that’s true, but the Pirates do fear her and   so it’s not uncommon for pirates to go raiding their
the sea seems to obey her. Don’t call her “ancient” if      own coasts — along with everyone else’s coasts — for
you’re unfortunate enough to meet her; she maintains        crew to press into service.
the illusion of glorious youth by draining vitality from        For those who achieve status among the pirates, life
those who displease her. It’s rare that she looks older     is good. Unlike Capria’s strict hierarchy or Eversink’s
than twenty.                                                Ancient Nobles, anyone can become a pirate king if
    Under the Witch-Queen’s withering gaze, exiled          they’re ruthless and murderous enough. Until they
kings, infighting petty lords, pirate captains, rogue       draw the Witch-Queen’s gaze, that is, and then it’s all
sorcerers fleeing ‘Sinkish justice, and anyone with a       over.
criminal gang gobbles up power at a local level. They
tussle among themselves for fishing village and pirate
fleet control. They plot and scheme while trying not to                 Friends and Enemies
draw the Witch-Queen’s gaze, since she runs a network
of sorcery, spies, murder and fear. Those who grow too      The Min pirates have no international friends. They’ve
powerful often disappear, and someone more palatable        been a thorn in Eversink’s side for hundreds of years, if
to the current regime replaces them.                        not longer. The Caprian city of Torith sends a stream
                                                            of patrols to hunt Min pirates and sink their ships. The
                                                            Min once shot down a Caym airship over the Serpent’s
             People and Society                             Neck and have yet to hear the end of that incident.
                                                                                                                        The World
                                     them... but not to the point of actually defeating them,         Min is thousands of anchored and sunken ships
                                     because that would take away their usefulness. The Min       lashed together with chain and rope, almost a mile
                                     continue to survive in a world of much stronger, more        wide. It’s a chaotic maze of decks, broken ship interiors,
                                     aggressive enemies.                                          dinghies, rafts, hidden treasure rooms, forgotten secrets
                                                                                                  and nighttime floating markets. The locals build homes
                                                                                                  from driftwood, broken ship slats, abandoned sails and
                                                              Min                                 whale bone. Enormous docks shoot out into the bay at
                                                                                                  crazy angles. At night, whale oil lamps burn bright and
                                     The “city” of Min wasn’t so much founded as it accreted      float in the darkness like fireflies.
                                     over time, like barnacles on a ship’s hull. A trick of           The city is currently in the hands of Pirate King
                                     rocky coastal geography and a run of notorious storms        Calhoun “Shifty” Xander and the bloodthirsty mobster
                                     rammed pirate ship after ship against the deceptively        crew of the Cruel Howl. He walks a careful edge
                                     hidden shoals in an otherwise protected cove. The cove       between a merciless grip on Min and not irritating the
                                     gained notoriety as a dangerous place to sail and a good     Witch-Queen and her sorceresses. Meanwhile, Shifty
                                     place to hide from pursuers, especially from Eversink        Xander is scheming both to destroy the Witch-Queen
                                     and Torith. After a while, pirates started deliberately      of Min and to date her. He’s not sure which he would
                                     anchoring their prizes in the cove over the shallows.        prefer.
                                     Eventually, Min was born.
                                                                  Theocracy of Erebos
Chapter Five: Wealth and Lifestyle
                                     A distant land of astonishing learning and culture, so           Erebos is also a land of contradictions. To the west
                                     long as you’re willing to worship their god                  are the dusty and deadly Salt Mountains of Lut which
                                     Erebos is a far-off desert country on the far eastern side   cough up endless metals and gems from the mines.
                                     of the Salt Mountains of Lut, where they speak liquid        Meanwhile, the southeastern coast is a vast rainforest
                                     tongues rarely heard in Eversink. Erebos is a land of        full of exotic animals, mythical beasts, rare reagents,
                                     plenty known for its gold, grapes, gems, red wine, and       and small gods desperately trying to find followers to
                                     unusual weapons. Here, the nameless God of Fire and          believe in them.
                                     Flame holds absolute power.
 The World
Chapter Ten: The World                                                                                               321
                                                                                                                                  The World
            324                                                              Swords of the Serpentine
                                                                                                                          The World
            326                                                                 Swords of the Serpentine
            on the population.                                          The kind of people who live in the Border Lands are the
                                                                        kind of people who will not and cannot live anywhere
                                                                        else. These people are attracted by lawlessness. They’re
                              Government                                outcasts and exiles. They think Min is too controlling
                                                                        and too lawful, and that should tell you something.
            The Border Lands has no organized government. Out               There aren’t any laws. People live by their wits. The
            here, it’s everyone for themselves. The strongest rule.     few cities are lawless hellholes. People do what they
            It’s a land of people who live by strength, wits, bribes,   want out here.
            and open naked graft.
Chapter Ten: The World                                                                                         327
                                         Chapter Eleven
                                          Chapter Eleven
                           Corps e stray
                                  A
                  An Introductory Adventure
Corpse Astray is an introductory adventure that has fairly        GM Advice: It’s Okay to Go Big
uncomplicated investigation, interesting negotiation,
and a very memorable fight. It’s designed to show you           Not every adventure should shake the city, but
how to read and run scenes, how investigating leads in          it’s great fun to thrust the Heroes into situations
the game works, and how fights are designed. It can be          where they’re bound to offend or draw the
played in 3–4 hours.                                            attention of at least one faction. It’s also fun
                                                                to have adventures that in some way destroy or
                                                                change the physical infrastructure of the city:
              Adventure Premise                                 houses sink, neighborhoods catch on fire, or (in
                                                                this case) a massive undead monstrosity crawls
An embittered (and ensorcelled) Commoner named                  across the city destroying everything in its path
Antoni Valori seeks vengeance for how the nobility              unless the Heroes and others stop it.
mistreated his late mother, but he’s being manipulated              If you don’t want to go big in this adventure,
and encouraged by his confederates to strike back in a          make the fleshtangle more difficult for Antoni
way that’s far out of proportion to the offense. Will the       to successfully animate. The Heroes can have a
Heroes pull him back from the brink before he does              chance of stopping him before things get really
something unthinkable? Will his conspirators put his            bad. Then they’ll just have to decide what to do
plan into effect, even if he recants?                           with 60 or so hideously merged corpses.
    One thing is for sure: if Antoni’s plan goes through
and no one stops it, hundreds of people will die in a
sorcerous assault that then invites retribution upon the
commoners, probably killing thousands more and even                                 Setting
triggering a civil war. If the Heroes step in to stop it,
they may be able to make their mark on Eversink in a         This adventure takes place in Eversink, although it starts
way that people remember.                                    on a ship headed for Eversink’s harbor. The primary
                                                             confrontation will likely occur in the Tangle, Eversink’s
                                                             primary working-class neighborhood full of close-knit,
                                                             tight-lipped commoners.
                330                                                               Swords of the Serpentine
                                                     Plot Summary
                At the start of the adventure, the following
                things are true.
                    Antoni Valori is a Commoner with an
                unusual Noble lineage: his late mother
                was from a prestigious family but had
                been disowned when she eloped with a
                Commoner. Antoni was recently spurned
                by his grandparents when he attempted
                to have his mother buried in the family
                crypt, and it hasn’t been good for him.
                His plan for justice (as he sees it, anyway)
                is well underway.
                    Antoni has turned from diplomacy
                to sorcery to accomplish his misguided
                goal. He invited a weak small god
                named Uxorioth into him, planning to
                use that sorcerous power to change his
                grandparents’ minds — but he’s also
                found a fabled sorcerous libram (Zelgrieb’s
                Notebook of Dissection — see page 142)
                that has leached away his good judgment
                and filled him with obsession. Antoni’s
                new plan is to construct a fleshtangle, a
                monstrosity made of corpses, and use it to
                kill every other member of his bloodline.
Corpse Astray
    Look, we didn’t say it was a good plan.                  to make any investigator or rabble-rouser forget entirely
    Antoni’s obsession has taken over his common sense,      about the odor.
much to Uxorioth’s frustration and annoyance. The                If the Heroes do nothing, within a week Uxorioth’s
small god is using every trick at its disposal to distract   stall tactics will fail and Antoni will sacrifice someone to
or stall Antoni from animating the fleshtangle, but its      power the fleshtangle. He will shatter the three funerary
effectiveness is failing.                                    statues he’s stolen, and the scent of those spirits will
    Antoni hired a dangerous and unprincipled woman          guide the monstrosity through sewers and canals and
named Donastra to obtain corpses for him. Donastra           streets towards Alderhall, killing everyone it meets
and her minions have also stolen three Valori family         along the way. If not stopped, it will rip apart the Valori
funerary statues from the church niches where they’ve        tower and kill Antoni’s blood relatives. Then it will
been for decades — statues that will be used to set the      disappear into the undercity and become free-willed.
fleshtangle on a hunt for members of the Valori family.      Zelgrieb’s Notebook of Dissection will disappear soon
Donastra and her minions have also been stealing or          after the fleshtangle is animated, eventually showing up
purchasing corpses from everywhere they can find             elsewhere in the city in some future time and place.
them. Donastra has hired pirates to prey on incoming             Over time (likely many adventures), the horror and
vessels, she has her gang steal corpses from legitimate      slaughter caused by a successful revenge scheme will
morticians, and she and her gang even manufacture a          cause the commoners to be persecuted by almost every
few corpses themselves. Antoni doesn’t know about            other faction in the city. That in turn will raise political
these murders and would be appalled if he did.               tensions enough that civil war might erupt. Any Heroes
    Donastra’s gang pretend to be official corpse-           or factions associated with publicly defeating the
collectors (much to the frustration of the local             fleshtangle will receive acclaim and recognition as city
morticians), and they gather bodies in tarp-covered          heroes, whether that’s deserved or not.
carts, load them into canal boats, and sneak them into           If successful, Antoni will eventually inherit the Valori
Antoni’s home in the Tangle once it gets dark. They          fortune and (shattered) estate if no one identifies him
then toss the corpses over a balcony railing down onto       as the perpetrator (unlikely at best; he’s bad at hiding
the lower floor, where the corpses slowly merge into the     evidence). Once he inherits, Donastra will murder
fleshtangle. Locals in this block of the Tangle notice a     him, steal his newly acquired wealth (less than she’d
foul smell, but Antoni is using sorcerous persuasiveness     expected), and flee.
                            Primary Adversaries
                 Antoni Valori                               from her birthright. He’s popular in his neighborhood,
                                                             and the locals remember both of his parents fondly.
Antoni Valori is the son of a woman named Lady Salia            Antoni is now 24. His father died a decade ago and
Valori, a member of Eversink’s Ancient Nobility until        his mother just passed away a few months ago. He
25 years ago when she defied all proper protocol to fall     wanted only one thing from his grandparents: for his
in love with (gasp!) and marry a Commoner stonecarver        mother to be interred in the family crypt on their estate
named Bellari. Her family disinherited her, of course,       in Alderhall. His grandmother, Lady Ansala Valori,
but Salia didn’t mind. She was drawn to art, and her         refused and had her guards throw Antoni off the family
marriage to Bellari brought her tremendous joy. Antoni       property. No commoner (and here her words dripped
                                                                                                                            Corpse Astray
was their only child and he grew up in loving but meager     with spite as Antoni was dragged away) was part of her
surroundings in their beautifully carved home in the         family.
Tangle. His whole life he has not-so-secretly resented
his grandmother’s cruelty in cutting his mother off
                332                                                                     Swords of the Serpentine
                    Okay, thought Antoni, after he recovered from the              But from Antoni’s twisted perspective, the memory
                misery and depression of his broken morale. We’ll do            of his mother Salia has suffered a mortal insult and the
                this the hard way.                                              remnants of their ancestral family are going to pay.
                    He could have gotten his friends to break into the          Technically, they’re all going to die. And then Antoni
                Valori crypt and smuggle in his mother’s corpse; who            will inherit the estate, and he can reward his friends
                would have noticed? But that was no longer good                 and inter his mother wherever he wants. He thinks of
                enough. The Valoris needed to be punished for their             himself as a dutiful son doing what is right and proper,
                pride and haughtiness1.                                         not as a villain with a huge mound of twitching corpses
                    So Antoni sought power anywhere he could find it.           in his basement.
                He bargained with an immortal entity that now shares               Antoni works out of his childhood home in the
                his soul, a coldly smiling small god named Uxorioth             Tangle, a gorgeously carved building nicknamed
                who Antoni incorrectly thinks of as a demon. He fell            “Noble House” by others on the block of stone-carvers
                in with Donastra, who is bad company and is riding his          and sculptors. It’s one of the most beautiful buildings
                coattails to power. And he unexpectedly came across             in the neighborhood and is a landmark that will be
                Zelgrieb’s Notebook of Dissection, an ancient book —            immediately recognizable by anyone familiar with this
                oh, such a book! — that promises to give him exactly            part of the Tangle. For more on Noble House, see p.
                the sort of revenge for his mother that he now craves.          345.
                With all of his new allies’ help, he will soon create an
                unnatural and horrific undead monstrosity that will seek
                out and destroy every other member of his family.                                    Donastra
                    This is, unquestionably, an awful idea that will inflame
                hostility towards the commoners and the nobility both,          This wild-haired thief is as morality-free as they come.
                and possibly start a civil war if it occurs. The worst part     She’s a commoner who hates the Ancient Nobility (and
                is that the small god giving Antoni sorcerous powers            the Mercanti, and the City Watch, and the mercenaries,
                knows it. It had settled into Antoni’s soul expecting           and the Guild of Architects and Canal-Watchers… okay,
                a lifetime of growing power and manipulation, and               she likes dogs, but she hates pretty much everybody
                now it’s stuck inside someone who won’t listen to it            else) with every bone in her body. This is the latest
                and who wants to do something that is going to get              and most interesting scheme she’s come across and she
                them both very, very destroyed by Denari’s Inquisitors.         loves its temerity.
                The small god Uxorioth is thus actively working against             Donastra is canny and cruel, and gladly directs her
                Antoni and delaying his plan for revenge by turning             team of 20 minions that is scouring the streets for
                Antoni into a perfectionist, so that he can’t move              corpses. She figures the faster they get corpses, the
                forward until the fleshtangle is “just right”. This sudden      sooner Antoni can put his plan into action and she can
                tendency towards being a perfectionist is driving his           steal his newly acquired money. She has no loyalty to
                unstable confederate Donastra into fits, and she’s at the       him, and Antoni’s reluctance to animate the fleshtangle
                point where she is considering killing Antoni and just          and put his plan into action is stretching her very short
                animating the damn fleshtangle herself.                         patience to the limit. Donastra is highly interested in
                    If Uxorioth gets destroyed or cast out while Antoni         keeping herself alive; if someone crosses her and she
                lives, possibly by the Heroes themselves, Antoni’s              can’t immediately kill them, she’s most likely to retreat
                tendency towards perfectionism will disappear and he            and catch them off guard later.
                can move forward with his plan again. The results might
                be very bad indeed.
                                                                                                     Uxorioth
Corpse Astray
                1
                  Don’t be shy about finding inspiration in your favorite
                cultural sources, even when they’re seemingly unrelated to
                                                                                Originally a small god of unctuousness and persuasion
                classic fantasy. Corpse Astray’s starting premise (up to this   who has nearly been forgotten in Eversink, Uxorioth
                footnote, at least) is deliberately drawn from the wonderful    grants its host sorcerous abilities that attack an enemy’s
                movie Kind Hearts and Coronets (1949), starring Dennis          Morale. It can chat silently with Antoni and make
                Price and Alec Guinness.
Chapter Eleven: Corpse Astray                                                                                       333
                                                                                                                             Corpse Astray
                334                                                                   Swords of the Serpentine
                    Thanks to the influence of Zelgrieb’s Notebook of             To fully animate and launch the fleshtangle, Antoni
                Dissection, Antoni treats the fleshtangle like a close        will have to follow the instructions in the notebook.
                friend or a member of his family and sees nothing odd         He’ll need to spend all points of Corruption at once and
                in this (his revolted confederates more or less humor         externalize that Corruption so it can be channeled into
                him). He plans to train the fleshtangle to sorcerously        the twitching heap of merged corpses through a human
                seek and destroy other members of the Valori family           sacrifice. If he can do so, the fleshtangle will animate.
                by attuning it to the smell of their souls. His minions       It’s worth noting that what a “sacrifice” consists of isn’t
                have stolen several funerary statues from the Valoris,        especially specific; if the Heroes kill Antoni or anyone
                and Antoni will shatter them and use the scent of the         else after he externalizes the Corruption, that’s enough
                souls they’re associated with to guide the fleshtangle’s      to awaken the fleshtangle.
                hunger.
Plot Map
                              Scene 1:
                             Aboard the
                              Shining
                               Coin
           Scene 2:
           Approaching Eversink
                                                               Scene 3:
                                                            Corpsetakers at
                                                              the Docks
                                                 Scene 5:
                                     Antonio Valerio and Noble House
                         Learn
                         About                              Enter
                                          Talk to
                         Noble                               the
                                          Antoni                            Explore
                         House                              House
                                                                           the House
                                                            Fight!
             Scene 6:
             Horrible
             Rampage
                                                                        Scene 7:
            fleshtangle!
                                                                     Aftermath and
                                                                      Conclusion
                336                                                                 Swords of the Serpentine
                                                                being overwhelmed.
     (Wealth 5), dead or alive. She’s infamous for always
                                                            �
                                                                                                                            The World
                � Every Mook defeated immediately gives the table             Misc: Precia loves to use her Malus to score Critical
                      one Refresh token that can be claimed and used to         Hits and to raise the Difficulty of particularly stylish
                      refresh a General ability by 1 point. Every named         Maneuvers.
                      enemy defeated provides 3 tokens, except for the        Refresh Tokens: 5
                      Captain who provides 5 tokens when defeated.
Chapter Eleven: Corpse Astray                                                                                      339
                2
                  Alternatively, your Heroes may want to partner with Precia          hired by a ‘Sinkish woman named Donastra who
                or seize the Squandered Hope themselves and embark on a life          wants a lot of corpses, fast, and doesn’t want to do
                of piracy. Yarrr! Have fun, read about the Pirates of Min on p.       the dirty work herself. Precia was happy to oblige,
                318, and save the rest of this adventure for another group            although it bothers her not to sink the corpses
                of Heroes.                                                            instead. As far as she knows, Donastra has some
Chapter Eleven: Corpse Astray                                                                                 341
    way of collecting the corpses herself.                 �   Servility: Someone servile can get close to any
�   Command (core lead): Useless on the Captain,               captive pirates without being noticed and will
    but any other pirate commanded to confess will             overhear that they expect someone named Donastra
    admit that they’ve been hired to kill as many people       to orchestrate their rescue and escape once they’re
    as possible on in-bound ships to Eversink so long as       back in Eversink.
    the ships can still make it back to port. Rumor says   �   Taunt or Trustworthy (core lead): The same
    that they were hired by a thief named Donastra.            information found through Charm or Intimidation
�   Intimidation (core lead): If threatened by                 can be discovered by making a pirate furious
    someone who knows their actual mission, and                enough to talk, or by being someone they feel they
    who has power over her, the Captain or her pirates         can trust to help them escape.
    will reveal that she was hired by a notorious street
    enforcer named Donastra to produce corpses…
    fast. She doesn’t know why, but she’s having fun                  1.4 Closing the Scene
    with the assignment.
�   Prophecy: In a sudden vision they hear the squeak      The scene ends once the Heroes have survived the
    of cart wheels and smell both the docks and the        pirate raid and questioned any survivors. If no one is
    strong stink of death. Remind them of this prophecy    alive for them to question, don’t worry; leads in future
    when they see the corpse cart in Scene 3.              scenes will point towards Antoni Valori’s plans.
when appropriate.
    These challenges might involve bad weather, sea
monsters, a supernatural effect, piratical vengeance,
a traitor, mutineers, illness, a sorcerous curse, or
something different. Once players have established and
                342                                                                   Swords of the Serpentine
    fortune many centuries ago by mining and farming         with no possible value, and they know that this isn’t the
    salt. For a long time the Valoris maintained a near-     only group. If the Heroes are at all friendly to them,
    monopoly, but their star has faded in the past two       they’ll offer to pay the Heroes Wealth 1 each — not
    centuries, and now the Ancient Nobility family has       much, but as much as they can afford — to track down
    far more social prestige than it does wealth.            and stop the thefts.
                344                                                                   Swords of the Serpentine
                surreptitiously follows the false corpsetakers into the       If this is your first game of Swords of the Serpentine, this
                Tangle to see where the boat full of corpses ends up.         becomes much more difficult because players don’t
                To do so without getting caught, one or more Heroes           know the setting yet! You’ll benefit from tossing out
                must have 1 or more ranks of Skulduggery or make a            some examples. These challenges might involve:
                successful Stealth test using the Piggybacking rules on
Chapter Eleven: Corpse Astray                                                                                    345
                    those nobles, and apparently they threw him out on           odd to anyone that they carry this belief. Antoni’s
                    his ear. The nobility are awful people, aren’t they?         supernatural persuasion has convinced anyone who
                �   Charm: Everyone likes Antoni. He used to be                  has complained to him.)
                    a stonecutter and sculptor like his father, but he
                    doesn’t seem to be doing that much anymore.              Other leads can be learned through observation.
                    Nowadays he mostly sits in his front garden, drinks,     � City’s Secrets: It looks from the outside like the
                    and talks to people walking by. He did have a few           ground floor has mostly sunk below ground level,
                    funerary statues brought in recently, though.               but there are two more stories left before the house
                �   Scurrilous Rumors: No one likes that Donastra               sinks below canal level completely. The house is
                    woman who’s staying with him, and they have                 well constructed; even if no one builds onto the
                    workmen in and out of the house at all hours with           roof, it’ll probably be above-ground and upright
                    all sorts of loads and burdens to deliver.                  for several score of years to come.
                �   Trustworthy: Antoni used to be really shy, but           � City’s Secrets or Vigilance: There don’t appear
                    he’s definitely blossomed over the past few months.         to be many ways into Noble House. Currently,
                    He’s had a falling out with his best friend Pietro,         the only clear ways to enter the building are by a
                    though. They used to be inseparable and they                2nd story canal-side door with an outdoor balcony
                    haven’t talked in a month.                                  that’s reachable from the dock by improvised
                �   Vigilance: There’s definitely been the smell of             stairs (Burglary 6 to unlock); and probably by
                    something rotting in the area, but it’s not coming          a locked trapdoor on the roof (Burglary 4 to
                    from Noble House. (No one knows why they believe            unlock). There used to be a ground level door
                    this, but they’re convinced of it, and it doesn’t seem      opening into the street, but this has sunk below
Corpse Astray
Chapter Eleven: Corpse Astray                                                                                      347
Antoni may seem distracted to talk to; that’s because         �   Trustworthy: Antoni will discuss his childhood
he is. The obsession caused by Zelgrieb’s Notebook of             and his late parents, including how his grandparents
Dissection keeps him focused on acquiring corpses, and            were so cruel to his mother’s memory.
he’s always half-watching the canal landing to see if         �   Spending Charm or Trustworthy: A 2-point
more have arrived.                                                spend in either or both abilities (these can come
� Felonious Intent or Vigilance: Antoni seems                     from multiple Heroes) along with a friendly
    distracted and keeps glancing back at the canal               demeanor will make Antoni more pliable to their
    landing by his front door. This seems like an                 suggestions, including explaining that he needs to
    ingrained nervous habit that he isn’t aware of.               get vengeance for his mother, and even inviting
� Leechcraft: Antoni has a cut on his forehead, as if             them inside (only if he thinks they might be
    from broken glass. If asked about it, he’ll brush it          interested in his pet project).
    away and claim to be clumsy. (He’s lying; Donastra        �   Certain topics will cause Antoni to become
    lost her temper at him last night and told him to             particularly (and sorcerously) persuasive if asked by
    finish his plan for revenge now. She emphasized this          someone he doesn’t consider trustworthy.
    with thrown crockery, which was probably better           �   Asking about why the house smells will cause
    than stabbing him out of impatience, which is what            Antoni to respond, “No, that’s something else.
    she wanted to do.)                                            It doesn’t smell at all.” He spends 6 Malus. All
� Spirit Sight (core lead): When Antoni speaks,                   within earshot must either take 3 points of Morale
    there’s a strange echo, as if two people were actually        damage (reduced by Grit) or stop smelling the
    speaking at the same time. One of those voices                stink of decay. Heroes with Spirit Sight will hear
    is Antoni’s, and the other is deep, charming, and             both Antoni’s voice and a deeper, richer, more
    particularly persuasive. No one else can hear it other        persuasive voice saying the same thing at the same
    than the Hero with Spirit Sight. If the Hero opens            time. Other Heroes detect nothing odd whether
    up their sight to the spirit realm (see p. 24), they          they succeed or fail. Antoni doesn’t seem to think
    will take 4 points of Morale damage and will see              he’s done anything wrong, odd, or supernatural.
    Uxorioth superimposed on Antoni’s body, a small           �   If asked about corpses or anything he has done that’s
    god of yellow luminescence whose only facial feature          illegal, Antoni and Uxorioth will both say “No, I’m
    is a wide and smiling mouth. The Hero can now talk            sorry. This has nothing to do with me.” He spends
    directly to Uxorioth. Everyone will hear the Hero             6 Malus. All within earshot must either take 3 points
    speak, and Uxorioth will reply through Antoni’s               of Morale damage (reduced by Grit) or realize that
    mouth. Antoni won’t remember these exchanges.                 they’re mistaken, their choice. Antoni will begin
    Apart from Uxorioth, there is a squirming coil of oily        to fade in their memory as if he wasn’t important.
    vapor connecting Antoni’s soul to something inside            Heroes without Spirit Sight detect nothing odd
    Noble House. This is the spiritual manifestation of           whether they succeed or fail. Heroes with Spirit
    Zelgrieb’s Notebook of Dissection.                            Sight hear Uxorioth and Antoni speaking together,
� Corruption or Forgotten Lore: This clue is                      and will remember this even if they fail their Morale
    available if Spirit Sight has been used by a Hero.            test. If a Hero looks into the spirit realm, follow the
    The luminescent creature sharing Antoni’s soul is             guidelines on p. 24.
    likely a demon, a small god, or some other sort of        �   Liar’s Tell: Antoni is genuinely surprised to hear
    spirit. It means that Antoni is a sorcerer. The coil of       about pirates and knows nothing about this. He
    squirming vapor suggests that his soul is connected           thinks all the corpses are being acquired from
    to something else as well.                                    already-dead people, and doesn’t realize that
                                                                  Donastra has arranged to mass-produce corpses she
If the Heroes are kind or polite, Antoni will gladly chat
                                                                  couldn’t otherwise obtain. Learning otherwise will
                                                                                                                            Corpse Astray
can be opened with a Difficulty 4 Burglary test, or           pennies. He’s not particularly loyal to Antoni, but
automatically with Skulduggery, but a large funereal          he’s grumpily enthusiastic about any plan that injures
statue is propped directly underneath the trap door to        the Valoris.
impede access. Heroes must make a Difficulty 4 Stealth
test to enter before the statue has been moved; failure     The Enforcers
means they knock the statue over and alert the house        Donastra has a crew of Mooks who collect corpses, haul
to intruders. The statue can be moved without risk by       things, and fight for her (and for Antoni, more or less).
two Heroes working together and a 4-point Athletics         The number varies; there are about 20 men and women
General Spend.                                              total, usually moving about in five groups of four when
                                                            sent out to gather corpses. Most commonly two or
The Sub-Basement                                            three groups (8–12 Mooks) are at Noble House at any
A Hero with City’s Secrets, or a Sorcerer with Corruption   one time to act as guards. If Heroes raid Noble House,
and the Stone sphere, can find a route through the          these Mooks attack in waves as they rush to the combat
sewers into Noble House’s sub-basement. This route          from wherever in the house they were. Donastra keeps
is unguarded, but it’s disgusting, and requires some        these minions ignorant: they know there’s a big pile
quiet chiseling to tunnel through a retaining wall into     of corpses in the basement, but they don’t know why.
the sub-basement. This approach avoids both Lugo            They’re paid well enough not to ask.
and Antoni, as well as any Mooks on the upper stories.
Still, when they arrive the Heroes won’t be the worst-       Donastra’s Minions (20 total)
smelling thing in the basement…
                                                            Servile, tough
The Lookout                                                 Defense – Health: Health Threshold 3, Health 1
Lugo is an elderly man who acts as lookout and guard.
                                                            Defense – Morale: Morale Threshold 3, Morale 1
He’s not the brightest person you’ll ever meet, but he’s
                                                            Offense – Warfare: +0; Fixed Damage 3 (long
unobtrusive. He sits out on the balcony all hours of
                                                             dagger), or Fixed Damage 4 (crossbow)
the day and night, sipping from a bottle and greeting
                                                            Abilities: Malus 5 (usually used to boost attacks)
the boats poling by, looking like nothing more than a
                                                            Refresh Tokens: 1
nosy neighbor. He knows almost everyone on the block
without anyone really knowing him.
                                                            5.4.2 Getting Invited In
    In a pinch, Lugo is a capable combatant — good
with a crossbow and able to hold his own with a club —      If the Heroes are able to forge enough of a friendship
and if trouble arises, he knows enough to warn anyone       with Antoni (possibly with the aid of Uxorioth,
inside before drawing attention to himself.                 assuming the small god thinks that the Heroes can
                                                            prevent the fleshtangle and defeat Donastra without
                                                            harming Antoni), Antoni will simply invite them in.
 Lugo                                                       He doesn’t comprehend how disgusting the smell and
Bitter, greedy, loyal                                       appearance of the merged corpses truly are, so he’s less
                                                            hesitant than one would assume. He treats the mass of
Defense – Health: Health Threshold 4, Health 14
                                                            merged corpses as if it were an old family friend.
Defense – Morale: Morale Threshold 3, Morale 6
                                                                Lugo and the minions treat the Heroes suspiciously,
Offense – Warfare: +1; Damage Modifier +1 (club)
                                                            expecting them to turn and attack at any moment.
 or Damage Modifier +2 (crossbow)
                                                            Antoni isn’t as suspicious — if he trusts the Heroes
Abilities: Malus 5
                                                            enough to invite them inside and introduce them to his
Misc: Alertness Modifier +2
                                                            fleshtangle, he must be certain that they’re safe.
Refresh Tokens: 3
                                                                Once inside, Antoni will give them a tour with
                                                                                                                        Corpse Astray
                5.4.3 Fighting Your Way In                                        only as limited as the players’ imaginations and the
                                                                                  number of Allegiance points. As always, default to
                When stealth and friendship fail, force of arms might
                                                                                  saying “Yes, and…” If the player suggests a tactic
                prevail.
                                                                                  that you think is unrealistic or overpowered, charge
                    If Lugo sees attackers, he’ll shout back inside to
                                                                                  a spend of more than 1 pool point for it.
                alert the 8–12 confederates in the house, and he’ll try
                to hold the attackers off with his crossbow. When that        Also remember that any ranks of Enemies: Commoners
                fails, he’ll retreat inside and lock the door. They’ll send   should be used against the Heroes at every opportunity.
                four guards up to the attic to watch, and the rest will       The Adversaries and locals will spend these points to
                cluster around the main doorway, waiting to shoot the         inconvenience, harass, or hurt the Heroes who have
                first person who appears.                                     these ranks. If you need an unfavorable coincidence
                    If Antoni is caught outside when this happens, he’ll      for the Heroes during the adventure (such as someone
                summon his friends and neighbors to help defend his           appearing at the worst possible time), this is a perfect
                home; this will give him a force of about 20 Mooks,           reason to spend a Hero’s Enemy pool point.
                although they’ll take 1–2 minutes to all gather. Antoni
                will trust to his persuasiveness and other magic to get
                back into his home safely. Once home, he’ll sneak
                                                                                        5.5 Explore the House
                downstairs to try to animate the fleshtangle. With luck,
                                                                              Noble House is laid out as follows, from top to bottom.
                Donastra won’t have seized control of the Notebook and
                                                                                  Attic: This unfinished space is used for storage
                have done it first. If she has, the monstrosity will kill
                                                                              and is covered with dust. In a few decades when the
                Antoni first before it goes after his family in Alderhall.
                                                                              building has sunk too far, it will probably be converted
                5.4.4 Other Ways to Get Inside                                to living space and another few stories will be built on
                                                                              top of it. Hundreds of large, black, slow-moving cluster
                Your players are endlessly inventive and might consider
                                                                              flies buzz about the space and the floor is scattered
                options like the following. If they are struggling with
                                                                              with dead flies. A large funerary statue of Bellari’s
                tactics, discussing these strategies with them will help
                                                                              great-great-grandfather blocks easy access to the roof
                them understand what their Heroes are capable of.
                                                                              trapdoor. There’s an old brass church bell up here,
                � Using Flashback and spending an Investigative
                                                                              lying forgotten in the corner.
                     point to make one of the people inside Noble
                                                                                  Third Story: This is the sleeping space for Antoni,
                     House (perhaps Lugo, perhaps one or more of the
                                                                              Donastra, Lugo, and whatever minions are in the house.
                     minions, perhaps even Donastra) a friend, a spy, or
                                                                              A toilet feeds down into the sewers through a vertical
                     a hired associate. They might even establish Antoni
                                                                              pipe. There used to be Lady Salia’s art studio here (the
                     or his parents as old family friends.
                                                                              room gets beautiful light in the early morning), but it
                � Spending a point of City’s Secrets to announce that
                                                                              has been converted to a large rough bunkroom. At least
                     there’s a secret door no one else knew about.
                                                                              8–12 of Antoni’s minions will be biding their time here,
                � Spending Corruption to literally rip the building
                                                                              technically on guard duty but actually sleeping, eating,
                     open (or perhaps something more subtle), assuming
                                                                              playing cards, complaining about the smell, or lying to
                     they have appropriate Spheres.
                                                                              each other. Heroes might need a Difficulty 4 Stealth
                � Pretending to be inspectors from a city agency, such
                                                                              test to sneak past them without being discovered;
                     as the Guild of Architects and Canal-Watchers.
                                                                              piggy-backing is allowed. Locking the minions into this
                � Spending Allegiance points to literally have their
                                                                              room requires a Difficulty 5 Burglary test, and will delay
                     Allies help them or open the way for them; this
                                                                              them by two minutes (the length of time it will take
                     might mean summoning a squad of mercenaries for
                                                                              them to batter down the door) once they realize they’re
                     backup, having the Triskadane order everyone out
                                                                              locked in.
                     of the building on some bureaucratic technicality
                                                                              � Leechcraft: Food and alcohol supplies are easily
Corpse Astray
Third Floor
                                KEY
                                1. Antoni
                                bedroom
                                2. Sleeping
                                room
                                3. Old art
                                studio
                                4. Toilet
Attic
                                KEY
                                1. Bell
                                2. Rooftop
                                trapdoor
                                3. Big statue
                                                  Corpse Astray
                354                      Swords of the Serpentine
Second Floor
                                                      KEY
                                                      1. Outside
                                                      balcony
                                                      2. Common
                                                      room
                                                      3. Library
                                                      4. Toilet
                                                      5. Parlor
                                                      6. Kitchen
                                                      7. Dining hall
                                                      8. Balcony
                                                      9. Dock
Corpse Astray
Chapter Eleven: Corpse Astray                                                                                         355
    their temper enough to throw many ceramic vases,           �   Laws and Traditions: A giant pile of rotting, stolen
    plates, or cups at the other person, shattering them           corpses? Yeah, that’s not legal. That’s definitely not
    on the floor or in the hearth. Based on their pattern          legal.
    and the height of the assailant, Antoni was the            �   Corruption or Forgotten Lore: The corpses
    target.                                                        appear to be deliberately interwoven in some sort
�   Wilderness Mastery (core lead): This many flies                of unspeakable pattern that sanity shies away from.
    and the stink of putrescence means that nothing            �   Corruption: There’s terrible power down there,
    is eating those corpses that must be downstairs.               but no externalized Corruption yet.
    They’re just rotting.                                      �   Felonious Intent: If Antoni is with the Heroes,
                                                                   this doesn’t seem odd or disgusting to him at all,
Second Story: This floor, with its high ceilings, is now           nor to anyone he has sorcerously persuaded.
the main living space. A kitchen, a dining hall, a common      �   Leechcraft: Weirdly, in this light it looks like there
room, a parlor, and a mostly empty library are arrayed             aren’t distinct bodies down there, but instead all the
around a central octagonal balcony overlooking the first           corpses have somehow merged into one connected
floor. A toilet feeds down into the sewers through a               form. That can’t possibly be true.
vertical pipe. If Lugo and Antoni aren’t outside, they’ll
be on this floor. If the alarm is given, eight minions or      The stairs down to the first floor are blocked by a locked
more will spill down the stairs from the third floor.          door, Difficulty 4 Burglary test to open.
� Nobility or Allegiance: Ancient Nobility: A                      First Story: Once an entrance hall and workspace
     beautiful portrait of Antoni’s mother Salia Valori,       with smaller rooms off it, now the sunken ground floor
     costumed as if a Queen, hangs over the fireplace.         is covered with at least 60 corpses of humans and pigs
� Forgotten Knowledge: There is a small shrine                 (adjust as needed to total approximately 15 Health per
     where odd sacrifices — a lady’s handkerchief, a few       Hero). The corpses have merged into one another,
     coins — have been made to some spirit or small            creating one huge mass connected by skin and sinew
     god. The shrine is not holy to Denari.                    and bone. It is crawling with flies and occasionally
� City’s Secrets (core lead): A rough and almost               twitches and shifts, sending all the insects on it swarming
     unintelligible map drawn on parchment in the              upwards into a buzzing mass before settling back down.
     library turns out to be a route between this block            It is not yet sentient or dangerous. However, any
     of the Tangle and the Valori estate in Alderhall,         Heroes who did not lose 4 Morale while seeing it
     with a detour through some highly inhabited               upstairs will do so now, unless offset by Grit.
     areas such as Temple Market. Oddly, it appears to         � Corruption: You can feel it trying to greedily drink
     vary between streets and canals and underground                Corruption from you; any externalized Corruption
     passages, and ignores bridges entirely. (This is the           in the area will probably feed it and bring it to life.
     route the fleshtangle will take, with detours to pick     � Forgotten Lore (2+ ranks): There’s a legendary
     up as many new corpses as possible.)                           grimoire from a long-dead sorcerer that is rumored
    The canal-side door to the outside opens onto the               to be able to create monstrosities like this. You’ve
balcony on this level. It is locked. Lugo and Antoni                never seen it, nor has anyone you know.
both have a key, as does Donastra. The minions don’t.          � Know Monstrosities: This is called a fleshtangle,
When corpses are delivered, Antoni has his minions                  and they were first created as weapons of war by
                                                                    a Sorcerer-King named Zelgrieb. They’re most
simply toss them over the balcony railing, down into
                                                                    dangerous in large crowds because they heal
the darkness of the sunken ground floor, where they
                                                                    by absorbing dead bodies. That’s unfortunate,
land in a heap and are later dragged into a rough circle
                                                                    because they’re incredibly hard for a small group to
around Zelgrieb’s Notebook of Dissection.
                                                                    destroy. It’s likely to be resistant to Morale attacks
    Everyone who looks over the edge of the balcony
                                                                    that aren’t prayers.
loses 4 Morale (minus their Grit) the first time they see
                                                                                                                              Corpse Astray
listed above at the end of Scene 5.5.                           the incantation — directs the creature and clutches
                                                                Zelgrieb’s Notebook of Dissection. That individual
                                                                corpse remains invulnerable until all other individuals
                                                                in the fleshtangle are destroyed.
                358   Swords of the Serpentine
Corpse Astray
Chapter Eleven: Corpse Astray                                                                                      359
use Bind Wounds and Sway to keep their Health and                then draws that group’s attention to the Hero.
Morale above 0.
                360                                                                    Swords of the Serpentine
                If it sets off after Antoni’s family, and he is still alive,   asking your players to describe them instead). It’s
                the obsessive daze placed on him by Zelgrieb’s Notebook        worth remembering that the scars of this combat will
                will vanish. He will suffer massive Morale loss and likely     mar the city for adventures to come, so go all-out when
                become Broken unless Heroes try to help him using              describing the massive destruction the huge fleshtangle
                Sway. Donastra, however, will either escape or try to kill     inflicts. Crumbled buildings, ripped-up streets,
                the Heroes, whichever makes the most sense.                    screaming and broken inhabitants, the works. Describe
                                                                               its anguished keening and the nightmarish sound of its
                6.4.1 The Fleshtangle’s Strategy                               many fingers and toes skittering its bulk along the side
                It mostly ignores Sway attacks (thanks, Grit 6!) unless        of buildings. If the Heroes are going to get credit for
                Heroes narratively describe those attacks as prayers;          leading the attack against the fleshtangle, they should
                doing so bypasses the monstrosity’s Grit entirely. The         be accomplishing something memorable.
                fleshtangle will always try to defeat people using prayers         By the time it’s down to a Health or Morale pool of
                as quickly as possible. Once it reaches the streets it         0 or below, the ground will be covered with portions
                will use the environment to its advantage, scuttling up        of twitching and crawling corpses, and only the one
                buildings and into canals to move most effectively. It         remaining sacrificial victim holding Zelgrieb’s Notebook
                rears up, uses Lightning Speed to charge into people           of Dissection will be fully standing. Destroying them will
                who thought they were a safe distance away, and                shatter the binding and release all of the dead corpses
                remains genuinely terrifying.                                  from their enchantment. The scattered flesh will harden
                    When injured, the creature changes its focus to kill       into something approaching iron and fix itself to the
                as many nearby Mooks as possible as quickly as possible.       spot where it lies. For years to come, this area in the city
                It absorbs each dead Mook into its mass, healing Health        will be marked by the petrified remains of the defeated
                and Morale by 1 point per dead victim. This can help it        fleshtangle, and locals will eventually name this square
                stay alive even after being battered, even as it makes the     or street after the heroes who defeated it.
                Heroes feel a little guilty that they weren’t able to save         If the Heroes can’t or won’t stop it, the fleshtangle
                those people.                                                  gets to Alderhall and levels the Valori estate. After
                    It’s worth noting that anyone who is injured but           devouring and absorbing everyone on the property,
                survives (and this likely includes the Heroes) is infected     it will burrow into the undercity, hide, and gradually
                with a slow rotting disease. You can use this as the basis     become fully sentient. It will appear in future adventures
                for a future adventure where the Heroes seek a cure,           as a prime mover in Eversink’s Monstrosities faction.
                use it as background color where scarred survivors turn            If you think it would be fun and interesting for a
                to crime to survive, decide that this triggers a plague        Hero to possess the Notebook for up to three adventures
                that wipes out half the city because you really want           (after which it disappears), the Heroes may recover and
                societal change, or simply ignore it because disease isn’t     deal with its Corruption themselves. If not, the most
                necessarily fun or heroic (especially when it comes to         interesting resolution may be for the Church or the City
                the Heroes being infected). There’s no wrong way to            Watch to seize the book, as this lets you corrupt the
                handle it.                                                     new owner in a future adventure. Otherwise Zelgrieb’s
                                                                               Notebook simply disappears, to reappear somewhere else
                                                                               in the city when or if you choose.
                      6.5 The Final Confrontation
                As guided by you, the players can decide where the                         6.6 Closing the Scene
                final confrontation against the fleshtangle occurs. If
                it has had time to find and kill innocents en route, it        This scene ends when the fleshtangle has either been
                will have healed from all or most Health and Morale            destroyed or it achieves its goal and escapes.
Corpse Astray
�   Help Captain Barani bring the Squandered Hope                     7.2 Closing the Scene
    back to Eversink (unlikely but possible): Wealth 3
    per Hero.
�   Claim the reward on Precia Cointongue: Wealth 4        The adventure ends when you’ve awarded treasure,
    (total).                                               discussed what’s changed in the city due to this
�   Help the actual corpsetakers and their Mortuary        adventure, and settled any loose ends. Congratulations
    stop the fake corpsetakers: Wealth 2 (total).          — and welcome to Swords of the Serpentine.
                                                                                                                     Corpse Astray
362                                                               Swords of the Serpentine
Appen dices
                           Creating a Character
                             Quick Reference
Follow these steps for making a character in Swords of the Serpentine.
2.   Note a few Adjectives to describe your Hero and write down your Drives, which are your three favorite
     things in life (p. 17).
3.   Assign Investigative Build Points according to the number of players and choose Investigative Abilities (p.
     19).
4.   Decide your Allegiances (p. 288) – assign 2 Build Points to Allies (both to the same Ally, or one each to
     two Allies) and 1 Build Point to an Enemy. Your Ally and Enemy can be the same faction!
1. 6. Assign Health and Morale (p. 77), splitting 18 Build Points between the two, with a minimum of 3 in
   each.
7.   Give yourself Health and Morale Thresholds of 3; if your Health or Morale is 10 or higher, that threshold
     will be a 4.
8.   If you have any ranks of Corruption, decide whether your Sorcery targets your enemies’ Health or Morale.
     Pick one Sorcerous Sphere (the theme and appearance of your spells) for every rank of Corruption you
     possess. See p. 103.
9. Write down 5 or more pieces of minor, iconic gear that help define who you are (p. 42).
10. Give yourself 1 point of Grit (p. 75). Grit helps reduce Morale damage.
11. You start with no Wealth (p. 125) and you’ll start with No Repute (see p. 128) for the first adventure.
12. Name yourself. Most people in Eversink have fantasy names based on medieval Italian names (there
    are plenty of lists online), but there’s nothing magical about that naming scheme, so name your Hero
    something you love.
True Name?
Check if True Name is known
Adjectives
INVESTIGATIVE ABILITIES
Bind Wounds
                                                               Plenty of Leeches
Burglary
                                                                   Fast Hands
Preparedness
                                                                   Flashback
Stealth
                                                              Where’d She Go?
Sorcery
                                                                     Blast                                     Wealth
Sway
                                                               Play to the Crowd
                                                                                                               Lifestyle
Warfare                                                             Cleave
Threshold Armor
Ancient Nobility
Church of Denari
City Watch
Commoners
Guild of Architects
Mercanti
Mercenaries
Monstrosities
Outlanders
Sorcerous Cabal
Thieves’ Guilds
Triskadane
GRUDGES
Ancient Nobility
Church of Denari
City Watch
Commoners
Guild of Architects
Mercanti
Mercenaries
Monstrosities
Outlanders
Sorcerous Cabal
Thieves’ Guilds
Triskadane
LOW REPUTE
Appendices                                                                                                   367
                  Covers physical activities such as   You have the opportunity to dodge or parry
      Athletics                                                                                             37
                  running, jumping, and climbing.                   Warfare attacks.
                    Roll to have what you need,          Set up Flashbacks where, on the fly, you
  Preparedness                                                                                              38
                         when you need it.                  establish your schemes and plans.
                  Use fear or persuasion to attack      You may injure more than one target on a
       Sway                                                                                                 41
                        someone’s Morale.                           high attack roll.
                      Use a weapon to attack            You may injure more than one target on a
      Warfare                                                                                               42
                       someone’s Health.                            high attack roll.
Appendices                                                                                                       369
1
   Throughout actual history, geese turn out to make superb guards, and that’s true in Eversink as well. No, seriously! Go Google
it, and see p. 173.
In d e x
Contests 58–62
Cook, Glen                                               D                            tidal plague 86–87
                                                                                      wetlung 87–88
     heroes of 10
                                        damage                                    Disease (Sorcerous Sphere) 106
Cooperation (character action) 58
                                            area damage 115                       disguise
core clues. See core leads
                                            boosting with Corruption                  Adversary special ability 161
core leads 51
                                                  table 114                           theatrical disguise (gear) 135
core (scene type) 215
                                            boosting with Investigative spends    Divine Partnership. See Church of
corruption
                                                  examples 71                             Denari
     affecting an Adversary 116–117
                                            damage calculation table 70           Dodge (Athletics talent) 37
     affecting the environment 116
                                            exceptional damage 113                Dogbane (gear) 135
     area damage 115
                                            extra damage - Adversary special      Do-Gooders (game frame) 9
     as a crime 287
                                                  ability 161                     dramatic (scene type) 215
     as a threat 306
                                            fixed 79                              drives 17
     basics 49, 362
                                            from Malus 158                        The Drowned (monstrosity)
     bloodlines and 118
                                            Melee and Ranged Weapons Table                187–188
     curing corrupted locations 120
                                                  133                             drowning (hazard) 88
     exceptional damage 113–114
                                            quick rules 50, 362                   drugs. See poisons (hazard)
     externalized corruption 118–120
                                            weapons 132–134                           from The Glass Garden 262
     how it works 113
                                        death 80–81                               duelist (character template) 47
     internalized corruption 117–118
     scarring a location with 118–120       burial and funerary statues
     Thaumaturgy as an                            233–234
          alternative 221–223           death curse                                                E
     unique spells 115–116                  Adversary special ability 160
Corruption (Profession/                     Heroes special ability 124            Earring of Truth (sorcerous gear) 143
         Sorcerer ability)              Death (Sorcerous Sphere) 106              Earth (Sorcerous Sphere) 107
     description 26                     Decay (Sorcerous Sphere) 106              eelball (sport) 235
     sample spend 26                    Defeated (Health -10 or lower) 79         Eel Blade (sorcerous saber) 148
counterfeiting 287, 308                 defense boost (Adversary special abili-   eel (currency) 126
Counting House Row 255–256                      ty) 161                           Eel Run (event) 235, 237
cover 74–76                             Defense Committee 284                     Effigy Square 254–255
     against Sorcery and Warfare        Demogogue (sorcerous staff) 150           encumbrance 131
            attacks 74                  Demonic Counsel (monstrosity) 185         Endless Prayer (sorcerous protective
     against Sway attacks 74–75         Demonology (Sorcerous Sphere) 106                  gear) 146
     armor 75                           Shadow Demon (monstrosity) 196            Enemies (character) 33, 54–55
     grit 75                            Denari 227–229                                 ranks in Ancient Nobility 288
     last-minute protective wards 76        Cygnini 235                                ranks in Church of Denari 290
     protective wards 75–76                 Denari’s Blessing 227–229                  ranks in City Watch 291
     shields 75                             The Goddess’ Isle 279                      ranks in Commoners 291
crime in Eversink 287                       working against 9                          ranks in Guild of Architects 293
critical hits 68                            working for 10                             ranks in Mercanti 293–294
currency in Eversink 126                Denaria. See Eversink                          ranks in Mercenaries 295
     banks and coinage 304              Denari’s Blessing 227–229                      ranks in Monstrosities 295–297
curses 122–124                          Denari’s Book of Truths and Tax                ranks in Outlanders 297–298
     Adversary death curse 160                  Code (gear) 135                        ranks in Sorcerous Cabals 298
     death curses 124                   Denari’s Singer (monstrosity) 186              ranks in Thieves’ Guilds 299–300
     escape clause 123                  Destroyed Plateau 326–327                      ranks in Triskadane 301
     mechanics 122                      Dezhakos (city in Erebos) 321                  using as a GM 210–212
     power of 123                       dice 2                                    Entropy (Sorcerous Sphere) 106
Curses (Sorcerous Sphere) 106               using different colours 66            Theocracy of Erebos 320–321
customizing Swords of the               Difficulty (usually 4) 56–58              escape clause (for curses) 123
  Serpentine 219–226                        Difficulty number table 57            Eversink 227–229
     steampunk Swords of the                quick rules 49, 362                        animals 236–237
            Serpentine 314              diseases 84–88, 306                            architecture 230–232
cygnet (currency) 126                       scabral 85–86                              climate 230, 307
Cygnini (divine language) 235,              swamp rot 86                               committees in 283–285
         286–287                            throat leeches 86                          crimes 287
374                                                                    Swords of the Serpentine
                  L
                                               echoing in play 10                   monstrosities 154, 183–200, 295–297
                                           loss (health) 77                            using effectively 207
                                           loud (weapon modifier) 132               monstrous ability (Adversary special
Lackey, Mercedes                           Love (Sorcerous Sphere) 108                     ability) 163
     playing heroes of 8                   low Repute 127                           montage (scene type) 215
Lament (sorcerous sword) 148                   using as a GM 210–212                   challenge montages 217
Languages 235                              Luck (Sorcerous Sphere) 108              mooks
laws in Eversink 285–287                   Luz Rech (city in Irilev) 323               attacking with Cleave 42
Laws & Traditions (Profession/Senti-       Lycanthrope (monstrosity) 191               making mooks matter 154
         nel ability)                      Lynch, Scott                                nomenclature 154
     description 24                            inspiration for Repute 128              using effectively 206–207
     sample spend 24                           playing heroes of 10                 Moonlit Sea 312, 313, 318, 319
Lead-Ins 215–216                                                                    Morale 38, 81–84
Lead-Outs 215–216                                                                      bolstering with Sway 83
leads 50–53
     active leads 51
                                                            M                          Broken (Morale 10 or lower) 83
                                                                                       Panicked (Morale -6 to -10) 82
     finding hidden 52                                                                 regaining 84
     passive leads 51                      Mages of Senggon (Senggon court-            Resilient (Morale 0+) 82
     using as a GM 212–214                        iers) 324                            tests 81–83
leather armor (protective gear) 136        magic. See Sorcery                          Treasonous (Morale 10 or lower)
Leechcraft (Profession/Sorcerer            magical charm (Adversary special                  83
         ability)                                 ability) 163                         Unstable (Morale -1 to -5) 82
     antidotes 90                          The Great Malik (ruler of Erebos)        Mulgai (temple complex in Salt Moun-
     description 27                               321                                      tains) 328
     poisons and venoms 89–91              Malus (Adversary wild card ability)      Music (Sorcerous Sphere) 109
     sample spend 27                              158–159
leecher (character template) 47            Maneuvers 72–74
Leech (sorcerous short sword) 148
Leiber, Fritz                              map
                                              alternate Maneuver rule 226
                                                                                                    N
     playing heroes of 8                      of Eversink 242–243
Liar’s Tell (Social ability)                  of the world 310–311                  Narissimanitellikul 239
     and fallow weed 138                   The Grand Marketplace 247–250            Necromancy (Sorcerous Sphere) 109
     description 22                        marketpriests 290                        The Nest. See Haven (Cathedral)
     sample spend 22                          character template 47                 niche protection 28
The Library (Sages’ Guild) 257             mastermind (Adversary special ability)   Night Markets 265–266
Lich (monstrosity) 191                            163                               nightstones (gear) 135
The Lies of Locke Lamora                   The Mausoleum 246                        Nobility (Social ability)
     as Repute inspiration 128             Memory (Sorcerous Sphere) 108                description 22–23
     echoing in play 10                    Mercanti 293–294                             sample spend 23
Lifedrinker (sorcerous mace) 149              sample characters 175                 Nolio’s Coin (sorcerous gear) 144
lifestyle 127–130                          Mercenaries 295                          Non-Player Character. See
lighthouses 279                               sample characters 176–177                    Supporting Characters;
Lightning (Sorcerous Sphere) 108           mercenary (character template) 48               See Companions; See
                                                                                           Adversaries
Index                                                                                                           377
refreshes 97–98                        Salt Mountains of Lut 328                   Singer in the Swamp (monstrosity)
    Allies 54                          scabral (disease) 85–86                              197
    Enemies 54                         Scampering Blade (sorcerous                 Skeletal Giant (monstrosity) 197
    Favors 54                                   token) 152                         Skulduggery (Profession/Thief ability)
    General abilities 97–98            scenarios. See adventures                       description 30
    Grudges 55                         scenes                                          sample spend 30
    Health 79                              scene types 215                             Stealth Modifiers 58
    Investigative abilities 97                 alternate 215                       Slaughterer’s Sword (sorcerous great-
    Morale 84                                  antagonist reaction (scene type)             sword) 149
    refresh tokens 97–98                            215                            slinks (investigators) 9
refugees 307                                   atmospheric 215                     small gods 307
regenerate (Adversary special                  core 215                                in Erebos 321
        ability) 164                           dramatic 215                        snake, giant (monstrosity) 189
reload (weapon modifier) 132                   finale 215                          Snake’s Eye (protective gear) 137
Reputation Charm (sorcerous gear)              flashback 215                       snapback (poison gear) 140
        144–145                                hazard 215                          sneak thief (character template) 48
Repute                                         intro 215                           Social Investigative abilities 21–23
    eliminating 127                            montage 215                         sorcerer (character profession) 14
Resilient (Morale 0+) 82                       subplot 215                             character template 48
restaurants                            scorpion, giant (monstrosity) 189               Investigative abilities 26–28
    in Ironcross 258                   scorpion shield (protective gear) 137       Sorcerous Cabals 298–299
    in Temple Market 251               Scouring Day 234                                sample character 48
    in The Tangle 278                  Scurrilous Rumors (Profession/Thief         Sorcerous Spheres 103–111
The Revelation Belltower 254                    ability)                               Aging 104
Ridiculous Luck (Profession/Thief          description 30                              Air 104
        ability)                           sample spend 30                             Alchemy 222
    description 29                     Sea King’s Blessing (poison gear) 140           Animal 104
    sample spend 29                    secret police. See Black Swans                  Blades 105
rituals 120–121                        Secrets (Sorcerous Sphere) 110                  Blood 105
Rospo, Il (crime boss) 265             seize initiative (Adversary special abil-       Chaos 106
rules                                           ity) 164                               Curses 106
    attacking a foe 65                 The Empire of Senggon 324–325                   Death 106
    basics 49, 362                     sentinel (character profession) 13              Decay/Entropy 106
    chases 59–62                           Investigative abilities 24–26               Demonology 106
    contests 58–59                     series                                          Disease 106
    cooperation 58                         constructing as GM 218                      Earth 107
    piggybacking 58                    Seriously Wounded (Health -6                    Fear 107
    racing to a location 59–62                  to -10) 78                             Fire 107
    retrying a failed test 58          Serpent Folk (monstrosity) 193–194              Flesh 107
    simple tests 56–57                 Serpentine empire                               for Supporting Characters 178
runes 145–146                              sorcery 102                                 Ghosts and Spirits 107
running away. See fleeing              Serpentine Monstrosity 194                      Ice 107
                                       Serpents (Sorcerous Sphere) 110                 Illusion 108
                                       Servility (Social ability)                      in Thaumaturgy 222–223
                 S                         description 23
                                           sample spend 23
                                                                                       Lightning 108
                                                                                       Love 108
                                       Seskie (monstrosity) 195                        Luck 108
safety tools 201                       Shadow (Sorcerous Sphere) 110                   Memory 108
    Racism, Sexism, and Class Struc-   The Shambling Staff (sorcerous staff)           Mesmerism 223
          ture 230                              150                                    Music 109
The Sages’ Guild 257                   shape-shift (Adversary special ability)         Necromancy 109
Sag Harbor 263–268                              164                                    Plants 109
Saint Velendo’s Reliquary (sorcerous   shield (protective gear) 137                    Poisons 223
        protective gear) 146–147       shields                                         Possession 110
salt 235–236                               and cover 75                                Secrets 110
    salters 279–280                    Signing Day (holiday) 240, 282                  Serpents 110
The Salt Lick 279–280                  simple tests 56–58                              Shadow 110
Index                                                                                                                   379
                                                             V
tidal plague (disease) 86–87                                                                 See drives
tokens (sorcerous gear) 151–152                                                      Where’d She Go? (Stealth ability) 41
Tolkien, J.R.R.                                                                      Wilderness Mastery (Profession/War-
    echoing in play 31, 41                 vampire (monstrosity) 199                         rior ability)
Torith (city in Capria) 313                variant rules 219–226                         description 32
toxins. See poisons (hazard)               venom (Adversary special ability) 165         sample spend 32
Transformation (Sorcerous Sphere)          venom (hazard). See poisons (hazard)      winged ape (monstrosity) 198–199
        110                                Very Long range 64                        Shadow Wisp (monstrosity) 197
Transmutation (Sorcerous                   Vigilance (Profession/Sentinel ability)   Will o’ the Wisp (monstrosity) 198
        Sphere) 111                            Alertness Modifiers 57–58             Witch-Queen (Pirate of Min) 318–
Transportation (Sorcerous                      description 25                                320
        Sphere) 111                            sample spend 25                       world-building
traps 91–97                                Vontavni Horse Lords 316–318                  with Forgotten Lore 27
    as chases 62                                                                     Worship (Sorcerous Sphere) 111
    deactivating with Burglary 38
    examples 96
                                                            W
    and General Abilities 96
    notation 96                                                                                        X
    sorcerous 124                          warded (Adversary special ability) 165
    trap design 93                         Warding Charm (sorcerous                  Xander, Calhoun ‘Shifty’ (pirate king)
Treasonous (Morale 10 or                          protective gear) 147                     320
        lower) 83                          wards                                     X-Card (safety tool) 201
treasure. See also wealth; See also cur-      last-minute protective wards 76        XP See advancement
        rency in Eversink                     protective as cover 75–76
    assigning 130                             warded (Adversary special
trembleroot (poison gear) 140
Trickery (Sorcerous Sphere) 111
                                                     ability) 165
                                              warding charm (sorcerous
                                                                                                       Y
tripenny (currency) 126                              protective gear) 147
Triskadane 282–283, 301                    warehouses                                Yrans (city in Great Flatlands) 318
    messengers for 264                        in Harbor Approach 268–269
true names                                    in Sag Harbor 267
    and funerary statues 234               Warfare (General ability) 42
                                              attacking with Warfare 66–68
                                                                                                       Z
    as weapons 122
    benefits 121                              Talent: Cleave 42
                                                                                     Zelgrieb’s Notebook of Dissection
    learning another’s 122                 warrior (character profession) 16
                                                                                            (grimoire) 142
    learning your own 121                     Investigative abilities 31–33
                                                                                     Zhurov, Prince Stepan I (ruler of
Trustworthy (Social ability)               watch house 291
                                                                                            Irilev) 322
    description 23                            in Alderhall 260
                                                                                     Zolotoy Palace (palace in Irilev) 323
    sample spend 23                           in Sag Harbor 263
                                                                                     zombie (monstrosity) 200
                                              in Temple Market 251
                                              in the Tangle 275