SWADE Vermilium
SWADE Vermilium
                                      “NOBODY’S HEROES”
                                    KICKSTARTER BACKERS
13, A Kerr, Aaron Smithies, Adamek Péter, Adrian           Justin Stevens, Justine Rogers, Kamillo Fitzek, Karl
Tchaikovsky, Al Voorhees, Alb’, Alessandro S., Alex        Keesler, Karl Kreutzer, Karl Schmidt, Kasey W, Keith
Dorner, Alexander Huyer, Andrea & Steve Bennett,           Clendenen, Keith Fannin, Kelly Miszner, Kenneth
Andrew Boursier, Andrew Goodman, Andrew Grover,            Sieffert, Kevin DeBaun, Kevin Tompos, Krinsky, Kristen
Andrew LaCara, Andrew Menoni, Andrew Rowe,                 MacLean, Lachlan Fergusson, Larry Haught, Leila Rose,
Andrey Kharatyan, Andy Crawford, Anne Hunter,              Lenurd the Joke Gnome, Leo Oates, Lewis Pearce,
Armando DiCianno, Artagan Vessar, Atanas Pashkov,          Lou Keng Hei, Luciano Defrancesco, Luke Cifranic,
Austin Brei, Bai Yaojun, Balázs Mladonyiczki, Ben          Manuel “ManuFS” Sambs, Manuel Alfonso García,
Hatton, Ben Hayne, Ben Simon, Benjamin Cowley,             Marco Generoso, Marco Melillo, Marcus Cooper,
Benjamin Macias, Blake Carter, Bob Huss, Bradford          Marcus Siew Jiin Wey, Mario Cordova, Mark Causey,
Bowman, Brendan Duffey, Brian McCabe, Briar                Mark Whittaker, Markus Kniehl, Matt Upchurch,
Chappell, Brice T, Bruce Fallis, C David Ross, C. Ian      Matteo Pecorari, Matthew Caldwell, Matthew Kent,
Avery, C.J. Stott, Cameron Srall, Carl Ballard, Carlos     Matthew Schaab, Matthew Utech, McGhiever, Michael
Lopez, Carson, Ceilleigh Maxwell, Chad Manning,            McNeal, Michael Scott, Mihaly Vizhanyo, Mike Bloy,
Charles Gabel, Charles Randall, Cheshire Godfrey,          Mike Bowie, Mike Fluture, Mike Lehmann, Mike
Chet Dodge, Chris Giesy, Chris Mobberley, Chris            Ray, Mike Westley, Mo Long, MonsterManuel, Morry
Tavares, Christian Dworschak, Christian L. Nommay,         Veer, Nathan Marshall, Nathan Trethewey, Nathaniel
Christine Crabb, Christopher Ott, Christopher Tejeda       Mericle, Neal Hyde, Neal Tanner, Neil Dudley-Cobb,
Vejar, Cid Carbano, Clayton Freund, Cody Ashfield,         Nessalantha, Niall Rhys Scullion, Nichlos McCarter,
Cody Swatek, Colin “Heretic Juice” Nicol, Colm O’Hara,     Nicholaus Robertson, Nikolaus Matheis, NMI, Oberon
Corey Gilarno, Corey Piitz, Cornerstone Games,             D’Argos, Oliver Roehrer, Oscar Villadolid, Owen
Costanza Giordani, Craig Beasley, Cyril Ronseaux,          Thompson, Patrick Cannon, Patrick Schwieren, Paul
Damien C Sullivan, Damon Smith, Daniel Charlton,           Martin, Peter A, Philip Smith, Pierre Vigne, Pietro de
Daniel Mani, Danielle Linder, Darleth, Dave Koehr,         Martino, Prof. Orlov, Puckett, R. Kal Ringenbach, Ralph
David Hughes, David Nebauer, David Neben, David            Middaugh, Jr., Randall Wright, Raphael Bressel, Relique
Norridge, David Rolleston, David Smith, David Wolf,        Du Madde, Richard Pratt, Richard Woolcock, Rick
Dean Poisso, Dennis Stanley, Deoji & Suzette Villadolid,   Jones, Rick LaRue, River Keith, Rob Witt, Robert Bisch,
Devin DelVecchio, Devin Morton, Dodger Desplenter          Robert Blackburn, Robert Jameson, Roel Claassen,
Rose, Donald Dechert, Douglas Meserve, Drew                Roger Harvell, Roger Haxton, Ron James, Ronnie “The
Hildebrand, Drew Wendorf, Dustin Milburn, Dyess            Civil Savage” Walton, Roy Walker, Russell Hoyle,
Harp, Ed Sagritalo, Edward Ray, Ellen Dalina, Emma         Ryan O’Neill, Sam Trethewey, Scott Maynard, Scott
Colenbrander, Emma Parsons, Emmanuel Fleury, Eric          Neal, Sean Gallagher, Sean Hudgin, Seannon Michael
Koenig, Essi V., Ewald Große-Wilde, Farima T, Felipe       O’Daniel, Shane Hensley, Shannon Troester, Shawn
Savino, Finderski, Francis Prest, Game Dave, Garrett       McElroy, Shawn Vogels, Shay Jef, Stanley Plitzner,
Yadon, Gary Furash, Gary R. Halstead, Gerald Rose,         Stefan Grallert, Stefano Ferrero, Steph Morency, Steven
Ghislain Bonnotte, Greg Bell, Greg LaRose, Guillaume       Hudkins, Steven Thum, Steven Watkins, Stuart Sass,
Maindron, Hannah Giles, Harlow Sory, Hayden Smith,         Tamas Malindovszky, Tanner, Tez Otter, The Hussman,
HP Lustcraft, Inez Quimson, Isabel Villadolid, Ítalo       Theron Teter, Thomas Bond, Thomas Boydon, Thomas
Guimarães, J Dailey, Jack Innit, Jaime Rivera, Jake        Gerlick, Thomas Miller, Thomas Pheister, Thomas
Chenoweth, James Nutley, James Quigg, James Smedley,       Wood, Timothy Grubbs, Todd Moonbounce, Tony
Jared Senters, Jasen Szekely, Jason Alexander, Jason B.    Horne, Travis Berwick, Travis Johnson, Travis Porter,
Smith, Jason Childs, Jason Corley, Jason E. Bean, Jason    Trentin C. Bergeron, Troy Essmann, Tyler Childers,
King, Jay Peters, Jeffrey Kreider, Jeffrey Rees, Jeissan   Valdemar Andersen, Victor Diaz, Vincent Patriti,
Valencia, Jennifer Neves, Jens Schönheim, Jeremy           Volodymyr Goy, Walt Williams, Weldon Wiyninger,
Kear, Jeremy Puckett, Jhoira Walsh, Jim Ryan, João         Wes Baker, Will Hudson, William Allen, William Beard,
Sakai, Jodi & Clint Black, Joe Murphree, Joe Perry, John   William J. Scott III, William Reger, William Rogers,
Andrewski, John Bogan, John Daly, John Malueg, John        William Steproe Jr., William Weaver, Wyseone, Xavier
Melton, John P Schuff, Jon Boylan, Jon Odishoo, Jon        Cloarec, Yannick “Torgan” Le Guédart, Yuri Zahn, Zac
Terry, Jonathan Goodwins, Joost Joling, Jose “GilGul”      Derenne, Zachary Low.
Soler, Joseph Collins, Joseph Evenson, Joseph Hahn,          Thank you!
Josh Eaves, Joshua “Salt” Bowman, Joshua Pevner, JR
Lonergan, Jürgen Broy, Just Some Guy, Justin Gasal.
                                                                       CONTENTS
Hindrances. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
                                                                                     ADVENTURES & ARTIFACTS                                                   133
Edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
                                                                                     Crafting Adventures. . . . . . . . . . . . . . . . . . . . . . . 133
                                                                                                                   INTRODUCTION
              INTRODUCTION
        he new world is the last refuge of humanity,     rich territories and treetop cities, standing defiantly
                                                                                                                    5
                                                                        relics and technologies, to be studied and replicated
                            A BRIEF HISTORY                             to the best of the scholars’ abilities. Industries are
            The imperial calendar began with the Dawn of Man            created around their inventions, which are built in
            328 years ago. Any major events in the Auroras before       the factories by prisoners and orc laborers.
            then are remembered only through oral tradition,
            engraved images, and sparse writings. Among humans,
                                                                           These archaeological excursions have been
                                                                        unearthing an increasing number of primordial
VERMILIUM
    6
   Whatever their background, throughout
their careers antiheroes will likely have to battle        175: The Bowfight at Cremation sees knights and
violent outlaw gangs, corrupt law officials,               squires of the Order battle a witch coven gang called
                                                           the Sisters, led by the infamous outlaw Ezmerelda
mysterious witch covens, hostile warrior societies,        Thorn. Many are slain or burned at the stake.
supernatural beasts, ancient automatons, and
                                                                                                                        INTRODUCTION
                                                           199: Famine grips the Winterlands as many desperate
magical diseases promising boons in exchange
                                                           dwarf families set out from Hunger Bay in search of
for a sinister cost. If they’re lucky, they’ll live long   greener pastures, never to return.
enough to retire on a plot of quiet, untainted land
                                                           220: The imperial colony of Stillwater is lost to the
after enough blood has been spilled and enough             blight, and is abandoned.
vermilium has been earned, but most don’t make
                                                           250: The Black Hat Society and its ruling court are
it that far. No one said the job was supposed to be
                                                           founded and begin running a series of black markets
easy.                                                      and illegal enterprises.
  Welcome to the new world. Welcome to                     275: Adara Aurelia, the Virgin Empress, is crowned
Vermilium.                                                 following the death of her mother, Nophra Lah III. In
                                                           her first act of power, she abolished slavery.
                 MATURE THEMES                             285: Members of the now-legendary mercenary
                                                           outfit Nobody’s Heroes meet for the first time in
  Vermilium is a game of antiheroes in a dark              the small town of Lonely Hollow. During their first
  fantasy world. It incorporates mature themes             adventure together, they discover a passage to the
                                                           Underearth, and what lies below, beneath the roots
  and subject matter including violence, death,
                                                           of the Wildwood.
  cannibalism, disease, oppression, colonization,
  medical experimentation, and vivisection.                288: The Sanguine War erupts between the dwarf
                                                           clans of the east and west. In a peace effort, the western
    Before you run or play in adventures in this           lords gather in the great hall of Voryn Frey, leader of
                                                           the vampiric Red Coyotes, only to be assassinated and
  setting, make sure your group is aware of these          feasted upon.
  themes and that you all feel comfortable
                                                           292: The remaining western leaders desperately create
  raising any concerns regarding them.
                                                           the skin walker warrior society, and accept an alliance
                                                           with the Empire. Together, they defeat Frey. The
    Remember, your antiheroes
                                                            victors found the Clan Confederation, and their new
  may do the right things for                                     leader, Drexl Fenn, exiles the surviving skin
  the wrong reasons, but                                          walkers to the Werewood.
  they’re still the heroes                                      294: The Hunger Bay Trading Company
  of your stories.                                              becomes the first chartered barony to hold its
                                                               own territory.
                                                             299: Vermilium deposits are discovered in huge
                                                           quantities south of the Crescent Mountains, attracting
                                                            hundreds of pioneers and prospectors during the
                                                            Red Rush.
                                                               300: At the turn of the century, engineers of the
                                                                Imperial Academy re-create the first steam trains
                                                                  to travel the rails along the Baron’s Road. Zero
                                                                    Wolverine becomes the youngest war chief
                                                                       in halfling history, and reignites conflicts
                                                                         between his kin and the imperial settlers.
                                                                        320: The Doom That Came to Serenity
                                                                        scars the imperial boomtown of
                                                                     Serenity forever. Many are killed, including
                                                                Baron Rufus T. Firefly.
                                                           323: Famed explorer Sol Bellamy, responsible for
                                                           charting much of the known world, disappears while
                                                           searching for the lost elven city of N’ool.
                                                            328: The present day.
                                                                                                                         7
8
    VERMILIUM
                                   Chapter Two
                                                                                                                    THE AURORAS
              THE AURORAS
        he following pages contain articles,              like forests gasping for air. Towering hundreds
                                                                                                                     9
                                                                    PLACES OF INTEREST
                                                                    CORAL PALACE
                                                                    The vertical city of Coral Palace is a wonder
                                                                    of the new world and the beating heart of the
                                                                    Vol’doon. The city is carved into the high cliff
VERMILIUM
                                                                      IRONCLAD REEF
                                                                    Home to an abundance of marine life, the reefs and
                                                                    underwater kelp forests of the Corallines are some
                                                                    of the most beautiful, colorful structures in nature,
                                                                    but none are more mysterious or dangerous than
                                                                    the Ironclad Reef. The coral here appears bleached
                                                                    but continues to grow over a ships’ graveyard of
                believed to find peace and tranquillity before      mighty, metallic vessels that fell to the ocean floor
              the end. Those who live a fulfilling life are taken   centuries ago. The warm waters swarm with
            deep into the cliff caves upon their death, where       rainbow fish, electric eels, and man-eating sharks.
            they are embalmed, mummified, and entombed, to          A small number of sailors who have survived more
            be honored forever.                                     recent wrecks here claim they were drawn to their
                                                                    doom beyond their better judgement by the cries of
               The elves here grow their hair long in dreadlocks,
                                                                    drowning sailors.
            and the sorcerers, who wear painted masks of bone,
            turtle shell, or driftwood, never cut theirs in order   PORT VERMILIUM
            to signify their spiritual growth. The Vol’doon are     A bustling town filled with smugglers, sailors,
            also accomplished fighters who craft their weapons      companions, and tomb raiders, the free colony
            from solid hardwood edged with the teeth of siren       of Port Vermilium is the ramshackle capital of
            sharks, or prismatic fragments of obsidian sharper      revelry and freedom on the edge of the Empire.
            than imperial steel.                                    The town was founded by the infamous half-elven
              The tribes are led by courts of sorcerers, nobles,    pirate Bartholomew “Black Bart” Webb in a small
            and experienced mariners overseen by royals.            lagoon on Turtle Island hidden away from the busy
            Relations with the Empire are tenuous at best, and      sea lanes. Its permanent residents — comprising
            they face threats from neighboring elf tribes and       primarily imperials, Vol’doon elves, and those
            pirates.                                                found lost at sea — call themselves the Children of
    10
Liberty after having declared independence from         last remaining native elves; and renegades from
the Empire. Constructed from dozens of anchored         the Empire’s legions. All have chosen to embrace
ships, moored hulks, and rusting ironclads, and         the fading culture of the Qol’kaan Kingdom, to
connected by a maze of jetties and planks, Port         be free of the Empire, and to see its end. They are
Vermilium has become a haven for rogues and             united under the banner of the Black Sun, which
                                                                                                                 THE AURORAS
outlaws of all bloodlines: brawls break out hourly,     represents the darkness that awaits the imperials
thieves ply the ever-crowded docks, and drunken         after their Great Star sets on them for the last time.
pirates sail out to harass the imperial trade routes      Creed is all that matters to these people as they
spanning the Vol’doon Sea. Given the natural            stand united by a mutual desire to see the Empire
fortifications of the town’s hidden lagoon, and the     burn. Their hatred isn’t aimed at the common
swelling numbers of rebels drawn to it, the imperial    folk, but at those with the authority to command,
fleet appears powerless to do anything about it.        condemn, and destroy in the name of a higher
                                                        power. Their territory rests in the mountains of the
THE GREAT DESERTS                                       Thu’loon elves, who grant the Ghosts permission
                                                        to exist only through mysterious pacts. Scouting
The vast, desolate lands lying to the south of          and raiding parties have been known to descend
the Inner Crescent, blasted by dry winds and            into the southern Inner Crescent on occasion,
baked by the relentless sun, remain largely wild        though the imperial cavalry deters them for the
and unexplored. To the west, buttes and mesas           most part.
dominate the landscape, emerging from a shifting          Not much is known of their enigmatic leader.
sea of rust-colored sand and dust. In the canyons,      The imperial soldiers fighting his warriors have
cactus forests soak up what little moisture can be      come to know him as the Pale Rider, the specter
found around the winding river gulches, while the       of the southern Crescent Mountains. He first
haunted eastern deserts, the driest in the world, are   appeared around ten years ago, leading the bitter
made up of dunes the color of bone. These regions       renegades in successful raids against soldiers and
are encircled by mysterious, treacherous jungles to     prison caravans, before disappearing. He has only
the south and the labyrinthine Crescent Mountains       been seen a handful of times since then, and the
to the north, crawling with saberlions, outlaws, and    quality of these eyewitness accounts varies. Most
cannibal elves. Yet, since the discovery of precious    postulate that he lies dead and buried, though some
commodities such as oil and vermilium, imperials        tortured veterans and old-timers believe he still
have made efforts to colonize this barren landscape.    hides somewhere in his haunted hills.
Despite the dangers, boomtowns have sprung up
along the coasts and rivers and are thriving thanks     MANTA BLAKE MINING CO.
to their buried riches.                                 Founded by Balthazar Blake and Stone Manta
                                                        in Little Firewater, this mining barony has held
MAJOR FACTIONS                                          a monopoly on vermilium ore extraction in the
                                                        region for the last few years, its owners having
GHOST TRIBE                                              bought out most of the claims in the area. This
In the mid-200s, escalating slave                               has prompted territory disputes with
uprisings across the Empire greatly                                          the    Wildcat
pressured the calls for abolition, and
after they gained freedom in the year
275, many couldn’t forgive the Empire
for what it had done. The Ghost
Tribe is a relatively new, ragtag
coalition of the descendants of
slaves; imperial
outlaws;
the
area’s
                                                                                                                 11
            Oil Company, though these have calmed since              whereas the majority of humans work Flywheel’s
            the recent and mysterious disappearance of Blake.        pumps and wells. As oil is still a new business,
            Now with sole ownership of the firm, Manta’s             more than a few spills occur during transportation,
            ambition has grown beyond the boundaries of his          coloring the harbor’s waters an inky black. Imperial
            territory as he begins work on his largest project       incorporation has expanded the town significantly,
            yet: the Manta Dam.                                      though the place still retains its frontier charms.
VERMILIUM
    12
                                                                                                              THE AURORAS
LITTLE FIREWATER                                      LOA LENG
This boomtown sprang up overnight during the              “I swear to the Great
Red Rush of 299. Built along the banks of the           Star, I was kept in Loa Leng’s cattle pens
Firewater River, it has grown into a thriving           for three months as the elves fattened me up like a
imperial colony, now home to people from all            hog. My entire company was captured in a night
over the world seeking their fortune. Two major         raid, but most of them were eaten within the first
businesses dominate the town; mining and                few weeks. Eventually, I managed to escape and
distilling. Instead of minted coins, nuggets of         make the long journey home, but between the maze
vermilium serve as the major currency here, dug         of canyons surrounding the city, and the delirium
up from the many mines that dot the canyons or          of crossing the accursed Burnished Sands, none but
dredged up from the slow, reptile-infested waters       the elves can remember its exact location. So, Loa
passing through town. The mountains to the north        Leng, the dead city, remains hidden.”
are rich in minerals, and the water that flows from               Roach, Imperial Ranger, 13th Legion
them is perfect for making alcohol. Most people
in town either work for the Manta Blake Mining          Loa Leng is said to encompass ancient buildings
Company or the Blue Flame Distillery, firewater       and statues older than the elves, cut deeply into the
being the only “great spirit” people around           towering buttes and mesas that surround a secret
here seem to worship. Stagecoaches carry these        oasis. The stone pillars of Loa Leng’s valleys are
companies’ goods through the canyons and under        decorated with the skulls and bones from countless
the mountains into the Empire and back, which         feasts, kept as trophies just as a proud game hunter
make prime targets for bandits, elven raiders, and    would, and draped with flayed flesh tapestries of
other terrors lurking among the peaks.                former prisoners. The air around the city smells of
                                                      death, and the ghouls, vampires, and vultures that
                                                      stalk the caves delight in it.
                                                                                                              13
            THE INNER CRESCENT                                      and reconstructed clockwork locomotives that cut
                                                                    through the canal town of Qolkana, named after
            The lands encircling the waters of the Iris are home    the elven kingdom that once stood there. Having
            to the Empire. Dominated by open plains and low         stood since long before the Empire’s advent, the
            hills, this region is shielded from the wilderness by   road bears testament to the engineering knowledge
            the Crescent Mountains, a ring of peaks that act as     of the Architects.
VERMILIUM
            a natural fortress wall between the Inner Crescent        North Aurora encompasses rolling hills,
            and the dangers beyond. In humans’ view, the            cold deserts, and sweeping grasslands from the
            Inner Crescent’s north and south are very different     mountains to the sea. It is populated by hog
            in terms of landscape, attitude, and way of life.       ranches, farms, isolated prairie towns, and the
            They are almost considered two different Empires        Halfling Country. Along the coast, colonial ports
            — two sides of the same vermilium coin.                 remain from the first days of humanity’s arrival,
               Connecting North and South Aurora is a narrow        as does the Empire’s second city, Almouth. In the
            isthmus separating the Gulf of Zin from the Iris.       north, people are less religious than their southern
            Stretching along this strip of land is what is now      kin thanks to the presence of the academies and
            called the Baron’s Road, the Empire’s primary           museums. Also, as the northern continent is much
            trade artery that connects the city of Almouth with     greener and more verdant, many have made their
            the town of Baron’s Gate. Cracked and broken            way across the isthmus seeking new lives in various
            in parts, this stone slab road bears heavy wagons       industries. This is a land of plenty, and everyone
                                                                    wants their share.
                                                                      The people of the south are much more direct
                                                                    and less optimistic than their northern cousins,
                                                                    due largely to their harsher living conditions and
                                                                    the stricter laws they live by. The north’s rolling
                                                                    prairies, lush forests, and bountiful farmland give
                                                                    way to arid steppes and badlands, rocky hills, and
                                                                    dusty savannas bifurcated by the red waters of the
                                                                    Cruo River. At the river’s glistening Red Delta lies
                                                                    the jewel of the Empire, the shining city, and seat
                                                                    of the Empress and the High Priest: Nophra Dawn.
    14
Animosity between the two continents is not rare,        blood and ink. Anyone who sees the tattoo, which
but until lately, it has usually manifested only along   is different for each chapter, knows the bearer to
the trade routes and between military companies.         be an outlaw, but most members feel the benefits
Now, however, it is on the rise.                         of belonging to their criminal family for life
  Through imperial charter, independent                  outweighs this drawback. Each chapter is run by
                                                                                                                   THE AURORAS
companies and unions known as trade baronies             a cunning and experienced chaptermaster who has
have been granted vast expanses of land in the           either climbed the ranks to achieve their station
Outer Crescent on which to build industries and          or killed the person there before them. Most of
communities in the name of the Empire. They each         these individuals are among the Empire’s most
operate a commercial monopoly over a valuable            wanted criminals, but through bribery, blackmail,
resource or commodity such as vermilium, iron or         and connections with corrupt politicians and law
coal mining, lumber, oil, or animal components.          officials, they manage to keep their illicit activities
The de facto governments of these territories, they      in the shadows and evade capture. It is said that each
are almost considered nations in their own right,        keeps a copy of their own wanted poster as a token
and can rival neighboring countries in power.            of their notoriety; the higher the bounty, the more
Often their territories overlap with indigenous          respect they receive within the Court. Black Hat
lands, sparking conflicts and, at times, war backed      members are expected to follow the Society’s code
by the imperial military. On rare occasions, the         to the letter, but otherwise each chaptermaster is
baronies may encroach on each other’s land,              free to run their own outfit as they see fit. Among
leading to more vicious fighting over profits.           the most prominent chapters are the following:
  Each barony is privately owned by a baron, a             Blood Iron Co.: This ruthless outfit of former
powerful political player with significant land,         laborers offers its members’ services as bounty
wealth, and influence. Such moguls sometimes             hunters, private security, and armed guards from
involve themselves in philanthropic work, but            their base in Nophra
with the aim of business expansion, they more            Dawn.
often fund expeditions into unexplored lands.               Brass Spiders: Though
All imperial laws apply within the baronies, and         some occult relics and
inquisitors hold jurisdiction within their borders;      artifacts can be found
however, these trade lords are free to enforce their     in secret corners of most
own rules as they see fit.                               black markets, none are
                                                         finer than those sold in
MAJOR FACTIONS                                           Almouth. If the city’s
                                                         Black Hats have                         to
BLACK HAT SOCIETY                                        to deal in dirty
Despite the harsh laws and heavy punishments             money,        they
the Empire imposes on its citizens, crime pervades       make sure it’s
imperial culture at every level, from the street rats    worth their time.
of the inner cities to the infamous outlaw gangs         Visit one of their
of the Outer Crescent. While the latter enjoy the        hidden auction houses
freedoms of unorganized crime, they lack the             if you’re in the market
protection of the Black Hat Society: a network           for quality contraband.
of underground syndicates and black markets                 Brotherhood       of
organized into chapters across the new world.            Rats: Serenity has
Vicious interchapter rivalries and tenuous alliances     always been known as
typify these groups, though they all respect the         a den of villainy, even
codes of honor laid down by the chaptermasters,          before things went
who together form the Black Court.                       bad. When walking the
  Each member of the Black Hat Society is tattooed       streets of this seaside
before signing a contract of loyalty with their own      boomtown, all but the
                                                         naïve keep
                                                                                                                   15
            their hands in their pockets and eyes in the back of    However, after what seemed like eternity on
            their head. The specialties of this chapter’s street    the waves, the humans eventually arrived in the
            rats are thievery and smuggling military and exotic     Auroras. In the first years, they maintained contact
            weapons — and training starts young.                    with their homeland, but as time went on, the ships
               Children of Liberty: Port Vermilium has              crossing the ocean — and the people they bore —
            garnered a reputation as a lawless haven, a place       lessened in number, until they stopped coming
VERMILIUM
            devoid of decorum and dignity. If you must pay          altogether. Humanity’s old world had finally been
            a visit, check out this chapter’s offerings in the      lost, and the new colonies soon began warring
            belowdecks markets of its anchored hulks, where         against each other. Lasting a generation, the
            you can find all manner of things dredged up from       conflict saw nations rise and fall, alliances forged
            the sea or plundered from the imperial navy. The        and shattered, and promises made and broken.
            Children of Liberty are also known to specialize in     Hostilities ended in the unification of a scattered
            tinctures and poisons.                                  people and the birth of an empire, founded by the
                                                                    zealous priests and the nobility that supported
               Coven of Curiosity: The Bad Medicine Show            them. Colonies were either assimilated into the
            has gained notoriety for its involvement in the         Empire or erased from history.
            perverse and the occult, but the traveling carnival’s
            ringmasters, and a select few of their troupe, are         When the dust settled, the Empire fixed its gaze
            also known for their connections to the Black Hat       on a new challenge: the indigenous tribes and
            Society. The carnival is never in one place for long,   clans it viewed as a threat to its young nation. The
            so check it out when it’s next in town if you seek      imperials systematically purged these peoples from
            the weird and wondrous.                                 their homelands, whether through payment, lies,
                                                                    or violence. It was during these times that humans
              Crimson Dove Gang: This collective of hustlers,       first discovered that many of the Auroras’ longer-
            gamblers, and doves comprises retired companions        established inhabitants used magic. Until then,
            and their adult fatherless offspring, who ply the       humans had only witnessed it as divinations and
            waters of Blightwater and the surrounding bayou.        healing. Supernatural defenses inflicted casualties
            If you’re looking for information, protection,          beyond anticipation on the imperial forces, yet
            or just a good time, you can find them on their         technology and tenacity provided them with
            riverboat named the Dollhouse.                          enough strength for a somewhat Pyrrhic victory.
              Inner Circle: An underground fighting ring            In the aftermath, the Empire outlawed witchcraft
            comprising the most talented brawlers, dwarven-         and sorcery throughout its lands.
            style wrestlers, and martial artists in the world.        The Empire’s figurehead is Empress Adara
            Their many pits are scattered across the Auroras,       Aurelia, who is both loved and feared by her
            but the largest can be found in Qolkana.                people. Her perceived kindness, divine charisma,
              Skinners: This gang of trappers and monster           and defense against corruption inspires adoration
            hunters sell their services to those desperately in     and devotion. The person next in line to the
            need. They operate out of taxidermists across the       throne is always decided by blood: the firstborn
            Auroras, but their main den can be found in the         daughter inherits power. The Virgin Empress has
            docks of Black Harbor.                                  no current heir, nor a partner with whom to create
                                                                    one. Unless she can do so before it’s too late, the
            THE AURELIAN EMPIRE                                     temple will claim the throne.
            Nearly three centuries ago, in an act of faith and
                                                                        “No one trusts the government in the Inner
            desperation, the priests of some far-off land
                                                                      Crescent, at least they don’t if they know what’s
            interpreted the setting sun as a sign, and followed
                                                                      good for them. We pay lip service and attend the
            it west over the horizon to the new world as theirs
                                                                      dawn masses, but we’re always looking for a way to
            lay dying. Slowly, all of humanity began leaving
                                                                      escape their oppression. I don’t blame those who seek
            its fading home in pursuit of manifest destiny, a
                                                                      new lives in the Outer Crescent, where freedom’s
            migration now known as the Eventide’s Exodus.
                                                                      found far from home, but there’s a whole new set of
            The journey was arduous, claiming the lives of
                                                                      dangers out there on the frontier.”
            many families who would never see salvation.
                                                                                Joseph Bugg, Dwarf Tincture Brewer
    16
                                                                                                              THE AURORAS
  Within the Empire, numerous factions compete        inquisitor, or priest. Many imperials identify as
for power in various spheres. Detailed here are a     religious, but most fail to follow doctrine to the
few of the more influential organizations.            letter. Though the Empress rules the Empire, its
   Clockwork Arms Co.: Based in Almouth and           true power is held by the Temple, particularly its
headed by the retired army colonel Caleb Z. Hyde,     divine leader, High Priest Obraham, who controls
the CAC supplies the imperial military with state-    the state’s religion, wealth, and laws along with
of-the-art repeating weapons and other clockwork      nearly every other facet of imperial life. The holy
devices devised by the Empire’s greatest engineers.   strictures of Temple law teach that minor sins can
Its factories are guarded by elite soldiers armed     be forgiven with donations or absolution but that
with the best the company has to offer, which         major sins will always be met with punishment
they need to face attacks from saboteurs, rival       or, worse, excommunication. Temple officials see
engineers, and clockwork freedom fighters. The        others’ religious customs, such the sorcery practiced
CAC is considered a barony based on the amount        by some of the Auroras’ longer-established peoples,
of land it owns for its factories and lumber yards;   as crude conjugations, superstitions, or tricks, and
beyond Almouth’s city walls, the towns of Machine     they consider witchcraft to be outright blasphemy.
and Solace serve as satellites providing fuel for     They say only Temple priests are worthy to wield
the company’s fires…for now, at least. Normally,      magic, yet those gifted with the ability to call upon
baronies cannot exist on imperial land, of which      true miracles are rare. Each year, the Temple sends
the Empress herself takes ownership, but some are     priests and missionaries into the Outer Crescent
granted charters if they can provide enough for the   not only in hopes of converting nonbelievers and
imperial banks, and war is always profitable.         spreading the faith, but also to investigate strange
                                                      celestial phenomena so as to better understand
  Temple of Light: The Temple of Light takes in       the Great Star’s signs and portents. The Empire
the Empire’s orphaned children, the Dawnborn,         considers itself the most enlightened culture
and then raises and indoctrinates them to become      known, but for all its light, the shadows around it
one of three types of imperial servant: soldier,      only appear darker.
                                                                                                              17
              This powerful spiritual organization’s monolithic      Imperials also believe that the Great Star in
            halls and pyramids, built in reverence to the Sun      the sky is an embodiment of the divine. It glows
            God, known as the Great Star, stand as cathedrals      a brilliant yellow, yet often takes on a red hue at
            of light, decorated with geometric stained-glass       dawn and dusk. It is said that a red dawn heralds a
            windows and levitating eternal flames cast in the      rain, as the clouds cry for the recent night’s dead,
            forms of ember moths. Lesser altars resembling         whose blood colors the sky. One such morning
VERMILIUM
            sundials grace smaller villages and boomtowns.         welcomed humanity to the shores of the Auroras;
            Beside them, priests deliver their righteous           in commemoration, members of the priesthood
            sermons every day at dawn, high noon, and dusk,        wear long scarlet robes adorned in sacred geometric
            and during the festivals celebrating each equinox,     symbols cast in vermilium. They watch the celestial
            solstice, and eclipse.                                 movements of the sun and stars, interpreting them
               Surrounding the larger temples are vast somber      as divine will.
            gardens of urns containing the remains of the             The Order: Created by the Temple of Light,
            faithful, which are purified in sacred flames during   the Order is tasked with finding and containing or
            requiems of divine immolation. Smaller gardens         eliminating blasphemers, occult practitioners, and
            lie scattered across the Auroras nearly everywhere     supernatural threats to the Empire. The inquisitor
            imperials have lived and died. It is believed that     knights who carry out this divine work relinquish
            when a body is cremated, their spirit ascends to       their names and swear oaths of servitude to the
            paradise, but when a priest dies, theirs is welcomed   Empire as fearless soldiers of faith. Only in death
            into the night sky as a new star, in the mighty        are they given new names to be remembered
            company of their god. Imperials believe that all       by. To become a holy knight requires years of
            living beings on earth are made of stardust, gifted    academic and martial training. Youths from across
            life via the deaths of other gods eons ago.            the Empire seek positions as dutiful squires as a
                                                                   step along this path. Commanded by the Grand
                                                                   Inquisitrix, the inquisitor knights have jurisdiction
                                                                                   extending to the limits of the
    18
Empire and its colonies. Although residents should       and the halflings lost both their hunting grounds
be safe if they abide by imperial law, inquisitors are   and their way of life. After the defiant Battle of
granted the highest authority to act as detectives,      Rapture River in 65, they formed the new Halfling
judges, and executioners, with near-full impunity.       Country on the northern borders of the Empire.
                                                         They had reclaimed their independence, for a time.
                                                                                                                  THE AURORAS
MOLOKO & SONS
                                                           After the loss of their open territories, the
The largest and most powerful hog ranch in the
                                                         people here have been forced to become skilled
Empire is Moloko’s Stead, owned by Jonn D.
                                                         farmers of corn, beans, and squash. They have
Moloko and his three sons. They own more land
                                                         sustained a large community around their town
than all other ranchers combined; most of the pork,
                                                         of New Harvest, a former imperial fort built upon
leather, and hog’s milk across the Empire comes
                                                         ancient halfling mounds rising high above the long
from Moloko’s swine. His success has attracted
                                                         grasses. Hundreds of these constructed hills dot
unwanted attention from hog rustlers, milkers, and
                                                         the prairies, having been used as herdstones for
rival barons from the Thunderbird and Razorback
                                                         hunter-gatherers, shrines of worship, and burial
Ranches, and he employs teams of rough riders
                                                         grounds since before the humans arrived.
deputized to show no mercy to trespassers. He
runs the town that has sprung up around his stead,           “Not all halflings gave up their homeland so
famous for its fermented milk bars.                        quickly, and across the Great Prairies many of the
                                                           old ways still remain. The grass is stained with the
PEOPLE OF THE DANCING GRASS                                blood of imperial settlers, soldiers, and butchered
The halflings of the Great Prairies were once a            pigs at the hands of renegade wolf riders and
proud, free people who rode their wolves across the        outlaw gangs, who raid crops, towns, and supply
rolling plains and steppes of North Aurora. They           lines under the cover of darkness.”
followed roaming herds of giant boar, which they           Tarooka Clearwater, Half-Halfling Swineherd
hunted for meat, fur, bone, leather, and milk. The
      humans claimed much of the Inner Crescent,
                                                                                                                  19
            PLACES OF INTEREST                                        notoriety for its associations with illegally operated
                                                                      bordellos, as well as the opening of the Wild Eye
            ALMOUTH                                                   saloon: a popular speakeasy for antiheroes passing
            If Nophra Dawn is the religious capital of imperial       through the city. Because of its diversity, people
            society, then Almouth, the clockwork city, is its         can find just about anything they seek in the
            capital of science. Resting at the mouth of the Alma      borough. Of course, some of its establishments and
VERMILIUM
            River on the eastern shores of North Aurora, the          sellers are aboveboard, but they are few and far
            city clangs and whirs with factories and workshops        between, hidden among cathouses of ill repute and
            assembling myriad inventions designed by the              questionable apothecaries.
            Imperial Academy. Its streets are lined not with            Scholars’ Quarter: At the heart of the city is the
            statues of dead empresses, priests, or war heroes, but    Imperial Academy, marked by a monolithic clock
            with clockwork automatons that move uncannily             tower built by the Empire’s most skilled engineers
            in a showcase of technological achievement and            and overlooking all of Almouth. Since its founding,
            whimsy, guiding the steam-powered carriages               the Imperial Academy has remained an institution
            that run through the streets. Almouth is known            dedicated to the pursuit of knowledge; many of
            for its grand buildings dedicated to progress, such       the world’s recent innovations sprang from ideas
            as the Imperial Academy, the Museum of Natural            shaped in its lecture halls.
            Oddity, and the factories of the Clockwork Arms
                                                                        Among the alumni and faculty — the latter
            Company. Featuring flat-topped buildings of brick
                                                                      headed by the aging professor and Academy Elder
            and stone, the city’s skyline is pierced with clock
                                                                      Quentin S. Quale — some regard the teachings of
            towers, observatories, and smoking chimneys.
                                                                      the Temple as obsolete, seeing the Great Star in
               This far north, the summers are short and hot,         a different light. This has understandably led to
            while the winters are white and bitterly cold. Rolling    hostility between the two imperial factions, though
            in from the Iris, a layer of fog suffocates the city on   as the Empress herself accepts both, they must
            days without wind, mixing with the black clouds           tolerate each other.
            coughed out by the factories. The city, though
                                                                         In the Scholars’ Quarter, stained-glass windows
            dominated by humans, welcomes all bloodlines.
                                                                      are replaced with clockwork orreries, and sacred
            Thanks to its busy trade lanes and bustling harbor
                                                                      flames with gas lamps. Where sundials once hung
            protected by the Verdigris Sound, many halfling,
                                                                      now stand large mechanical clocks; in place of
            dwarf, and even elf communities thrive here,
                                                                      religious statues and busts, intricate automatons
            taking up trades such as carpentry, construction,
                                                                      move under electric light; smoking temples are
            fishing, and guard work. Because of this eclectic
                                                                      dedicated not to the Great Star, but to manufacture.
            mix, vermilium is not the only currency used in the
                                                                      Many see the sun not as a divine manifestation,
            city; seeds and shells are common tender in some of
                                                                      but as the center of a solar system — mechanical in
            the more close-knit community markets.
                                                                      design and in perfect mathematical balance.
               The Patch: A welcome respite from the
                                                                        In the Academy’s archives, a reliquary houses
            claustrophobic streets and overhanging gables,
                                                                      many of the world’s most mysterious artifacts,
            this large park in the city center is overgrown with
                                                                      fanatically studied by resident students. Among
            twisted witch pumpkins and bone tumbleweeds
                                                                      these artifacts is the Machinist Child, discovered
            from great battles long ago. It plays host to
                                                                      beneath the frost-covered sands of the Copper
            gatherings, events, and the Bad Medicine Show
                                                                      Desert. Kept under lock and key, its skeleton, made
            when it appears in town, but it is also a frequent
                                                                      of copper and iron, is almost perfectly preserved,
            haunt of street-gang brawls and black market deals.
                                                                      and though its porcelain flesh is considerably
              Red Lantern Borough: Along the banks of                 damaged, it remains beautiful to behold. Legions of
            the Alma River, lined with bloodstained lamps             clockwork automatons have survived from the old
            powered by the natural gases from the sewers              world, but most of them are cruder in construction.
            beneath, one can find a tangled web of markets            Some still protect the ruins of their once-glorious
            and auction houses selling all manner of tat              world, though the purpose of the Machinist Child
            and treasure. Recently, the area has grown in             has yet to be determined.
    20
   The Museum of Natural Oddity, also located               “Among the markets, monster cages, and garish
in this quarter, showcases the most extraordinary         machines, dazzled crowds can find our big top
treasures gathered from around the world. These           in all its sinister splendor. Inside, your minds
range from alien metals, rusted façades, and              fill with swirling visions from deep within your
oxidized effigies to ancient weapons and taxidermy        imaginations, fueled by sensational witchcraft
                                                                                                               THE AURORAS
creatures from far-off frontiers. The most well-          as your senses delight in gratuitous displays of
attended exhibits, personally selected by High            outlandish grime. Who’s in charge here? Our
Curator Osoven Thoth, are the corroded steam              captivating ringmasters, Oraster and Kasper
train excavated from the Underearth, derailed             Chimera, conjoined twins of half-orcish heritage
millennia before the coming of humanity, and the          who revel in the oddity around them. Looking for
skeleton of a gigantic winged serpent, suspended          work? Our troupe welcomes all troubled outcasts
high above the Great Hall as if given the gift of         and unwanted exiles: those willing to terrify and
flight once more.                                         delight for the price of an admission ticket.”
                                                              Joe ‘Blondie’ Manco, Human Trickshooter
THE BAD MEDICINE SHOW
The Chimera brothers’ dark carnival and                 CRUO RIVER
imaginarium, dedicated to the weird and                 The blood-red river that flows through the
wonderful, occult and supernatural, freakish and        imperial capital of Nophra Dawn in South Aurora
perverse, travels the backwoods towns of the            carries vermilium dust from southern Crescent
Inner Crescent in need of a little shock and awe. Its   Mountains into the waters of the Iris, depositing
exhibits include chilling taxidermy displays, death-    most of its valuable payload across the Red Delta.
defying circus acts, disturbing freak shows, and        Panners once flocked from across the Empire to
fanciful emporiums selling all manner of strange        sift through its red waters, until new laws outlawed
trinketry. Its night shows attract the attention of     independent prospecting on its banks.
the local law, but its wagons are always gone before
the sun rises.                                            The Manta Blake Mining Company has begun
                                                        the construction of the Manta Dam
                                                                                                               21
            on the northern slopes of the Crescent Mountains,        than horses. Known colloquially as razorbacks,
            which when finished will span the Cruo River             these massive porkers have notoriously short
            and pan the vermilium from its raging waters on          tempers and sharp, overgrown tusks able to rend a
            an industrial scale, just as a clot stops the blood      man to shreds. Ranchers have begun breeding them
            flow in a vein. The river will finally run clear,        for meat, leather, lard, and their intensely flavored
            and the imperial barons will benefit from the            milk, which can be fermented, though they are
VERMILIUM
            captured vermilium. The elves and renegades of           no less dangerous than their wilder counterparts.
            the mountains perform constant attacks to stem           The younger, less ornery pigs are sometimes
            its progress. The Thu’loon see the river’s source as     trained to sniff out special mushrooms in the late
            sacred, and the Ghost Tribe will stop at nothing to      summer. Often miles away from civilization, the
            see the Empire’s expansion plans thwarted.               largest ranches grow into small towns of their
              The river’s Automata Valley holds more                 own, catering not only to ranch hands but also to
            ancient statues and colossi than any other region        drifters, outlaws, and soldiers on leave. The hogs
            in the known world. Of particular interest in this       become targets of predators, rustlers, and milkers,
            sculptural cemetery, one figure, estimated to have       and so are often guarded by armed swineherds and
            stood over a thousand feet tall, now lies fallen over    halfling mercenaries.
            a deep ravine. The Idol of Sorrow, scarred with
                                                                     THE IRIS
            sacred elven markings and lifetimes of corrosion, is
                                                                     The Iris, the great circular sea surrounded by the
            visited by travelers seeking shelter, who are greeted
                                                                     Auroras, is as tempestuous and mysterious as it is
            by waterfalls of tears flowing from its lifeless eyes.
                                                                     alluring. Nophra Dawn and Almouth, the Empires’
            HALFLING COUNTRY                                         two major port cities, gaze out over its deceptively
            Halfling Country straddles the border between            calm waters, controlling the trade routes and sea
            the prairies and the coniferous tree line of the         lanes that orbit it, never straying too far from
            Winterlands in North Aurora, and is occupied             land. Although the Empire has sailed this sea for
            by the People of the Dancing Grass. It represents        centuries, the inner Iris remains uncharted, as
            a small fragment of the tribe’s former lands.            its treacherous waters seem to swallow any ships
            Today, the country has become an imperial                attempting a route through them. As near as a
            vassal nation with near-full autonomy, though it         couple hundred miles out from the coasts, ferocious
            has gained significant exposure to imperial and          multicolored lightning storms can be seen over the
            dwarven customs through trade, and is forced to          horizon. Both beautiful and terrible to behold, they
            pay the Empire tribute each year on the autumnal         rage without end, coloring the skies with all the
            equinox. The largest town, New Harvest, is made          vividity and violence of a thousand rainbows in
            up of dozens of earthen hills covered in halfling        their death throes.
            tents and more modern, imperial- and dwarven-              The Iris’s circular shape has prompted substantial
            style buildings. The town casts its reflection over      pontification from geologists, academics, and
            Looking Glass Lake, which carves a physical divide       priests alike. Most believe that its coastline suggests
            between the country and the Empire.                      a colossal meteor struck the earth some time in its
               Most imperials are not permitted to enter certain     primordial past, the meteor’s crater forming the
            buildings or sacred crop circles without invitation.     sea and its ejecta creating the peaks of the Crescent
            Inevitably, this has prompted tensions, especially       Mountains. Some have even theorized that the
            after the discovery of vast coal and vermilium           comet was composed predominantly of vermilium.
            deposits beneath the grasslands. The halflings           This would explain the vast quantities of the red
            chase those who violate these policies beyond the        metal in the mountains and posits the question of
            borders as a warning; upon further violations, they      how much lies in the center of the ocean floor.
            string the trespassers up as living scarecrows.
                                                                     NOPHRA DAWN
            HOG RANCHES                                              Nophra Dawn, the Dawn’s Early Light, is the radiant
            The hog ranches of the Great Prairies rumble with        capital city of the Empire and the center of humanity
            the trotters of thousands of pigs, which grow larger     in the Auroras. Humans founded it as a colonial
                                                                     fort six years after they arrived on the continent,
    22
                                                                                                                  THE AURORAS
building
it upon the
ruins of a far older citadel in South Aurora.
They named the city for the first empress, Nophra                      military and discovery corps.
Lah I, and for the humans’ arrival in new world,        It remains a monument to a time when the
the Dawn of Man. Since then, Nophra Dawn has            Empire was young and the new world was still
evolved into a sprawling metropolis, its population     new to humanity. Today, the fort is used to train
soaring to over a million residents of all bloodlines   new recruits, and houses a strong garrison of
and backgrounds.                                        soldiers, cavalry, and clockwork war engines from
                                                        Almouth’s factories.
   Nophra Dawn stretches across the glistening Red
Delta at the mouth of the Cruo River. Encircled            The Gilded Palace: If the Imperial Academy is
by 50-foot walls, it is accessible only through its     the mind of the Empire, and the Temple is the soul,
heavily fortified gates or by boat. Surrounding         then the seat of the Empress in the Gilded Palace
these walls are many of the farm communities that       is its symbolic heart, from which the Empire’s
feed the Empire, as well as slum markets clinging       lifeblood flows. Here, the Empress rules over her
to the roads extending from the city. Though            subjects from the comfort of her throne, bathed in
Nophra Dawn boasts a diverse populace, prejudice        light from stained-glass windows and the warm
still exists within it. People of elven, dwarven, or    glow of the fires around her. Some of her followers
halfling descent rarely progress through Nophra         see her as their champion for life, light, and justice,
Dawn’s societal circles, and until recently it was      while others believe her and her palace to be the
unlawful for families of more than one bloodline        center of subjugation and tyranny.
to exist. Here, people are well protected from            The Red Delta: Nophra Dawn’s port is the
outside threats, but many live clustered in squalor;    busiest in the world, spanning the channels of the
poverty and crime is common on the city’s streets,      Red Delta and crowded with hundreds of vessels
exacerbated by overpopulation and the Temple’s          vying for favorable positions in the docks. All
oppressive laws.                                        manner of goods are traded here, from imports such
  Blood Keep: This old star fort on the banks           as lumber, furs, and weapons, to exports like salt
of the Cruo River was built in the year 55 as an        and coal. The Empire also moves prisoners through
administrative center for the Empire’s burgeoning       the port to labor camps where they toil as part of
                                                                                                                  23
                                                                                                 and coins are donated at
                                                                                                 the bases of great altars,
                                                                                               all illuminated with shafts
                                                                                             of light pouring in through
                                                                                            stained-glass windows as
                                                                                           the very air thickens with
VERMILIUM
    24
   The jungle will eat a man alive. Anyone entering       true. This has spurred various imperial factions to
its borders without considerable knowledge, luck,         launch expeditions into this untamed realm to find
or a trusted guide is likely to perish within the first   it, though so far all have failed. The adventurer
few hours. The plant life here is voracious, and          who discovers the beating red heart of the jungle
seemingly sentient, comprising a tangled web of           will find no end of wealth and renown.
                                                                                                                 THE AURORAS
trees, roots, flowers, and vines that consume each          Elves are not the only people to inhabit this
other in a cannibalistic dance of death and rebirth.      green frontier, nor are they the oldest. Tribes of
Some grow so fast that they appear to move like           black-furred sasquatch have made the jungles their
serpents, and many of the trees in the denser             home for as long as the trees have stood here, as
regions share a consciousness and awareness that          well as a unique but even more secretive society of
the native elves and sasquatch are able to learn          clockworks that still care for the industrial ruins.
from. Flowers in the canopies open and close as if
calling out to each other over the wind; pollen and
spores are released across valleys in single breaths;     PLACES OF INTEREST
and the choruses of cacophonous insects and
                                                          BRASS DESERT
birds synchronize to convey the jungle’s changing
                                                          Over the Painted Hills, in the Brass Desert on the
emotions. It is a hostile, oppressive environment,
                                                          southern tip of South Aurora, Tzol’keen scouts
but one that conceals riches, both spiritual and
                                                          recently discovered crypts the contents of which
monetary, beyond imagining.
                                                          have left them perplexed. In them, they found
   Not unlike the Coralline islands, the rainforests      burial chambers hewn not from rock, as is the elven
of the Southlands are actively volcanic, filling the      tradition, but from petrified wood depicting exotic
skies with hot steam, smoke, and molten rock              animals not native to this region, such as snow
jettisoned into the air like fiery fountains. The         bears and mammoths. Hidden inside a gnarled
ground rumbles and shakes, opening up cracks and          wooden sarcophagus within one of these tombs was
fissures that reveal great voids, or crevasses filled     the dried body of a dwarven warrior adorned with
with giant insects and other subterranean horrors,        wooden armor and ivory relics, holding an ornate
before closing back up again. Expeditions have lost       war club by his side. The strangest thing about this
their way after tracing their footsteps back over         crypt was the manner in which it was discovered.
their trails only to discover the ground itself has       It was seen through the cold desert night thanks to
fallen away, or risen to new, impassable heights.         a small, flickering candle at the door.
                                                                                                                 25
            elves holding treasures and artifacts of mechanical        Underearth, and the artifacts it hides, has incited
            design, and the cast-iron facades left to rust around      an industrial revolution that has rippled across the
            them hide detailed reliefs of baroque imagery.             Empire. The Imperial Academy funds numerous
            Depictions of grand cities, elven warrior societies,       expeditions into the dark unknown in an effort
            sorcerer engineers, and fantastical creatures              to uncover more of the old world’s forgotten
            thought extinct are all painted in vermilium leaf,         technologies. Many an adventurer makes their
VERMILIUM
            representing a lost society unlike any other.              fortune in the Academy’s employ, but just as many,
                                                                       if not more, meet their end.
    26
PLACES OF INTEREST
LONELY HOLLOW
The only permanent imperial settlement below the
earth is the town of Lonely Hollow, now owned
                                                                                                                THE AURORAS
by Firefly Industries, though the imperials have a
few other scattered dig sites and mines throughout
the caves. Little more than a camp of wooden
buildings, canvas tents, and chain elevators,
Lonely Hollow occupies the underground
ruins of a decrepit ironworks on one side of a
deep chasm, which crawls and writhes with
horrors kept at the edge of the ever-burning
lamplight. The cliffs on the other side are
home to an abandoned halfling village and
the remains of a bridge that once spanned the
frothing void.
  Formerly known as Cutter’s Gorge, the
imperial town was renamed after the majority
of it sunk into the ground after the Underearth
suffered a devastating earthquake. A burgeoning
vermilium mining colony has sprung up by Lonely
Hollow’s deepening pit mine, providing the Empire
with a base of operations in the Underearth.
                                                                                                                27
            THE WILDWOOD                                               sends wood back to the Empire via Fort Kandar in
                                                                       the Crescent Mountains, using a private rail and a
            The western hills of North Aurora are home to a            single clockwork train that chokes the forest with
            dark and mysterious realm, a sprawling expanse             coal smoke.
            of untamed, natural chaos filled with gnarled but            Founded by Rufus T. Firefly, the barony
            towering trees; mysterious ruins of crumbling              continues to sow devastation on the halflings’
VERMILIUM
            brick and rusting iron; and wild, hungry beasts            homeland even after the baron’s death, its tireless
            prowling the trails. The nights are long, and the          workforce toiling in the dead of night. In the hills
            days are shaded under the broad leaves of the              around the Underearth town of Lonely Hollow,
            region’s giant trees, which stretch hundreds of feet       deforestation has been prolific. Their once-proud
            into the sky with unnatural form and proportion,           forest, older than recorded history, now lies in
            looming over all life below. The foliage can become        sawdust and ash as barren fields of tree stumps and
            so overgrown that it blots out the light of the sun        haunted memories. This tragedy has angered the
            and moon, never allowing their radiance to reach           Forest Nations, who swear retribution.
            the forest floor.
                                                                         The company faces threats not only from the
               The small, agile halflings living here can see in the   vengeful halflings, but also from spreading blight,
            dark, and they build their homes high in the trees,        forest fires, and territorial disputes with other trade
            where the canopies offer refuge from the dangers           baronies due to its perceived weakness. In these
            below. These halflings venture down only to hunt           uncertain times, the barony needs a new leader,
            game or bury their dead. The human colonists, on           though one has yet to be publicly announced.
            the other hand, choose to remain on the ground,
            felling acres of trees to build their boomtowns and        FOREST NATIONS
            fuel their fires. The halflings patrol their arboreal      The imperial machines spreading into the
            homeland looking for lost wanderers, industrial            Wildwood have forced many scattered halfling
            loggers, or trespassing rivals, and are almost always      tribes, which once considered each other enemies,
            hostile to those they do not know. For an outsider         to unite in the face of a growing threat. Composed
            to walk the forest paths at night is considered a          of the People of the Everfall Vale, Scorched Pine,
            death wish.                                                Poison Oak, Fire Leaf, and Great Sequoia, the
              In the southern part of the Wildwood lie the             Forest Nations have chosen to stay and fight
            stagnant swamps of the Blighted Bayou, their               those defiling their homeland; they refuse to be
            warm, fetid rivers snaking through the sagging             subjugated. Together the Forest Nations fight
            forests and saturated lowlands of the Viridian             for their survival, their existence relying on the
            Basin. The water’s surface is thick with clouds of         prowess and tenacity of their warriors.
            buzzing insects, while beneath lurk reptiles and             These halfling nations constantly raid logging
            amphibians of monstrous size. The local halflings          settlements and caravans, sometimes in enough
            here control the trees, forcing the imperial settlers      numbers to threaten the Empire’s western
            to master various watercraft to ferry people               garrisons. They mark their territory with trail
            between their colonies. Serenity and Blightwater           trees, whose bark bears glowing carvings of faces
            stand as the largest bastions of human civilization        and animals keeping watch over the forest. The
            in the Wildwood, as the others struggled to fend           colonists and imperial soldiers have learned a
            off the rapidly encroaching forest, were burned to         confident young war leader is planning a warpath
            the ground, or fell to the blight.                         that will cleanse the forest of their fire, and they’re
                                                                       right to fear him.
            MAJOR FACTIONS                                                 “Zero Wolverine believes he is chosen by the forest
                                                                         itself to lead its people into war, having received a
            FIREFLY IND.                                                 blessing from the Wildwood’s mysterious prophet,
            Firefly Industries, based in Serenity, has established       the Orchard Mother. He inspires love in his people,
            lumber mills throughout the Wildwood territory               and fear in everyone else.”
            over the past decade, felling large swaths of forest
            to maintain its monopoly on timber production. It                             Colton Ashra, Imperial Logger
    28
                                                                                                                  THE AURORAS
  Forest Nation halflings build their homes in the
canopies of the region’s towering trees, their larger   PLACES OF INTEREST
villages spreading over many or appearing to climb
them from the ground. The most awe-inspiring            BLIGHTWATER
of these wonders is said to be the arboreal city of     Built along the river system of the squalid southern
Sequoia Sky, its roots and branches home to nearly      bayous, Blightwater grows as it supplies sugar
100,000 halflings. The halflings exercise great care    and cotton to the Empire. The town’s permanent
when selecting a place to build a home, sometimes       buildings and the boardwalks snaking around them
taking many months to find a new tree; for a people     stand on stilts to avoid the fetid waters and the roots
to build upon one is to connect to the forest and the   of the gargantuan bald cypress trees, though most
earth beneath for generations to come. Further, the     of the homes and businesses float on riverboats.
trees they live on are what provide Forest Nation       The most rambunctious of these watercraft
members with wealth and power, in the form of           establishments is the Dollhouse, kept in check by
seeds and of weapons made from wood.                    its charismatic, half-elven madam, Magaline Gray.
                                                        Her venue is known across the Wildwood for its
  These homes change considerably throughout
                                                        fabulous cabarets, flowing boomshine, gambling
the seasons. Spring and summer are times of
                                                        parlors, and warm and convivial hosts.
festivity, when the flowers are in bloom and the
forest is most alive with drum music, singing, and         The air here is thick and warm, the water
ceremonies of love. The fall brings changes in          stagnates, and winter doesn’t bring much in the way
color and the bounty of the harvests, with thanks       of respite. The evening skies dance with fireflies,
and reflection observed during the darker, cooler       while the winds carry fluff from the cotton fields.
evenings.                                               Apothecaries, witches, and native sorcerers are
                                                        allowed to do business here under the protection
                                                        of the town’s half-halfling, half-elven mayor, Hugo
                                                        Crane, while bootleggers are permitted to sell their
                                                        ’shine along the creeks. Surrounding Blightwater
                                                                                                                  29
            are miles of swampland populated by snapping             twisted with pain. The soldiers who returned to
            turtles, alligators, giant catfish, bile frogs, horned   the fort claimed the faces moved with malevolence,
            serpents, and dryads.                                    and that many of their company had turned on
              Outside the remote town, through the dank              each other in their madness caused by what they
            mists and ethanol clouds, there lurks a quiet fear.      had seen. To this day, no one has returned to what
            Monsters stalk the water, river pirates patrol the       is now called the Lost Colony.
VERMILIUM
    30
resembling polypore mushrooms, concealing                town; on account of her checkered past, these
hollows wherein the People of the Great Sequoia          newcomers believe she will sympathize with those
live. Here in the hollows, the halflings hold great      escaping theirs. This may hold truth, but fools she
markets at which people from across the Wildwood         suffers not. She has influenced the passage of laws
come to trade, break bread, tell stories, and fill the   prohibiting the carrying of ranged weapons within
                                                                                                                   THE AURORAS
air with songs and drumbeats.                            the town limits, and she is quick to punish those
                                                         disturbing her peace.
SERENITY
If the Wildwood is the garden of North Aurora,
then Serenity is the rotting corpse buried beneath       THE WINTERLANDS
it. Built overlooking Serenity Bay, the town serves
as a crucial imperial trading port on the west coast,    The great northern realm beyond the Crescent
bustling with well-stocked saloons, bountiful fish       Mountains can be both breathtakingly beautiful
markets, and companion houses. People flock here         and callously unforgiving to those traveling
filled with promises of a better life, safe from the     through. Winters here last from September to
dangers of the forest and away from the crippling        April, bringing with them wild blizzards and long,
restrictions of the imperial cities back east.           freezing nights. The dwarves call this land home,
                                                         living in many fractured, territorial clans scattered
   However, on a winter’s night during the worst         throughout the wilderness. They mark their
storm in recent history, the town experienced an         territories with short, thick spirit poles that whistle
event that would cloud its reputation forever. The       in the cold winds from the mountains, carved to
Doom That Came to Serenity saw the unforgiving           reveal the spirits sensed beneath the bark.
storm break the harbor wall, destroying the fishing
fleet and imperial warships anchored there. The            Within the Winterlands’ borders live all manner
bay is still said to be haunted by the dozens who        of great beasts, hunted by both dwarven clansfolk
sank to their watery graves that night. As the           and human settlers for their meat, fur, ivory, and
storm made land, lightning set the town’s crowded,       other, more peculiar parts. Beyond the great pine
wooden buildings ablaze as scores of pale-skinned        forests, the tundra rumbles with the march of
halflings appeared out of nowhere, descending            thunderous mammoth herds, hugely valuable,
upon the townsfolk in a gruesome and reckless            but jealously guarded by their sasquatch masters.
rage. Nearly two-thirds of the population were           Farther north still, at the top of the world, freezing
lost that night, including Baron Rufus T. Firefly        arctic seas crash their waves upon treacherous
and the town’s mayor, Hoodoo Addams. Nobody’s            mountain coasts impossible to navigate except by
Heroes, who were hanging their hats in town for          dwarf whalers and the deadly leviathans they hunt.
the night, were able to save the rest by barricading       No more than a generation ago, the region was
the survivors in the saloon to defend against the        torn apart by the Sanguine War, a civil war between
slaughter. Many blamed the Forest Nations for the        the western clans and an invading alliance of the
attack, though this has been passionately denied by      Red Coyote and Yellow Bat clans led by Voryn
Serenity’s halfling population.                          Frey. He had secretly infected many of his warriors
   Serenity has slowly begun its reparations, and        with blood lust to create an army of voracious,
the newly-elected sheriff, Belle Fontaine, has been      ghoulish killers hungry for blood and power. In an
tasked with restoring hope. But like an infection        early effort to call for peace, the leaders of the west
in a festering wound, crime and exploitation             gathered in Frey’s longhouse for dinner, only to be
have begun to thrive, and Belle and her deputies         killed by the treacherous lord and devoured by his
struggle to maintain order. The halflings who            warriors in a bloody frenzy. After this devastating
remained now face persecution and are forced             loss, the western clans united as one under the
into ghettos. The orphaned children of the lost          famed berserker lord Umber Fenn; together, they
families were forced to labor in the workhouses          rose against the eastern horror. After enough blood
and lumberyards, though this arrangement didn’t          was shed, enough sacrifices were made, and enough
last, as they escaped only months later. Belle has       dwarves had died, the vampires were defeated.
also attracted a more rambunctious sort to the
                                                                                                                   31
VERMILIUM
                                                                                                       predators
                                                                                                    still pose a threat to
              MAJOR FACTIONS                                                                    their way of life. The
                                                                                       Confederation openly trades
            CLAN CONFEDERATION                                        in goods such as fish, lumber, and coal with the
            Formed by the survivors of the Sanguine War, the          Empire and the surrounding clans, though too few
            Confederation consists of the Gray Bear, Spotted          dwarves are able to work, and many of those who
            Lion, Black Goat, and Blue Wolf clans, as well as a       are bear the scars of war. It is through its alliances
            monastic sorcerer enclave on the Isle of the Azure        and solidarity bonded by bloodshed that the
            Shrine. These dwarves are renowned for their              Confederation has managed to survive this long.
            grand, ornate settlements carved out of solid wood          All across the Winterlands on the anniversary of
            and for the fearsome warriors who defend them.            the war’s end, near the winter solstice, thousands
            Those who prove themselves fearless in the face           of kayaks filled with burning candles and paper
            of violence receive the honored rank of berserker;        lanterns are sent downriver in vigils remembering
            they are henceforth tattooed in sacred ink and            the spirits of the victorious dead.
            given mushrooms to induce a frenzied rage before
            battle. Not all live long enough to retire from war,      THE FORSAKEN
            but those who do are revered among their kin, and         The shapeshifters and werebeasts known as skin
            some leave for lives of adventure in other lands.         walkers, once berserkers revered as the ultimate
               Dwarves are natural warriors, most having              warriors within their clans, were condemned as
            trained in combat from a young age. Further, each         criminals and exiled a generation ago. Changed
            is required to choose a craft to pursue for the rest      by the dwarven sorcerers, they helped the
            of their life; they will continue to work at this craft   Confederation win the Sanguine War against the
            until they can no longer lift the tools of their trade.   vampiric host, but their new nature could not be
                                                                      ignored. After the war, these veterans were cast
              In the aftermath of the civil war, the confederate      aside; people became fearful of them and their
            dwarves are rebuilding. A tenuous peace has returned      contagious affliction, no longer accepting their
            to their lands, but the days are filled with hard         place in society. The skin walkers could not conceal
            work, and bands of outlaws, rival clans, and natural
    32
their identity, as their eyes turn the color of the        The dwarves here are expert fisherfolk, using
azure moon, even in their natural form. Driven          longboats and large canoes to hunt the region’s
beyond the mountains of the far northwest into the      marine beasts far offshore. Trade is dominated by
Werewood, they formed clans and packs of their          whale blubber, meat, and oil; walrus fur; and rare
own, the largest being the Forsaken, led by Lugaru      inks harvested from the elusive kraken occasionally
                                                                                                                 THE AURORAS
the white wolf.                                         washing up on the icy beaches. All meat is eaten
                                                        raw this far north, a practice seen as grisly by
HUNGER BAY TRADING CO.                                  southern clans. Despite this, the dwarves of the
The Hunger Bay Trading Company occupies what            White Whale are renowned as the most beautiful
was once dwarven land. The dwarves offered the          and decorated of their kind, ritualistically tattooing
tract to the Empire after the imperials came to their   their entire bodies over the course of their storied
aid during the Sanguine War, though the town of         lives; one could read the history of the known
Rat Factory was already established as an imperial      world on the back of a dwarven whaler.
trading post in the northwest. The new baroness,
Wednesday Q. Glass, is a retired ranger from the
imperial military and veteran of the Sanguine War
                                                        PLACES OF INTEREST
who turned big game hunter. The barony thrives          FORT SOLITUDE
on an economy whereby the local imperials and           The capital of the Confederation is a large,
dwarves can purchase goods such as food and             fortified settlement resting on the rocky, forested
equipment using the furs, ivory, and other valuable     island in the center of Bear Lake. Following
parts they harvest from game. The company then          dwarven tradition, it is constructed entirely out of
sells these back to the Empire for a profit.            impenetrable, fire-resistant wood, a true marvel in
   Glass is constantly looking to expand her            architectural carpentry. It is said that no enemy has
territory, employing a number of dwarf hunters          breached the walls in all the centuries they have
for their knowledge of the land, as well as ex-         stood. Across the lake rises the Totemwood, where
soldiers and mountaineers from the Empire.              many of the trees are carved along quiet forest
This has led to resentment from some of the             walkways into guardian animals representing the
dwarves, as the company has begun to encroach           different clans of the Confederation, in the belief
onto the lands of the White Whale Clan and the          that they will protect its people from evil spirits
Confederation. Glass has even sent a number of          and enemy warriors.
ill-fated expeditions west into the skin walkers’         The fort overlooks the cloudlike Red Salmon
hunting grounds beyond the Blondback Hills, led         Falls, the largest in the world, and guards the only
by specialist hunters known as skinners carrying        river crossing for a hundred miles. Solitude boasts
azure iron weaponry. Most have failed to return.        many markets filled with traders from across North
                                                        Aurora, mist-covered docks protected by dwarven
WHITE WHALE CLAN                                        longboats, pensive temple courtyards dedicated to
The frigid seas and barren coasts of the far north      the clans’ totem animals, and warrior-society halls
are home to the hardy people of the White Whale.        training new generations of fighters. The largest
Their scattered villages are constructed from ice       building is the Gray Bears’ longhouse, Fenn Hall,
and whale bones covered in the thick hides of arctic    where Lord Drexl Fenn and his wife, Lady Nala
beasts to secure shelter from the elements. Due to      Snow, watch over their people.
the scarcity of trees here, bone is carved instead of
wood for scrimshawed weapons, ornaments, and            THE HAUNTED PINES
often building materials. Many small settlements        The music of the creatures of the night can still
can be found up and down the jagged coasts, but the     be heard throughout this forest, which remains
largest, Nanuqta, is home to nearly 6,000 dwarves,      haunted by horrifying memories of war and
human settlers, and sasquatch living side by side.      bloodshed. Though the vampiric dwarf lord Voryn
Together, they gaze up at the night sky to enjoy        Frey and his armies of blood hunter berserkers were
the sacred dances of the northern lights almost all     nearly exterminated, the old territory of the Red
year round.                                             Coyote Clan still crawls with their vile offspring.
                                                                                                                 33
            Situated in such close proximity to the settlements    a primordial evergreen forest shrouded in a thick,
            of Almouth and Timber Falls, the forest stands as      ever-present mist.
            a source of terror among the region’s hunters and         Overlooking the valleys of the Werewood lies the
            trappers. Many come during the summer months           hidden camp of Blue Moon, home to the Forsaken
            to hunt these bloodsucking vermin, bringing            Clan, the original wolf walker of the Sanguine
            crossbows with bolts soaked in purified water and      War. The mountain caves to the south are claimed
VERMILIUM
            sharpened stakes of dwarven craftsmanship.             by their bitter rivals, the bear walkers of the Feral
                                                                   Clan, who lost their honor long ago. These clans
            RAT FACTORY
                                                                   mark their territories with clawed pine trees and
            The cool midnight sun bathes the arctic coasts
                                                                   scent stones, and neither suffers trespassers, though
            farthest north during the summer months, though
                                                                   conflict is rare since the Ferals hibernate for up to
            the sun sets for the last time in late fall and does
                                                                   half the year. Few outsiders who dare venture in
            not rise again until early spring. Tales of this
                                                                   make it back alive, and those who do are seldom
            phenomenon have made the region a site of holy
                                                                   the same. The cries echoing through the trees are
            pilgrimage for priests of the Temple of Light, if
                                                                   enough to chill the blood of anyone wandering into
            they can navigate the uncharted paths and frozen
                                                                   this savage land, though that hasn’t stopped the
            waterways that lead to it.
                                                                   likes of the Hunger Bay Trading Company, which
              A priest by the name of Nicodemus Crow               continues to expand west, bringing its hunters into
            founded the town Rat Factory some years ago            contact with the ferocious natives.
            around his mountainside mission overlooking the
                                                                      Azure iron, known to inflict terrible wounds
            Black Goat River. It prospered under his guidance,
                                                                   upon skin walkers, is forbidden here. The skin
            until he learned of fanciful tales of the midnight
                                                                   walkers take any azure iron items they find to the
            sun. After he disappeared into the north in search
                                                                   volcanoes rising from the Werewood’s eastern
            of it, the people he left behind stand leaderless in
                                                                   slopes, and cast them into the fires. Folks found
            their faith. Rat Factory has since been taken over
                                                                   carrying them can expect a less merciful fate.
            by the Hunger Bay Trading Company, turning this
            religious fur-trader colony into a company town.
            The humans and dwarves who live here are treated       LIFE IN THE NEW WORLD
            more like employees of the barony than citizens.
              The town gets its name from the giant, sickly
            looking beavers, colloquially known as river rats,
                                                                   LAW & ORDER
            that build dams along the river running through it.      “The law is a mortal institution.”
            Much of the settlement is built over what used to be           Quick Killer, Clockwork Bounty Hunter
            an ancient dwarven burial ground; its old wooden
            crypts still rot in the earth beneath it. Recently,      The Empire is known for its harsh laws and
            the rats have been chewing their way through the       severe punishments enforced with an iron fist.
            wood, destabilizing the town’s foundations and         Many people try to escape this oppression by
            putting its future in jeopardy. The people here are    migrating to the Outer Crescent colonies, but this
            beset by all manner of other beasts prowling the       pioneer spirit is not without risk, as the untamed
            forested hills. Wolves, saberlions, blood hunters,     lands beyond the borders conceal lawlessness
            and hostile sasquatch have been seen at the edge       beyond measure. Such is the price of freedom.
            of town just beyond the lantern light, sizing up         Due to uprisings and revolts, the institution of
            their next meals in the dark of night. Overlooking     imperial slavery didn’t last for long, but prison
            the town is Hunter’s Palace, a fortified hotel lodge   labor has endured to this day. Even minor offenses
            on the mountainous slopes where the region’s           such as petty theft and blasphemy are punishable
            baroness, Wednesday Q. Glass, resides.                 by lengthy jail time, often involving hard, unpaid
                                                                   work. People who commit more serious crimes
            THE WEREWOOD                                           such as treason or murder usually face burning
            Nestled within the thermal valleys beyond the          at the stake; the imperial priests call this divine
            Blondback Hills is the skin walker clans’ new home:    immolation. Sinners the Temple deems to have
    34
                             PROCLAMATION OF IMPERIAL LAW
CRIME                                                PUNISHMENT                       REWARD
                                       MAJOR CRIMES
                                                                                                            THE AURORAS
Murder; rape; treason                              Divine immolation                 10d6 × V100
Attempted murder, rape, or treason;
                                                   2d6 years in jail                 5d6 × V100
armed robbery; heresy
Theft of more than V500; public apostasy;
public use of minor artifacts, magical             1d6 years in jail                 4d6 × V100
components, or other contraband
                                        MINOR CRIMES
Theft of V500 or less; possession of
minor artifacts, magical components, or           1d6 months in jail                 3d6 × V100
other contraband with intent to sell
Arson; destruction of property, including
                                                   1d6 weeks in jail                 2d6 × V100
killing owned animals
Blasphemy; cheating at cards; drunk        1d6 days in jail, or spending that
and disorderly; overindulgence in lust,     time shackled and left to burn           1d6 × V100
gluttony, or greed; trespassing                     under the sun
                                                                                                            35
                                                                   MESSENGERS
                                                                      Long-distance communication has always been
                                                                       available in the Auroras, though with the
                                                                        help of the imperial engineers, it continues
                                                                         to get easier. For years, soldiers and priests
VERMILIUM
    36
PROSPECTING                                                 Though most indigenous peoples see such places
                                                         as ones of evil memories, some beings have made
AZURE IRON                                               these haunted sites their home, and even ruins
An incredibly rare metal known as azure iron,            that appear uninhabited are not entirely silent.
usually found as buried nuggets or in small caches       The clanging of metal and grating of rusted gears
                                                                                                                 THE AURORAS
of ancient currency, dazzles all who look upon its       echo through derelict halls, patrolled by unnatural
blueish violet hue. Azure iron is named after the        beings of copper and iron: clockwork automatons
azure moon, which the Imperial Academy has               lingering on long after the deaths of their creators.
theorized is its origin. Auroran academics believe       Specimens of their kind are occasionally brought to
that the azure moon is in fact an unstable, metallic     the Imperial Academy to be studied and salvaged —
asteroid orbiting the world, occasionally sending        and even reawakened.
fragments from its surface to the earth. Such is           The Auroras’ ancient ruins conceal mysteries,
the rarity of this mineral that it is worth ten times    treasures, and dangers beyond estimation,
its weight in vermilium. Though rarely used as           beckoning any adventurer, tomb raider, or
conventional currency, coins made from this              prospector to answer their call. Such explorers
exquisite metal have been discovered in ruins, and       might make a living from digging up the ruins’
they often carry strange or supernatural properties.     artifacts, but engineers make it their mission to
   Azure iron is very dense and lightweight, and it is   understand these relics in hopes of replicating
always ice-cold, even under direct sunlight. When        them in their own ways, and pay good money for
it is cold forged, the metal takes on the appearance     quality finds. Though it is permitted in the hands
of folded steel, and it never dulls or corrodes. Any     of common folk, old world technology sometimes
blade crafted from it can cut through the thickest       makes its way into the hands of wealthy barons or
armor like a hot knife through hog butter. Azure         savvy black market dealers, and while most artifacts
iron is known to be particularly effective against       prove to be little more than curios or novelties,
the moon–worshipping skin walkers, who are               some possess extraordinary power.
unable to heal Wounds caused by it.                         Ancient sciences, such as the perpetual motion
  Any cutting or piercing weapons forged from            of the clockwork warriors, have prompted the
azure iron, including ammunition, gain +2 Armor          development of arcane-inspired, machine-driven
Piercing and deal magical damage, but they cost ten      weaponry, making the imperial legions a dominant
times the listed price.                                  force on the new world’s battlefields. Based on
                                                         ancient designs, innovative clockwork locomotives
  On the night of the full azure moon, this material     enable people to travel great distances within the
glows softly to produce Dim Illumination in a 2″         Inner Crescent, and lamps powered by gas, and in
(four-yard) radius.                                      some cases electricity, illuminate the railroads. The
                                                         Temple of Light thought this possible only with
RUINS & ARTIFACTS
                                                         flame; it fears that technology brings into question
The industrial ruins of the Auroras hint at an
                                                         other teachings of the faith, which causes friction
ancient civilization far more advanced than any
                                                                                      within the Empire.
today, one that fell long before humans arrived
                                                                                             Such is the cost
on these shores. Using red brick, granite, and
                                                                                                  of progress.
wrought iron, the Architects constructed
factories, train stations, clock towers, sewer
systems, and mines, most of which nature
has now reclaimed. Derelict stepped
pyramids surround overgrown plazas, and
corroded statues of bronze rest as fallen
titans. Most lie in undisturbed darkness,
but some are illuminated by flickering
electric arc lamps, or gas lights still fueled
by the natural breath of the earth.
                                                                                                                 37
            VERMILIUM                                                 THE SUN & MOONS
            Vermilium is a precious metal found in the
            Auroras. In its purest form, it is a bright-red,          In imperial mythology, the sun represents the
            malleable metal occurring natively as nuggets,            father and creator, and the earth the mother and
            in veins, or as dust flowing in the rivers from           nurturer. Together, they can sustain life, and they
            the Crescent Mountains. It can be seen in native          are not alone. The large pallid moon orbiting the
VERMILIUM
            folklore across the Auroras. Some elf tribes use it       earth appears white and ghostly. The imperials say
            for jewelry, such as the Vol’doon, whose warriors         it is the sun’s daughter, while some native cultures
            thread beads of vermilium into their dreadlocks to        see it as the physical manifestation of the Pale.
            show the number of kills they have gained in battle.      Each full transition of the pallid moon marks one
                                                                      month, lasting around 30 days.
                “The dwarf elders of the Gray Bear Clan once told
              me a story of a storm of red clouds crying for the         Completing the astronomical family is the
              dead after a terrible battle between their kin: an      far more beautiful azure moon, regarded by the
              event they called the Storm of Tears. Those tears       imperials as the prodigal son returning to his
              soaked into the earth, hardening into what is now       mother. He is smaller and farther away than his
              known as vermilium, or the colloquialism blood          sister, and shimmers a violet blue. The night of the
              iron on occasion. I’ve heard similar tales among the    new azure moon is seen as one of sorcery, when he
              Forest Nation halflings, who believe the metallic       (like those who turn to the occult) is forsaken by the
              veins in the earth carry the lifeblood of the natural   sun’s light. For every two orbits of the pallid moon,
              world, pulsating with magic and memory. This            the azure moon circles the earth once. When it is
              beautiful metal, whose allure I could not ignore, is    full in the sky, azure iron across the world has been
              seen by many imperials as a gift from the Great         known to glow softly, an occurrence celebrated by
              Star. Despite differences in belief, all cultures can   many cultures in different forms.
              agree on its power to inspire, corrupt, and control
              those who seek it.”                                     TRAVELING
                               Sol Bellamy, Imperial Explorer         Walking beyond the borders of town isn’t advised,
                                                                      especially alone, and most especially after dark.
              Vermilium can be mined or panned, but it takes
                                                                      The distances between pockets of civilization are
            time, effort, and the right tools for the job. This
                                                                      great and the dangers are many, even within the
            rarely yields much on a small scale, and even when
                                                                      comparative haven of the Inner Crescent. Most
            folks do manage to find their lucky strike, they
                                                                      elves and dwarves refuse to ride animals, seeing
            can become the targets of desperate claim jumpers
                                                                      them as too ornery, too dangerous, or simply
            or agents of the Empire looking for their cut. As
                                                                      beneath them — unsurprising given the kinds of
            long as they find a reliable source of vermilium, a
                                                                      animals native to their homelands. They’re quite
            prospector can spend a week extracting it before
                                                                      content on their own two feet. The most common
            making a Strength roll, which is made at –2 without
                                                                      way for imperials to get around the new world is
            the proper tools. If successful, the prospector
                                                                      on horseback, while halflings prefer wolfback.
            acquires 2d6 × 10 vermilium, or 3d6 × 10 vermilium
            with a raise, in raw form.                                   Stagecoaches provide a safer, more comfortable
                                                                      way to traverse longer distances, but unless
                                  MINERALS                            travelers have their own, along with a team of
                                                                      horses, they must pay for the luxury. In bigger
              ITEM                                       VALUE
                                                                      cities, stages come and go every day, but smaller
              Azure Iron (1 lb)                           V500        boomtowns may only see one pass through a week.
              Coal (1 lb)                                   V1        Stagecoaches can make around 50 miles in a day.
              Copper (1 lb)                                 V1          Clockwork steam trains are revolutionizing the
              Vermilium (1 lb)                             V50        way people travel across the Empire, with efforts
                                                                      being made to extend the rails beyond the Baron’s
                                                                      Road into the Outer Crescent. Built from the
                                                                      remnants of ancient, mechanized marvels dug up
    38
from the ground, these iron carriages represent                     TRANSPORTATION
both the past and the future. However, these are
                                                      ITEM                                      COST
met with fierce resistance from certain indigenous
groups intent on preserving their lands. On           Clockwork Train Ticket (per 25
                                                                                                 V4
average, trains cover 100 miles per day, accounting   miles)
                                                                                                           THE AURORAS
for stops to refuel and rewind the great gears that   Riverboat Ticket (per 25 miles)            V3
assist in their locomotion. Slow and heavy, trains    Ship Ticket (per 25 miles)                 V2
are locked onto their tracks, making them perfect
targets for criminals, though train robberies are     Stagecoach Ticket (per 25 miles)           V5
by no means easy. Such crimes are common in the
hidden stretches of track through the forests, long
grasses, and mountain passes, but trains usually                      ROUGH RIDERS
carry small detachments of imperial soldiers or       Most riders can clear 30 miles a day given good
mercenaries for protection.                           conditions and an easy track. This takes its toll,
  Travel across the Auroran riverways is achieved     though, especially over rough terrain, so for
with the use of clockwork steamboats, rowboats,       every week in the saddle, a rider must succeed
and canoes, while the open sea lanes are busy         on a Vigor roll at –2. On a failure, they take
with imperial trade and navy ships, dwarven           a level of Fatigue, which is removed after 24
longboats, and elven catamarans. The long,            hours of rest.
intercontinental voyages have been made easier
with the construction of the Qolkana Canal, which
has joined the Iris with the Cerulean Ocean. On
average, expect to cover 100 nautical miles per day
of sailing.
                                                                                                           39
     VERMILIUM
40
                                                                                                                SETTING RULES
                               Chapter Three
          SETTING RULES
       his chapter introduces a few new Setting           Crafting magical items (see Crafting Artifacts,
                                                                                                                41
              Overwork: Instead of eight hours, determined               Upgrades: In addition to new items, crafters
            crafters can spend 16 hours working on their item          may apply properties to existing gear. When doing
            to gain a free reroll on their Repair roll for that day.   so, the crafter ignores the initial 50% investment
            Unless they score a raise, the crafter suffers Fatigue     of funds, as well as any successes required due
            from the effort.                                           to the item’s base cost, but must still pay for any
              Commissions: Heroes can purchase or                      properties they wish to apply.
VERMILIUM
                                                               PROPERTIES
              PROPERTY         NOTES                                                             PENALTY            COST
                               Any bladed weapon or batch of ammunition gains AP 2,
                               deals magical damage, and glows blue-violet casting Dim
                                                                                                                  Market
              Azure Iron       Illumination in a 2″ (four-yard) radius on the night of the            –2
                                                                                                                 Value × 10
                               full azure moon. Requires the Improved Artificer Edge and
                               a suitable amount of azure iron as a component.
                               Decreases any item’s weight by 25%, rounded up. This
              Balanced                                                                                –2           +V200
                               reduces any Minimum Strength requirement by one step.
                               Increases the damage of any weapon or batch of ammunition
              Damaging         by +1. Can be applied one additional time, increasing the              –2           +V200
                               damage by another +1.
              Hardened         Increases any item’s Hardness by 2.                                    –1           +V100
                               Ignore 1 point of Range penalties when using this weapon
              Long-
                               or batch of ammunition. Can be applied one additional                  –1           +V100
              Ranged
                               time, ignoring a further point.
                               The intricate decoration on this item allows its bearer to
                               ignore 1 point of penalties to Persuasion rolls when on
              Ornate           show. Multiple Ornate items can be displayed at once,                  –2           +V200
                               but the bearer can only ignore a maximum of 2 points of
                               penalties to Persuasion rolls from them.
                               Increases a ranged weapon’s shots by 50%, rounded up.
              Overloaded                                                                              –1           +V100
                               This increases its weight by 25%, also rounded up.
                               Select a skill associated with the item being crafted. Once
              Reliable         per scene or encounter, the bearer gets a free reroll on that          –2           +V200
                               skill when using the item, including with Critical Failures.
    42
HUNTING & GATHERING                                          Crafting: Harvested components can be used
                                                           while Crafting, each being enough to create a single
Finding special herbs and strange animal parts in          personal item for a character. One component of
the wilderness can yield many benefits if they’re          elk fur is enough for a buckskin jacket, for instance,
used correctly; some are good for smoking or               or a set of siren shark teeth can be used to create an
                                                                                                                     SETTING RULES
eating, while others can be used for medicine or           elven sword.
Crafting. These practices are more commonplace               Trade: Common components can be bought and
in the Outer Crescent, where hunters, trappers,            sold at local traders or general stores, while those
and apothecaries can make a good living from               taken from supernatural creatures or constructs
them, while witches may use them as fronts to              — usually traded only on the black market — can
explore hidden truths. Use these rules when a              fetch much higher prices. Common components
character wants to harvest particular components           and their market values are listed here, though
from creatures or forage for rare plants and fungi         many creatures in the Auroras yield more unique
with certain desired properties.                           materials.
HUNTING                                                    ACID
                                                           Harvest: Any creature with a corrosive or acidic bodily
Whether a creature is tracked and killed or found
                                                           fluid.
along the trail, its carcass can provide all manner
of resources. In order to harvest a creature’s useful        Acidic saliva or stomach bile can be harvested
components, a hunter must make a roll; Survival            and weaponized. See Acid, page 77. V25.
for most creatures, or Repair for constructs. Success
yields one component, or two with a raise, plus            FOOD
another one for Large creatures, two for Huge, or          Harvest: Any creature with edible parts or byproducts.
three for Gargantuan. Harvested components can                Meat, fish, eggs, honey, and other animal products
represent different parts of the animal, or multiples      can provide sustenance on the trail. A success yields
of the same component if the Game Master allows.           one component: enough to feed a person for a day.
Harvesting without suitable tools imposes a –2             A raise harvests enough to feed five people for a
penalty to the roll, as does harvesting components         day, as per Survival in Savage Worlds. If the Game
from a creature still alive and kicking. If it is alive,   Master feels it is appropriate, double this amount
it suffers one Wound per component harvested or            if the harvested creature is Large, triple it if Huge,
if the butcher Critically Fails their roll.                and quadruple it if Gargantuan. Worth V2 per
   It takes an hour or less to harvest most                person per day.
components, though larger creatures may require
                                                           HIDE
more time. The carrying weight for harvested
                                                           Harvest: Any beast with skin on its back.
components, or dressed weight, is left to the Game
Master’s discretion. Such components generally               Natural armor, stony flesh, and reptilian scales
last indefinitely unless otherwise specified.              protect their wearers from the elements. One
                                                           component of hide material can be used when
    Example: Dwarven hunter Nakota comes across            Crafting clothing for a character no larger than
  a fallen mammoth (Large), and decides to harvest         the harvested creature, though multiple smaller
  it for useful materials. She spends just over an         creatures can be harvested to produce the required
  hour butchering the carcass before rolling Survival,     amount of material. Any leather armor crafted
  getting a raise, which yields three components: hide     from animal hide has an Armor value equal to
  for armor (+2) worth V100, tusks worth V50, and          the creature’s. Hides without an Armor value are
  enough meat for 10 people that day, worth V20. The       worth V10. With an Armor value, hides are worth
  three components are worth V170 in total.                V25 for +1, V100 for +2, and V750 for +4.
                                                                                                                     43
            NATURAL WEAPONS                                          GATHERING
            Harvest: Any creature with natural weapons.
                                                                     Components like herbs, fruits, roots, and
              Teeth can be used for decoration, or even              mushrooms, collectively known as ingredients,
            currency in some cultures. Elven weapons are             can be harvested from the wilderness to create
            crafted from siren shark teeth, while dwarven            remedies, poisons, and other, more wondrous
            daggers are often made from saberlion fangs. Each
VERMILIUM
    44
                                                          Raw: A warrior with the Berserk Edge can eat
         A NOTE ON HALLUCINOGENS                        bloody caps before making a Spirit roll to activate
  Hallucinogenic plants and fungi alter the user’s      their Berserk ability without having to be Shaken
  state of mind once consumed; most share               or Wounded.
                                                                                                                  SETTING RULES
  similar properties if misused. If a character fails     Preserved: If preserved through drying, anyone
  the activation roll specified in the ingredient’s     eating the bloody caps can make a Spirit roll at –2
  entry when consuming a hallucinogen, they             to induce the Berserk ability, whether they have
  become Distracted for one hour. A Critical            the Edge or not.
  Failure also inflicts one level of Fatigue
  afterwards.                                           BLUE MEDICINE CACTUS
                                                        Harvest (–4): The Pale; V100; hallucinogenic.
                                                          These small, button-like cacti with an ashy-blue
BLACK MANDRAKE                                          pallor are the only plants growing in the Pale. They
Harvest (–4): Swamps; V100.                             feed off what little residual magic is left behind.
  Inky, semisentient roots that grow in colonies          Raw: A character must make a Vigor roll upon
deep in the swamplands, black mandrakes are the         consuming a blue medicine cactus, recharging 5
only known cure for the blight. A Critical Failure      Power Points with a success, or 10 with a raise.
on a roll to harvest them means their colony lets out
a blood-chilling scream as a form of self-defense.        Preserved: Outside the Pale, these cacti retain
All characters within immediate earshot of the          their efficacy only if they have been preserved.
colony must make Vigor rolls. If failed, they suffer    Otherwise, they instantly rot.
from the Hard of Hearing (Minor) Hindrance for
the remainder of the day, or the Major version
                                                        BONE TUMBLEWEED
                                                        Harvest (–2): Battlefields, cemeteries; V50.
with a Critical Failure.
                                                          This coral-like weed grows from the corpses and
  Raw: A victim of the blight can chew the raw
                                                        blood-soaked earth of places that have seen great
root before making a Vigor roll. If successful, they
                                                        loss of life. Its pink leaves curl up like gore-covered
instantly remove one level of Fatigue gained due to
                                                        ribs, while its tall cornstalks grow toward the sky,
the Blighted Hindrance for four hours.
                                                        bearing ears of teeth. It completely dries out after
  Preserved: After boiling a black mandrake root                               a few days, at which point its
in water, a Blighted victim can consume the broth                               ivory-colored husks are carried
before making a Vigor roll. A success removes                                     off into the wind.
their Blighted Hindrance, and
                                                                                     Raw: A character who
they remove all Fatigue with a
                                                                              inhales the smoke of bone
raise. A Critical Failure means
                                                                        tumbleweed bark must make a
the victim immediately perishes
                                                                                    Spirit roll at –2. They
and returns as a dryad (see Blighted,
                                                                                      gain      the    Pacifist
page 59) under the Game Master’s
                                                                                      (Minor) Hindrance on
control 2d6 hours later.
                                                                                     a failure, or the Pacifist
BLOODY CAP                                                                          (Major) Hindrance on a
Harvest (–1): Arctic, forests,                                 Critical Failure, each lasting four hours.
mountains,      tundra;                                           Preserved: If the weed is preserved as
V25; hallucinogenic.                                     a tea infusion, it can be poured over a corpse to
   Dwarven                                              activate divination, which lasts only long enough
berserkers are known                                    for a character to ask a single question.
to ingest these red,
sticky-sweet mushrooms before battle
to induce mild hallucinations and a numbness to
the horrors of war.
                                                                                                                  45
            FAY SPICE                                                 NIGHT CARROT
            Harvest (–1): Deserts, forests, jungles, prairies; V25.   Harvest (–2): Caves, ruins; V50.
              The term fay spice encompasses all manner of              These strange, indigo-colored carrots are said to
            ingredients taken from certain magic-fed trees            help people see in the dark, but most beings avoid
            found across the Auroras.                                 them due to their pungent odor.
VERMILIUM
              Raw: Anyone who consumes these special spices             Raw: A creature that consumes a raw night
            raw must make a Vigor roll. On a success, they may        carrot must make a Vigor roll. If failed, they
            ignore one level of Fatigue for four hours.               become blind for four hours.
              Preserved: If dried, these spices can be baked             Preserved: Anyone who eats a night carrot
            into different foods. A character who consumes            preserved through roasting must make a Vigor
            them may make a Vigor roll to remove Fatigue:             roll. On a success, they ignore penalties for Dim
            one level with a success; two with a raise.               Illumination, or for Dark Illumination with a raise,
                                                                      for four hours. If they already have Low Light
            GHOST TRUFFLE                                             Vision, they ignore penalties for Pitch Darkness
            Harvest (–4): Caves; V100; hallucinogenic.                for the duration. On a Critical Failure, they suffer
              The halfling fighters of the Underearth often           the night carrot’s raw effects.
            use these glowing, ethereal mushrooms to make
            warpaint. Ghost truffles grow in the deepest,             NIGHTSHADE
            darkest caves and only become corporeal to feed           Harvest (–2): Forests, prairies; V150.
            on moisture.                                                These purple flowers are used in small doses to
               Raw: Once harvested, one sample can provide            help people sleep, but they are often used by more
            light in a 4″ (eight-yard) radius for four hours.         nefarious hands.
            This light reveals any invisible creature within the        Raw: Considered Knockout poison.
            radius following the rules for detect arcana.               Preserved: Antidote to Knockout poison.
              Preserved: If dried, one sample can be
            consumed, forcing a Vigor roll. On a success, the         QUEENSFOIL
            truffle-hog gains invisibility for five rounds.           Harvest (–1): Forests, mountains, prairies, tundra; V25.
                                                                        A chalky-looking moss, queensfoil changes color
            MANITOU PEPPER                                            depending on the emotion of the environment
            Harvest (–4): Deserts; V200.                              around it. It grows red in anger when loggers cut
              The rare fruit of this tiny desert shrub is             down surrounding forests, or turns blue to mourn
            incredibly toxic.                                         the losses from a prairie twister.
              Raw: Considered Lethal poison when eaten.                 Raw: Anyone who succeeds on a Vigor roll
              Preserved: The Thu’loon elves are known to              upon rubbing this common moss over their body
            make special chili dishes with these. They are            may ignore one level of Wound penalties, if any,
            considered an antidote to Lethal poison.                  for four hours.
                                                                        Preserved: If boiled and mashed before
            MOON ROSE                                                 consumption, the character who ingests it may
            Harvest (–1): Deserts, forests, jungles, prairies; V75.   make a natural healing roll. A Critical Failure
            These tall, undead roses of varying pale colors can       causes the consumer to subtly change color based
            grow and flower even with dead, rotting roots and         on their emotions, subtracting 2 from Performance
            wilted leaves. The smell can be intoxicating to both      or Persuasion rolls made to lie until they next sleep.
            carrion and amorous types alike.
                                                                      RUST IVY
              Raw: Considered Mild poison if eaten.                   Harvest (–1): Forests, jungles, prairies, ruins; V50.
              Preserved: Antidote to Mild poison.                       These metallic creeper vines attach themselves
            Alternatively, the rose petal’s oil can be made into a    to mechanical structures and tear them apart.
            perfume. Once worn, the wearer ignores 1 point of
            penalties to Persuasion rolls for four hours.
    46
  Raw: Anyone ingesting raw rust ivy must make
an immediate Vigor roll. On a failure, they reduce
one randomly selected attribute by one die type, or
two die types with a Critical Failure; this lasts for
four hours.
                                                                                                                  SETTING RULES
  Preserved: If slowly cooked, rust ivy leaves
can be safely consumed to negate the Anemic
Hindrance for four hours.
SKULL SHROOM
Harvest (–2): Caves, forests; V25.
   Skull shrooms are weaponized puffballs used
by many western halfling nations. Each harvested
                                                        STRANGERS IN A STRANGE LAND
ingredient counts as a single skull shroom, which       For the most part, folks across the Auroras are
does not need to be preserved in order to retain        wary of adventurers and drifters they don’t know.
its potency. A Critical Failure on the Survival roll    Because of this, characters use the lower of their
made to harvest them means that one bursts in the       Persuasion or Language skill when communicating
gatherer’s hands. See Halfling Ranged Weapons,          with people from cultures not their own.
page 74, for details.
                                                           Additionally, whenever a stranger or a group of
VERMILIUMBERRY                                          antiheroes arrives in a new settlement, they subtract
Harvest (–1): Forests, jungles, prairies, ruins; V25.   2 from these rolls and rolls on the Reaction Table
                                                        in Savage Worlds when interacting with the locals.
  The red fruits of this bitter plant can be used as    This distrust lasts until they can prove they’re
an antitoxin.                                           friendly enough, usually after demonstrating a
  Raw: Anyone eating vermiliumberries must              peaceful demeanor or performing a good deed.
make a Vigor roll. On a success, they add +1 to           To do this, they may spend a number of days
Vigor rolls made to resist poisons for the next four    equal to their Rank performing various services
hours. With a raise, they add +2 instead. A Critical    for the community before making a suitable roll.
Failure means the character takes a level of Fatigue    Such tasks might include the construction or
due to nausea.                                          consecration of a new temple (Faith or Repair),
  Preserved: Imperials are known to enjoy baked         the preparation of defenses (Battle or Fighting),
vermiliumberry pies with hog cream and tea to           dealing with a wanted outlaw or wandering
ward off disease and infection. In addition to the      monster (Shooting or Survival), or even convincing
effects listed above, preserved vermiliumberries        a rail baron not to knock down a local farmstead
grant the same bonuses to Vigor rolls made to           (Common Knowledge or Persuasion).
resist diseases.                                           If the roll is successful, the participants may
                                                        thereafter ignore the penalties of this Setting Rule
WITCH PUMPKIN
                                                        when in that community. With a raise, their efforts
Harvest (–2): Forests, prairies; V100.
                                                        grant them Conviction, which in addition to its
   The flesh of these oddly shaped, violet pumpkins     normal benefits may be spent to gain a local favor
is highly toxic.                                        at any time. What the locals can realistically offer is
  Raw: Witch pumpkins are considered Paralyzing         up the Game Master, but might include provisions
poison when consumed.                                   for a journey, a temporary safe house, free access
                                                        to a workshop for a week, or even a local guide
  Preserved: Around the time of the harvest             or posse to accompany the group on a nearby
moon, halflings of the Dancing Grass roast witch        quest. If the roll is unsuccessful, the character’s
pumpkins in fire pits for great feasts, which           efforts provide no bonus. With a Critical Failure,
removes any toxins. Witch pumpkins preserved in         something goes terribly wrong, and the character is
this way serve as an antidote to Paralyzing poison.     likely scorned, driven out of town, or even arrested
                                                        for inadvertently committing a cultural faux pas.
                                                                                                                  47
     VERMILIUM
48
                                 Chapter Four
                                                                                                               ANTIHEROES
                   ANTIHEROES
       he Auroras are full of an odd assortment        include victims of supernatural diseases like blood
                                                       BLACK HAT
ARCHETYPES                                             A criminal underworld blossoms in the shadows of
                                                       the Empire with so few to police the inner cities
BAR BRAWLER                                            and outer territories. Members of the Black Hat
Bare-knuckle pugilists, gladiators, and students       Society come from all walks of life and all corners
of martial arts train to become living weapons.        of the new world, many offering their services as
Whether they fight for honor, survival, or the         safecrackers, smugglers, hired muscle, or even
underground title belt, a brawler’s body is carved     assassins. Membership is taken seriously, and it
from wood and their fists hit like sledgehammers.      should not be considered lightly.
                                                                                                               49
            COMPANION                                              upon to work as hired bows and investigators
            Companions belong to a respected guild of              on cases suspected of the occult. Most serve the
            courtesans known for their beauty, elegance,           Temple diligently, though some are granted a
            charm, and intellect. These men and women              degree of autonomy and are allowed to drift across
            maintain an immaculate appearance at all times         the territories alone in the name of divine justice.
            and must complete years of academic, social, and
VERMILIUM
            HUNTER                                                 PERFORMER
            Those who are one with the wilderness are experts      Eloquence, persuasiveness, and a little showmanship
            at reading their environment, setting traps,           are among these individuals’ talents, used to great
            tracking their quarry, and getting that silent kill    effect in social situations. Singing swineherds with
            with a well-placed arrow. Some brave individuals       stories to tell, traveling snake-oil sellers fencing
            set out to hunt supernatural monsters haunting the     stolen goods, and carnival performers entertaining
            wilds or stalking frontier towns, whereas others       an audience need to be able to convince discerning
            prefer the quieter life of harvesting                  crowds that their words or wares are worth paying
            nature’s bounty. Most live away                                  for — especially when they aren’t!
            from civilized society, though they
            rarely feel alone with their faithful                               PRIEST
            animal companion to keep them                                       The Outer Crescent, according to
            company.                                                           Temple doctrine, is full of worshippers
                                                                               of false idols and old gods, and people
            INQUISITOR                                                           without faith living in sin needing to
            Imperial       bounty                                                  be shown the light. The Temple
            hunter; holy knight;                                                     sends many priests out to remote
            one with no name.                                                                   colonies far away from
            Inquisitors belong                                                                  the imperial cities to
            to the Order, and                                                                   grow their following or
            they are bound                                                                  act as cremators. However,
            by their god to                                                              the faith of these divine sun
            protect the Empire                                                        worshippers is undoubtedly
            and its colonies from                                                       tested when they see the
            supernatural threats.                                                         magic of the new world for
            They are also called                                                          themselves.
    50
PROSPECTOR                                              and supernatural ability from The Bleed’s magical
Prospectors don’t just mine for precious metals like    fallout. Most remain with their people as healers,
vermilium or azure iron: they also scour the earth      spiritual leaders, or wise elders, but some leave
for ancient ruins and remnants of the past, often       their communities in search of greater purpose.
consumed by greed as well as a thirst for adventure.
Famed explorer Sol Bellamy set the precedent for        VIGILANTE
                                                                                                                ANTIHEROES
success by charting much of the Auroras, though         Dissatisfied with the ability of the peacekeepers
many unknown wonders still await those willing          or inquisitors to uphold the law, vigilantes take
to seek them out.                                       matters into their own hands, dispensing their
                                                        own version of frontier justice across the Outer
REAWAKENED                                              Crescent. These antiheroes are often just as wanted
Mindless clockwork automatons have been                 by the law as are the people they hunt, but they
encountered in many of the old world’s ruins, but       believe what they’re doing is right.
in extremely rare cases, some have displayed high
levels of sentient and intelligent thought, gifted to   WARRIOR
them by their long-dead creators. These machines        Warriors are soldiers, often from indigenous
of the lost industrial age have reawakened into an      cultures, who are trained in the art of melee
unfamiliar new world, where their very existence        combat. Great respect is given to halfling fighters,
is accepted with fear and superstition.                 dwarf berserkers, and elf nobles as they stand
                                                        face to face with death every time they enter the
ROUGH RIDER                                             battlefield. Warriors young and old have been
Swineherds, stagecoach drivers, halfling wolf           known to venture out into the world to prove
riders, and former cavalry looking for work after       themselves against worthy foes, or to find work as
their service must know how to handle their             swords for hire.
animal, mounted travel, and mounted combat.
Most people outside of the big cities learn               WITCH
how to ride, but these folks have made it their           Witches are an odd sort. Some people deemed
livelihood.                                                         unworthy of the Temple or unable
                                                                       to access the magic of the sorcerers
SOLDIER                                                                  turn to witchcraft. These
Though there are many warrior                                            cunning folk learn how to draw
societies within indigenous armies,                                     the inherent magic from plants,
the only professional military                                          minerals, and animals found in
belongs to the Empire. Maybe the                                        nature through forbidden lore
antihero still serves, or even leads.                                   and experimentation, which can
Maybe they deserted some time ago, or                                   yield unexpected, and sometimes
they’re the sole survivor of a lost legion.                     irreversible, results. For their curiosity,
Regardless, a soldier usually begins with                      they are branded as outlaws and
their issued equipment — your Game                             dangerous heretics by the inquisitors who
Master will have more information                               hunt them.
on this (see Imperial Soldier, page                                       “Anybody deviating too far from
184).                                                               imperial conformity or temple doctrine
                                                                    gets labeled outcast, or worse, outlaw by
SORCERER                                                             those in charge. Tell me, how do you
Halflings, dwarves, elves, and                                        make illegal something that grows
sasquatch hold a special bond                                         from the very earth we call home?”
with the supernatural world. Their
sorcerers are gifted with the ability to                               Ezmerelda Thorn, Human Witch
tap into the collective consciousness
that permeates all that is around
them, gaining insight, inspiration,
                                                                                                                51
            BLOODLINES                                            segmented, porcelain skin covering their metal
                                                                  skeletons. Immortal by design, long have these
            Many different peoples and cultures can be found      machines slept or remained hidden, watching the
            throughout the new world. This section provides       younger bloodlines grow. Those who have only
            a list of the most common bloodlines available to     now reawakened spend their time searching for
            player characters. Additional options are provided    their own place and purpose in this world.
VERMILIUM
            as cultural variants to give your characters unique    • Armor +2: Clockworks are made of metal.
            backgrounds according to their heritages and           • Can’t Swim: Due to their lack of buoyancy,
            physical adaptations. Within reason, these can be        clockworks begin with the Can’t Swim
            applied to characters of any bloodline to possibly       Hindrance. They subtract 2 from Athletics
            represent an elf brought up among the confederate        (swimming) rolls, and each tabletop inch they
            dwarves, or an imperial human raised by sasquatch        move in water costs them 3″ of Pace.
            in the Southland Jungles.                              • Clockwork: Automatons move thanks to a
                                                                     series of magically enhanced mechanical parts,
            CLOCKWORK                                                which over time corrode and depreciate. If a
                                                                     foe gets a raise while performing an Agility-
            The arcane science behind the construction of these
                                                                     or Strength-based Test against a clockwork,
            mechanical beings is beyond any understanding of
                                                                     the clockwork is Stunned instead of Shaken. It
            the modern age. Clockworks are mostly crude in
                                                                     does not fall prone but rather stands as a lifeless
            construction, built to perform simple functions
                                                                     statue. These mechanisms can deteriorate
            such as manual labor or defensive combat, but
                                                                     further, so clockworks must spend one hour
            rare builds among their kind have been gifted with
                                                                     each day winding up and cleaning their gears
            true sentience. These builds are more humanlike
                                                                     or take Fatigue, which can cause Incapacitation.
            in their appearance, with greater
                                                                   • Construct: +2 to recover from being Shaken;
              dexterity; slighter frames; and
                                                                     ignores 1 point of Wound penalties; doesn’t
                                                                     breathe; immune to disease and poison.
                                                                     Wounds must be mended using the Repair skill,
                                                                     with each attempt taking one hour per Wound
                                                                     level, ignoring the “Golden Hour”.
                                                                   • Not of this World: The magic of the new world
                                                                     is beyond the machines of the old. The only
                                                                     Arcane Background available to clockworks is
                                                                     Weird Science, and they cannot benefit from
                                                                     organic food and drink (including supernatural
                                                                     ingredients and tinctures). Additionally,
                                                                     clockworks have little to no rights in society
                                                                     due to others’ fear of their very existence: they
                                                                     begin with the Outsider (Major) Hindrance.
    52
DWARF
The Winterlands can be
harsh and punishing;
those who live there
must be tough in order
                                                                                                            ANTIHEROES
to survive. The dwarves
are a short, hardy people,
standing between four
and five feet tall, with skin
ranging from pale blue to
dark violet, hay-colored hair
covering their bodies, deep-set
gray eyes, elongated ears sagging
down,       and      angular
features. Dwarves take
their time with everything
in life, including aging, with many living beyond       • Slow: Dwarves have short, stocky legs, so they
150 years. After a dwarf’s death, many dwarven            start with a Pace of 5 and a running die of d4.
cultures observe burial rituals in subterranean halls   • Winterlander: Dwarves come from the
surrounded by their ancestors. Their buried dead          coldest regions in the world, gaining +4 to
are said to give life to diminutive trees that emerge     resist cold environmental effects. They also
above these crypts within days of entombment.             reduce cold-based damage dealt to them by 4.
  Dwarven society is clannish. A dwarf who loses
their family or has no heirs abandons their clan’s
name, keeping only their given name, whereas a                DWARVEN CULTURAL VARIANTS
dwarf who dishonors their clan, perhaps through          Confederate dwarves, coming from a strong
disloyalty or cowardice, is forced to relinquish         military culture, may start with a d4 each in
both, usually choosing self-exile as punishment.         Fighting and Intimidation or with the Berserk
Many of these wanderers seek a life of adventure         Edge. Spotted Lion clansfolk may instead
in hopes of regaining their name and honor.              begin with a d4 in Survival and Shooting,
                                                         while those from the Black Goat Clan might
   Each clan is led by a lord, who inherits their
                                                         begin with the Fast Healer Edge. These can be
position through family lineage or war. Dwarf
                                                         balanced with Grudge (vampires), Loyal, or
communities are protected by fierce warrior
                                                         even Vows to protect their clan.
societies, the most notable being the Berserkers:
fearless fighters adorned in animal pelts and               Dwarves of the frigid north might start
famed for their mushroom-fueled hallucinatory            with a d4 in Boating and Survival, or with the
rage. Communities worship spirit guardians:              Steady Hands Edge to reflect their whaling
animals embodying both a clan’s homeland and             lifestyle. This could be offset by Stubborn,
its approach to life. Their images are often found       Quirk, or a lack of the Common Knowledge
carved in great detail onto stump-like spirit            skill to represent their isolation.
poles that either surround their territories or are        Members of the Forsaken Clan begin with
arranged in shrine circles where sorcerers meditate      Azure Agony, perhaps supplemented with a d4
under the watchful gaze of their fiery, hollowed         in Intimidation or Survival.
eyes. Dwarves are regarded as the finest carpenters
in the world, creating intricate buildings, statues,       Those left of the vampire clans likely begin
weapons, and armor from ornately carved wood.            with the Blood Lust, Outsider, or Wanted
                                                         Hindrance, but they can make up for their
 • Dwarven Durability: Thanks to their broad,            disadvantages with a Blood Hunter Edge or
   compact stature, dwarves start with a d6 in           with increased Stealth from years of hiding.
   Vigor, increasing their maximum to d12 + 1.
                                                                                                            53
                                                                   with the faces of their ancestors and set them into
                                                                        burial circles. They mummify their dead and
                                                                          entomb them within the soil and rock
                                                                           around them, so that even in death, an elf
                                                                           may go over to the afterlife — an endless
                                                                                            wilderness rich with the
VERMILIUM
    54
HALFLING                                                  • Small: Halflings are small creatures, usually
                                                            standing no more than 4 feet tall. They reduce
Native to the western woodlands, eastern plains,            their Size and Toughness by 1.
and underground caverns of North Aurora,
halflings are resourceful people who believe in a
connection with their home and use the land to                  HALFLING CULTURAL VARIANTS
                                                                                                             ANTIHEROES
their advantage. Standing no more than four feet           Halflings of the Forest Nations might begin
tall, they appear as children to the eyes of most          play with the Arboreal Special Ability or
imperials, but they are not to be underestimated.          with the Woodsman Edge. They might even
Like humans, halflings can reach 100 years of              start with a d4 each in Survival and Fighting,
age. They have pointed ears, large hazel eyes, and         balanced with Hindrances like Bloodthirsty,
earthy skin tones the colors of the forest. Their          Grudge (imperial humans), or Taboo. Those
lithe, athletic bodies are often decorated with            of the southern swamps might start with the
tattoos made using natural dyes or bioluminescent          Blighted Hindrance, and they may even have
paint from the mushroom forests, and their long,           elven blood.
brown hair is filled with flowers, leaves, and small
                                                              Those roaming the Great Prairies may start
bones. Instead of horses, they are known to ride
                                                           with a d4 each in Survival and Riding, or with
dire wolves into battle, and they keep smaller
                                                           the Rough Rider Edge needed for a nomadic
beasts such as foxes, crows, and wolverines as
                                                           lifestyle between the vast horizons, offset by
hunting companions.
                                                           losing their Low Light Vision.
   Halfling society is tribal, each of its many nations
                                                              Folk from the Underearth might start
guided by an elected spiritual sorcerer and chief.
                                                           with Bad Eyes as a Minor Hindrance when
Many nations believe in a connection between
                                                           under direct sunlight. If they do, they ignore
life, death, the earth, and all that grows from it;
                                                           all Illumination penalties, due to lives spent
they create sacred groves and glades of trail trees,
                                                           underground.
flowers, and mushrooms, which they regard as
messengers between this world and the hereafter.
   When the imperials arrived, members of the
largest tribe, the Forest Nations, chose to remain
in their homeland, staying true to the old ways
and fighting the incoming settlers who threatened
their woods and burial grounds. Others were
forced off of their lands, or were integrated into
imperial culture at the cost of their own. Many
halflings venture out from their lands
into the wider world; young warriors
and sorcerers are sometimes given
quests or visions, while those from the
reservation might take on jobs in other
lands. Since the coming of the Empire,
they have spread across the world.
 • Halfling Grace: Slender and quick,
   halflings start with a d6 in Agility,
   increasing their maximum to d12 + 1.
 • Low Light Vision: Halflings have
   spent generations hunting in the
   darkness of the forests or caves; they
   ignore penalties for Dim and Dark
   Illumination.
                                                                                                             55
            HUMAN                                               just under two centuries ago. Often abandoned
                                                                and feared by their original bloodline, they are
            Humans are a diverse race representing the          still seen by most other imperials as primitive and
            spectrum of people who made it to these lands       hideous. They are born with bulging muscles and
            from their lost home. Leveraging their ambition     tough, blistering skin the color of dried blood, and
            and resilience, they have colonized much of the     soon after birth, wicked tusks begin curving out of
VERMILIUM
    56
SASQUATCH
The gigantic, intelligent, hairy apes of the
Auroras are a mysterious people living
in remote foothills and mountains
beyond the boundaries of “civilized”
                                                                                                              ANTIHEROES
society, cut off from the rest of the world.
Little is known of their cultures, save for
their patriarchal hierarchy, comparatively
primitive tools, and seemingly inherent
fondness for honey. One thing sasquatch have
managed to introduce into popular culture is
their unique martial arts, the styles of which vary
depending on tribe and locale. These have been
adopted by imperial pugilists, who have begun
learning their techniques and spreading them
across the Empire.
  Sasquatch figure in various native folklore and
superstition as secretive creatures who take great
care to avoid contact with others, expertly treading
their well-known paths unseen. Quickly roused to
anger when threatened, they are sometimes drawn
into the conflicts around them and used for
their ferocity. Often regarded as “barbaric”
and “primal”, sasquatch are, to the contrary,
cunning, intelligent beings capable of forming            bloodlines’ armor or clothing. Food costs
complex societies, engaging in war and trade, and         double the listed price owing to their appetites.
speaking the tongues of other nations.                  • Language: Sasquatch start with Language
   Towering over most other folk, sasquatch reach         (Sasquatch), but as a result of their isolation,
twice the height of humans and weigh up to 3,000          they don’t start with a d4 in a secondary
pounds. They have long, muscular limbs and thick,         language.
shaggy hair braided into different styles. The          • Outsider: Due to their intimidating appearance,
largest, most dominant males sport long beards            sasquatch have Outsider as a Minor Hindrance
and lighter saddles of fur over their backs to denote     when interacting with other bloodlines.
their position in their tribe, which usually consist
of their many wives and children. Sasquatch can
live for up to 200 years.
                                                              SASQUATCH CULTURAL VARIANTS
                                                         Sasquatch from the forests and jungles may
  Sasquatch player characters should be rare,            start with the Arboreal Special Ability,
especially outside of their natural habitats. They       allowing them to climb trees and vines at
represent the smaller, more intelligent, and less        full Pace. Those from the Winterlands live
wild of their kind who are willing to embrace the        pastoral lives, and might start with a d4 in
cultures of outsiders and to leave the familiarity of    Riding and Environmental Resistance to cold.
their own.                                               Underearth Sasquatch start with Bad Eyes as
 • Apish Strength: Sasquatch are incredibly              a Minor Hindrance when in direct sunlight,
   strong, starting with a d8 in Strength, increasing    but have Low Light Vision to compensate.
   their maximum to d12 + 2.                             More feral individuals might sacrifice either
 • Big: Sasquatch begin at Size 2, standing              Common Knowledge or Persuasion as a core
   eight to nine feet tall. They subtract 2 from         skill in exchange for beginning with Bite
   Trait rolls when using equipment made for             (Str+d4), or they might forgo both skills for
   other bloodlines, and they cannot wear other          Claws (Str+d4).
                                                                                                              57
            SKILLS                                                      of the Temple of Light when they call for divine
                                                                        power. Words are not spoken, but instead
            Driving, Electronics, Hacking, Piloting, Psionics,          signed in geometric shapes representing the
            and Spellcasting are not available in Vermilium, but        face of the sun. When written, the symbols are
            the following new skills are.                               raised so that the priests who have taken the
                                                                        Sacrament of the Everlight may read them.
VERMILIUM
                                                                     HINDRANCES
               language is unavailable to anyone but them
               without the aid of speak language, though their
               writing of dots and dashes can be understood by
               those who study it.                                   ARCANE WEAKNESS (MINOR OR MAJOR)
             • Common Imperial: All but the most remote              Some beings find themselves easily affected by the
               indigenous people or uneducated imperials             magical elements permeating the Auroras; this is
               have a good-enough grasp of the common                especially true for the humans who have yet to fully
               tongue. It is the official language of the Empire,    adapt to their new home. This antihero subtracts
               and is spoken near enough across the world.           2 from their Trait rolls when resisting powers,
             • Dwarvish: Dwarvish is characterized by                magical creature abilities, and supernatural
               short, guttural sounds that are extended in           diseases, or 4 with the Major version.
               song through the use of throat singing. It has
               been noted that in some remote clans, men             AZURE AGONY (MINOR)
               speak while exhaling, whereas women speak             Not available for clockworks or sasquatch.
               ingressively. They write not with pen and ink,        One of two things happened to this hero. He was
               but with hair and rope. Knots are tied to form        either bitten by a skin walker and miraculously
               words in great quipu-like wall hangings that          survived, though he is no longer wholly himself,
               often adorn dwarvish halls.                           or he can trace his lineage back to the first skin
             • Elvish: The language of the elves is songful to       walkers: the dwarven berserkers of the Sanguine
               the ears of other bloodlines, and their written       War. Either way, he has contracted the azure
               language resembles musical notation.                  agony, a supernatural skin disease causing flesh to
             • Halvish: Spoken by all halfling nations above         painfully shed to reveal a monstrous beast beneath.
               and below ground, Halvish is characterized            He is able to transform into a bestial warrior at
               by tongue clicking resembling the sounds              will, granted supernatural abilities far beyond what
               of raindrops and knocking wood. Halvish               he would otherwise be capable of, though the more
               writing appears as leafless trees with branches       the animal within is let loose, the more he risks
               representing different words and sentences.           losing his former self forever.
             • High Imperial: A mostly dead, sacred
                                                                       Once an antihero acquires the Azure Agony
               language, High Imperial is reserved for priests
                                                                     Hindrance, either at character creation or by
    58
becoming infected from a skin walker’s attack, they    BLOOD LUST (MINOR)
automatically take the Arcane Background (Gifted)      Not available for clockworks.
Edge for free, and gain a d4 in Focus if they don’t
                                                       Blood Lust is a bloodborne disease that forces a
already have it. See Skin Walker on page 88 for
                                                       creature to drink blood to survive; they are forever
more details.
                                                       plagued with an insatiable thirst. Their symptoms
                                                                                                               ANTIHEROES
BLIGHTED (MINOR)                                       include hairlessness, a gaunt appearance, elongated
Not available for clockworks.                          fangs, and nocturnal habits. Though they may gain
                                                       supernatural abilities, this malady can destroy
Victims who contract the fast-acting airborne          their rationality, and in extreme cases it slowly
disease known as the poxblight are consumed by         transforms the victim into something more bestial.
a parasitic fungus that takes over their mind and      This antihero hasn’t reached that stage yet, but they
body. Their skin hardens and knots like wood,          struggle to resist the ghastly urges that haunt them.
black mold covers their extremities, they emanate
sickly-sweet odors, and their flesh secretes spores.      Once an antihero acquires the Blood Lust
Eventually, all that is left behind is a shambling     Hindrance, either at character creation or by
mound: an undead, fungal being made in parody          becoming infected from a vampire’s attack, they
of its host. Blighted characters follow the rules      automatically take the Arcane Background (Gifted)
for Chronic Diseases in Savage Worlds with the         Edge for free, and gain a d4 in Focus if they don’t
following changes.                                     already have it. See Blood Hunter on page 83 for
                                                       more details.
 • While the hero is Fatigued from this disease,
   mold spreads across her extremities and she         GRUDGE (MINOR OR MAJOR)
   emits a caustic odor. She acquires the Outsider     This antihero holds a grudge against a particular
   (Minor) Hindrance, suffers +2 damage from           group of people, or he merely believes himself to be
   fire and flaming attacks, and is flammable.         superior to them. Select a bloodline: its people are
   However, her hardening flesh grants her +1          unable to benefit from his Leadership Edges, and
   Toughness, and the fungus in her body makes         he always counts as suffering from the Strangers
   her immune to other diseases.                        in a Strange Land Setting Rule when interacting
 • While the victim is Exhausted from the disease,            with them.
   her symptoms intensify and her Outsider
                                                                For the Major version, the Setting Rule’s
   Hindrance becomes Major. She suffers +4
                                                               penalty increases to –4 when interacting
   damage from fire and flaming attacks, and
                                                               with this particular group. This Hindrance
   she is very flammable. However, she gains
                                                                 may be taken multiple times, choosing a
   a further +1 Toughness and becomes
                                                                    different bloodline each time.
   immune to poisons.
 • A Critical Failure on her Chronic
   Disease roll results in her losing her
   fight with the blight, and perishes at the
   end of the session. During the session,
   anyone who is Shaken or Wounded
   by her unarmed attacks must
   make a Vigor roll
   or suffer Fatigue.
   This can cause
   Incapacitation.
 • Upon her death, she is
   consumed by the fungus and
   becomes a dryad under the Game
   Master’s control the
   following morning, unless
   her body is cremated.
                                                                                                               59
            HAUNTED (MAJOR)                                       Master, such as Enemy, Outsider, Secret, Shamed,
            Some folks are gifted with powerful, portentous       or Wanted. The Major version of Lost Memory
            dreams and are regarded as wise and visionary,        means the hero only recently “woke up” to an
            or crazed and dangerous, depending on what part       unfamiliar world; in addition to the above, she
            of the world they live in and the nature of their     starts without Common Knowledge as a core skill.
            visions. Their dreams offer glimpses of the distant
VERMILIUM
    60
EDGES                                                       Rank and 15 Power Points that recharge
                                                            normally. It is activated with a suitable skill
                                                            or Spirit roll, and any Limitations or Power
BACKGROUND EDGES                                            Modifiers applied are permanent.
                                                           If a Critical Failure is rolled when activating the
ARCANE BACKGROUND                                       artifact, the bearer suffers backlash of some kind, be
                                                                                                                   ANTIHEROES
Requirements: Novice                                    it taking Fatigue, taking 2d6 damage, or becoming
Gifted: Some supernaturally-afflicted folks use the     Stunned after losing any remaining Power Points,
Arcane Background (Gifted) Edge, as well as the         depending on the item. The benefits of this Edge
Focus skill, to represent their abilities. See Blood    are lost if the artifact itself is ever lost, stolen, or
Hunters, page 83, or Skin walkers, page 88.             destroyed. Finally, the Artifact Edge can only be
                                                        taken at character creation; finding more artifacts
  Miracles: The priests of the Temple of Light          requires adventuring!
worship the Great Star, and while many exist
simply as clerical figures, a few are able to call      BLOOD OF THE EARTH
upon its power. Priests use Faith to invoke their       Requirements: Novice, Spirit d6+
miracles. See Priests, page 86.
                                                        The indigenous peoples of the Auroras have
  Sorcery: Sorcerers are, more often than not,          grown from the magic in the earth for generations,
native healers or spiritual leaders born with           developing many ways to attune to it. Even humans
an ability to commune with and control the              have begun to feel its power. Those with passive
supernatural world around them. They use Sorcery        magic coursing through their veins are resistant to
to harness their power. See Sorcerers, page 89.         the harm it can cause: they get a free reroll when
   Weird Science: Engineers design and build            resisting enemy powers and spell-like effects.
strange contraptions using arcane science based
on old industrial technology left behind by             CAST IRON GUT
the Architects. They use Weird Science when             Requirements: Novice, Vigor d8+
operating their creations. See Engineers, page 85.      Folks with a particularly high constitution develop
  Witchcraft: Witches are practitioners of              inexplicable resistances to alcohol, nausea, poison,
outlawed magic who harvest and extract the              and disease, natural or otherwise. They add +2 to
world’s supernatural power through occult               Vigor rolls made to resist them.
experimentation. They use Witchcraft as their             If they are ever infected by a supernatural disease,
arcane skill. See Witches, page 90.                     such as azure agony or blood lust, the healing power
                                                        with the Neutralize Poison or Disease Power
ARTIFACT                                                Modifier can be made to remove it within an hour
Requirements: Wild Card, Novice                         of infection at –2 instead of –4.
This antihero begins their adventuring career in           Additionally, due to their alcohol content,
possession of an artifact. Perhaps they found it        tinctures are less dangerous for this drinker to
buried beneath an ancient ruin, inherited it from       imbibe. If a Critical Failure is rolled when activating
a wealthy relative, or stole it from a collector. The   one, the guzzler only suffers Fatigue.
artifact can be any mundane item, weapon, article
of clothing, or piece of armor. Select one of these
benefits to give it:                                                   RICH & FILTHY RICH
 • Add +2 to any one associated skill roll while          Rich Characters begin with V1,500 and earn
   using the artifact.                                    an annual salary of V12,000 paid in monthly
 • Add an additional damage die to any weapon.            instalments. Filthy Rich characters begin with
 • Add +2 Armor to any armor.                             V2,500 and earn an annual salary of V36,000,
 • The artifact grants an Edge of any Rank, provided      instead. Characters must collect these
   the antihero meets all other requirements.             funds from banks, depositories, or similar
 • The artifact is imbued with a power of Novice          establishments.
                                                                                                                   61
            COMBAT EDGES                                            Society are even required to tattoo themselves in
                                                                    order to join.
            BOWSLINGER                                                For an antihero to gain this Edge, their markings
            Requirements: Veteran, Marksman                         must be significant and cover a large portion of
            Bowfighters, sharpshooters, and trick shot              their body; an ember moth on the small of their
                                                                    back just won’t cut it. Anyone with this Edge adds
VERMILIUM
              The character may roll an extra Athletics              • Fast Attack: Perform one free Fighting attack
              (throwing) or Shooting die with up to two                against the same foe at the end of their turn,
              ranged attacks in the same turn.                         ignoring any Multi-Action penalties.
                                                                     • Prestige: Add +1d6 to any one Trait roll made
            MARKED                                                     to directly attack, affect, or damage the foe.
            Requirements: Novice, Spirit d6+, Vigor d6+              • Second Wind: The fighter removes one level
                                                                       of Fatigue, if any, as they regain their breath.
            Tattooing and body scarification are common
                                                                     • Stunning Strike: The foe is Stunned.
            forms of self-expression in many Auroran cultures.
                                                                     • Weakness: Discover one of the target’s
            Dwarf berserkers cover themselves in sacred
                                                                       Weaknesses, if any, or ignore 2 points of Armor
            tattoos of ferocious totem animals, priests of the
                                                                       on their next Fighting attack against the foe.
            imperial temples carve holy scripture into their
            flesh, and clockworks decorate their metallic bodies
            in filigree. Prospective members of the Black Hat
    62
POWER EDGES                                                 FAVORED POWER
                                                            Requirements: Seasoned, Arcane Background (Any),
FAMILIAR                                                    arcane skill d8+
Requirements: Novice, Arcane Background (Sorcery,           The antihero has dedicated her time to mastering a
Weird Science, or Witchcraft)                               particular witchcraft recipe, High Imperial prayer,
                                                                                                                   ANTIHEROES
Familiars are small creatures or creations (Size            or arcane device. Choose one of the character’s
–2 to –4) that casters take for companionship or            powers. She may ignore up to 2 points of any
guidance, or to make them the subjects of occult            penalties when activating it.
experiments. Familiars are considered Wild Cards,
but they do not get their own Bennies, though the           IMPROVED ARTIFICER
caster may spend theirs on their familiar’s behalf.         Requirements: Veteran, Arcane Background (Any),
                                                            Artificer
   The bond between a familiar and its master gives
it the Loyal Hindrance towards them and makes               The Artificer Edge in Savage Worlds allows
it immune to beast friend. It is highly intelligent         characters to create temporary arcane devices.
for its species, but it is a wild animal that behaves       Improved Artificer allows them to craft
otherwise expectedly. It can refuse to follow orders        consumable minor artifacts such as blasting candles
if it feels endangered or if the orders run contrary        and tinctures, as well as permanent major artifacts
to its nature. A caster and their familiar understand       like magic weapons and armor, without sacrificing
each other’s speech, but anyone dropping eaves              their Power Points. With your Game Master’s
merely hears them speaking their own languages.             permission, see Crafting Artifacts on page 145.
                                                            PROFESSIONAL EDGES
  Familiars have 5 Power Points which the caster
can draw upon as long as they are in contact with
one another. They recharge at the normal rate.
                                                            ARTISAN
Familiars don’t Advance like normal Wild Cards;
                                                            Requirements: Seasoned, Repair d8+
instead, they gain one of the following bonuses for
each of their master’s Ranks (including Novice)             When Crafting, Artisans ignore 1 point of penalties
and for every fourth Advance after Legendary:               when applying Properties to their items, including
                                                            Boons & Banes if they also have the Improved
 • The familiar increases one of its Traits by one
                                                            Artificer Edge. Additionally, when selling any
   die type (once per Trait), or it gains a suitable
                                                            goods, Artisans receive 50% of an item’s market
   Edge, provided it meets the requirements.
                                                            value with a successful Persuasion roll, or 100%
 • The master can use their familiar’s senses
                                                            with a raise.
   as if they were their own. This requires full
   attention, rendering the caster both Distracted          BOUNTY HUNTER
   and Vulnerable, and has a range of 10 miles.             Requirements: Novice, Fighting d6+, Shooting d6+,
  Death: If a familiar is killed, its master is instantly   Survival d6+
Stunned, and a replacement appears after 1d6 days.
                                                            Bounty hunters make their money from bringing in
  Familiar Backgrounds: Familiars belonging to              wanted criminals and monsters dead or alive. They
engineers gain the Construct ability from Savage            ignore 2 points of penalties to Survival rolls when
Worlds, as well as the Clockwork ability (see page          tracking down their bounties. Additionally, they
52); familiars of sorcerers gain the Ethereal Special       can make nonlethal melee attacks without penalty,
Ability; and witches’ familiars begin with one              and they may make nonlethal ranged attacks at –2.
additional advance.
                                                            EXPLORER
                                                            Requirements: Novice, Common Knowledge d6+,
                                                            Persuasion d6+, Survival d6+
                                                            Explorers wander the new world discovering
                                                            different lands and cultures, able to navigate tense
                                                            encounters with unfamiliar folk. They ignore the
                                                                                                                   63
            penalties from the Strangers in a Strange Land           PROSPECTOR
            Setting Rule when in foreign territories, though         Requirements: Novice, Notice d6+, Stealth d6+,
            not when socializing with criminal elements. Also,       Thievery d6+
            when using the Travel rules in Savage Worlds,
                                                                     Explorers, miners, tomb raiders, and treasure
            Explorers can make a Survival roll to draw an
                                                                     hunters search for valuable minerals and lost relics
            additional card from the Action Deck (or two with
                                                                     in pursuit of fortune and glory. As they become
VERMILIUM
    64
the penalties from the Strangers in a Strange
Land Setting Rule by half. When interacting
                                                        WEIRD EDGES
with members of their own chapter, they ignore          BEAST RIDER
the penalties completely, and double any discount       Requirements: Novice, Riding d6+
when haggling in the black market. Players should
select which chapter their character belongs to (see    Some riders form a bond with their mount like
                                                                                                                 ANTIHEROES
Black Hat Society, page 15), or work with the           no other, and the two eventually become true
Game Master to create their own.                        friends who look out for one another. Normal
                                                        sized characters may ride a horse, or a war horse
  Chaptermasters issue fairly lucrative jobs from       with the Game Master’s permission, while smaller
time to time, ranging from intimidation and             characters may instead choose a dire wolf. Larger
robbery to smuggling and assassination. The             characters like sasquatch can ride mammoths, but
antihero can choose to accept them or not, but          they should be of Heroic Rank or higher. Each
regardless, they must pay 25% of their total funds      of these noble steeds should have a name and
to their chaptermaster at the end of each week of       personality, and should share a connection with its
game-world time as tribute. If ever a member fails      rider. The beast’s Smarts begins one die type higher
to pay up, or betrays the trust of another, they lose   than normal, and is Resilient.
the benefits of this Edge for a week. Betraying a
chaptermaster might also earn the antihero a price         These special mounts don’t advance normally,
on their head.                                          but gain one of the following bonuses for each of
                                                        its rider’s Ranks (including Novice), and for every
INFAMY                                                  fourth advance after Legendary:
Requirements: Novice, Intimidation d6+                   • The beast increases one of its Traits a die
This antihero is known for his questionable                type (no more than once per Trait), or gains
morality, a single deed that earned him an infamous        a suitable Edge or Special Ability, provided it
name, or the company he keeps. With people who             meets the requirements.
know of him, he is able to use Intimidation instead      • The beast becomes Very Resilient, provided its
of Persuasion when haggling or bartering for more          rider is of Heroic Rank or higher.
pay, and he gets a free reroll on any Intimidation       • The beast becomes a Wild Card, provided its
roll he makes.                                             rider is of Legendary Rank.
                                                          Death: If the mount dies, a replacement may be
  INFAMOUS                                              found after 1d6 days.
  Requirements: Veteran, Infamy
                                                        GUARDIAN SPIRIT
  A steely glance, a threatening word, or just the      Requirements: Novice, Spirit d8+, Taboo
  mere presence of this known rogue is enough to
  rattle nearby folks, and it can stop adversaries in   Many cultures believe in animal guardian spirits
  their tracks.                                         who, though they cannot be seen or heard, guide
                                                        and protect individuals through their life’s journey.
     Once per round, an Infamous antihero may           A hero with the Guardian Spirit Edge tends to
  spend a Benny to force an enemy within 5″ (10         display an affinity with their spirit’s species and is
  yards), and who is aware of their reputation,         likely to develop characteristics associated with it.
  to reroll any successful Trait roll targeting the
  antihero or one of their allies. Targets must take      The player selects a beast and an appropriate
  the lower result, and they cannot spend Bennies       skill commonly connected to it, such as Athletics
  to reroll it.                                         for a bear, or Taunt for a raven. When the player
                                                        spends a Benny to reroll that skill, they roll their
     These notorious characters often attract the       Spirit die in place of their Wild Die. Additionally,
  wrong attention, becoming the preferred targets       that skill’s maximum die type increases by one step.
  of enemies with Hindrances like Arrogant, Death       The hero and creatures belonging to the guardian
  Wish, Heroic, or Overconfident. Infamous              spirit’s species gain the Pacifist (Minor) Hindrance
  outlaws are worth double the normal bounty.           with regard to each other; if it is ever ignored, the
                                                        benefits of this Edge are removed for one week.
                                                                                                                 65
     VERMILIUM
66
                                   Chapter Five
                                                                                                                   EQUIPMENT
                       EQUIPMENT
         arket streets of major cities teem with          NATIVE CURRENCY
M        buyers and sellers from all across the
         Auroras, where imperial engineers,
dwarven carpenters, elven hunters, and halfling
                                                          Most indigenous cultures begrudgingly accept
                                                          vermilium for goods and services, but some are
                                                          superstitious enough to refuse to deal in it entirely.
artisans all ply their trade. Nearly any heart’s desire   Among the dwarf clans, purple and white shells
can be found for the right price, and the secretive       from the frigid northern coasts are used in place of
black markets offer almost everything else. Out           coins. Harvesting them from places like the Hunger
in the frontier boomtowns, where life is rarely           and Meltwater Bays, the dwarves roll them into flat
as lavish, the general stores cater to most modest        disks before polishing them smooth, piercing them,
needs, while indigenous merchants peddle their            and stringing them together on leather cords.
unique wares in trading posts along the trails.
                                                            Elven societies generally follow a complex
  This chapter contains everything an adventurer          barter system, though precious metals and stones
needs on the road ahead. Each hero starts with            are commonplace in the form of jewelry. The
V500, modified by Edges and Hindrances.                   seafaring Vol’doon favor pearl and the jungle-
Anything beyond what they wear on a day-to-day            dwelling Tzol’keen use jade and vermilium, while
basis, they’re going to have to pay for. Additionally,    the Thu’loon prefer bone and iron.
each hero starts with a randomly generated Curio
                                                             The halflings of the forest use seeds and nuts for
found on page 80, worth around V10.
                                                          trade. They harvest them each year from the trees in
                                                          which they live before drying them and inscribing
CURRENCY                                                  them with personal symbols. This emphasizes
                                                          the importance of looking after one’s home and
VERMILIUM                                                 surroundings, and though these seeds differ
Upon its discovery, the colonial priests saw              depending on the region, they can be exchanged
vermilium as a divine gift from their god, the red        freely among the tribes. It has been observed that
metal mirroring the colors of the setting sun that        the halflings of the Underearth, a place bearing no
had brought them to the new world. They decreed           trees, instead use teeth pried from the mouths of
that the colonies should begin mining the precious        slain creatures and enemies, which might explain
ore, and minting it into small coins of different         the lack of dental health among the impoverished.
geometric shapes and sizes. Under the control
of the Temple, vermilium has been used as the              The various sasquatch tribes generally accept the
standard imperial currency ever since.                    most popular currency of the regions they inhabit.
                                                                                                                   67
            TRADE                                                   EQUIPMENT NOTES
            Haggling is accepted in markets across the cultural
                                                                    CLOCKWORK CROSSBOWS
            spectrum. Goods are not only exchanged for money,
                                                                    The first crossbows imperials brought to the
            but also for services or similarly-valued goods. In
                                                                    new world, both long and short stock, are seen as
            most markets, a hero can make a Persuasion roll
                                                                    inferior compared to the modern weaponry they
VERMILIUM
    68
GENERAL GOODS                                        ITEM                        COST          WT
                                                     Hourglass                    V2            1
            COMMON EQUIPMENT                         Ink (vial)                   V2           0.5
ITEM                         COST          WT        Instrument, Musical          V25        Varies
Backpack                     V50           2
                                                                                                        EQUIPMENT
                                                     Jewelry                     V250          —
  Notes: Halves effective weight of contents.          Notes: Counts as Ornate. See page 42.
Bedroll                      V25            4        Lantern                      V25           4
Blanket/Poncho               V10            4          Notes: Provides light in a 4″ (eight-yard)
Book                        V5              1          radius for three hours per pint of oil. If
  Notes: Permits Research roll to find                 dropped, there is a 50% chance it will break,
  information about a specific topic.                  and it can set combustibles alight. Boarseye
                                                       lanterns have shuttered casings, casting
                                        2 (full) /
Bottle (glass, 1 pint)        V1                       light in a Cone Template.
                                       1 (empty)
                                                     Map                          V25          —
Candle                        V1           0.5
                                                     Matches (box of 100)         V1           —
  Notes: Provides light in a 2″ (four-yard)
  radius for one hour. Blows out when in             Oil, Lantern (1 pint)        V2            1
  strong winds or when the character holding         Padlock and Key              V10           1
  it runs.
                                                     Paper (10 sheets)            V2           —
Cane                         V10            1
                                                     Perfume (vial)               V10          0.5
  Notes: Light improvised weapon.
                                                     Pickaxe                      V20          12
Canteen/Waterskin                      2 (full) /
                            V5                         Notes: Medium improvised weapon.
(1 pint)                              1 (empty)
Chalk (box of 10)           V2             1         Pipe, Smoking                V5           0.5
Cigars, Vol’doon (box                                Playing Cards                V5           —
                            V10            1
of 10)                                               Pocket Watch                 V25          0.5
Compass                     V5            0.5        Quill                        V4           —
Crossbow Scope             V100            2         Rope, Hemp (10″ / 20
                                                                                    V10          15
  Notes: Cancels 2 additional points of              yards)
  penalties when Aiming.                               Notes: Safely holds 300 lbs. Roll 1d6 per
Cutthroat Razor             V5            0.5          additional 50 lbs each minute or whenever
  Notes: Light improvised weapon.                      the rope suffers stress. It snaps on a 1.
Dice Set                      V5           0.5       Safe (small)                V100          10
Fishing Rod                  V10            1          Notes: Clockwork combination lock. Can
                                                       be picked with a Thievery roll at –4, or –2
Flint and Steel               V2           0.5         if using thieves’ tools. Has one cubic foot of
Hammer                       V10            2          room inside.
  Notes: Light improvised weapon.                    Safe (large)               V1,000         100
Handcuffs                    V15            1          Notes: Same as Safe (small), but with eight
Hatchet                      V15            2          cubic feet of room inside.
  Notes: Light improvised weapon                     Sealing Wax                  V1            1
Healing Kit                V100          3           Shovel                       V5            5
 Notes: Three uses. Subtract 1 from Healing            Notes: Medium improvised weapon.
 rolls without this or similar supplies.             Sledgehammer                 V15          10
                                                       Notes: Large improvised weapon.
                                                                                                        69
            ITEM                        COST          WT                          CLOTHING
            Soap                         V2            1        ARTICLE                     COST         WT
            Spectacles                  V100          —         Bandana/Mask                 V2          1
              Notes: Personal spectacles negate the penalties   Boots                       V20           4
              of the Bad Eyes (Minor) Hindrance, and they       Buckskin Suit               V40           9
VERMILIUM
    70
                                                           ANIMALS
                                         ITEM                                 COST
                                         Bird/Raptor                           V25
                                         Dog, Guard                            V50
                                         Dire Wolf, Riding (halfling)         V125
                                                                                         EQUIPMENT
                                         Hog                                  V200
                                          Notes: They’re stubborn, ornery, and
                                          downright mean at times, but they’re good
                                          for pulling heavy loads. They inflict a –1
                                          penalty on any Riding roll made to control
                                          them, but vehicles pulled by horses require
                                          half as many hogs, rounded up, to do so.
                                         Horse, Riding                        V250
                                         Horse, War                          V1,000
                                         Mammoth, Riding (sasquatch)          V2,500
                                          Notes: Available for characters of Size 2 or
                                          more. Found in the Winterlands.
                                                                                         71
                                                ARMOR & SHIELDS
                                                            ARMOR
            ITEM                                              ARMOR         MIN STR          WT             COST
                                                    DWARVEN ARMOR
VERMILIUM
                                                            SHIELDS
            ITEM                               PARRY          COVER        MIN. STR       WEIGHT            COST
            Buckler, Halfling                     +1             —             d4             4             V50
            Shield, Dwarven                       +2             –2            d6             6             V100
            Shield, Elven                          +2              –2           d6               8           V200
              Notes: Edged with obsidian or siren shark teeth, these shields follow the rules for Elven Weapons,
              page 68, when used to bash.
            Tower Shield, Imperial                 +3              –4           d8              12           V250
              Notes: Large shields used by the elite imperial legions. They can be set into the ground using an action
              to provide Medium Cover. This allows the bearer to use both hands when handling their weapon or
              gear, such as reloading a crossbow. –1 Pace when carried or wielded.
    72
                             MELEE WEAPONS
TYPE             DAMAGE MIN STR WT   COST NOTES
                         DWARVEN MELEE WEAPONS
                                           Doesn’t count as a weapon for
Fighting Claws    Str+d4  d4     1    V10
                                                                                            EQUIPMENT
                                           Unarmed Defender.
Staff             Str+d4  d4     4    V10  Reach 1, Parry +1 (two handed).
Wooden Stake      Str+d4    d4       1      V20    —
Wooden War
                  Str+d6    d6       4     V100    —
Club
Wooden War
                 Str+d10    d10      8     V300    Parry –1, two hands.
Club, Great
                             ELVEN MELEE WEAPONS
Tacpatl           Str+d4    d4       1      V40    —
Tepoztopilli      Str+d6    d6       4     V200    Reach 1, Parry +1 (two-handed).
Macuahuitl        Str+d6    d6       4     V200    —
Macuahuitl,
                 Str+d10    d10      10    V600    Two hands.
Great
                           HALFLING MELEE WEAPONS
Knife             Str+d4    d4       1      V20    —
Spear             Str+d6    d6       3     V100    Reach 1, Parry +1 (two-handed).
Tomahawk          Str+d6    d6       3     V100    —
                           IMPERIAL MELEE WEAPONS
                                              Doesn’t count as a weapon for
Brass Knuckles    Str+d4    d4      1    V10
                                              Unarmed Defender.
                                              Parry –1; Reach 2; with a raise on the
Boarwhip          Str+d4    d4      2    V15  Fighting roll the victim is Entangled
                                              instead of suffering bonus damage.
                                              Flaming censers are used by the
Censer            Str+d6    d6      3    V200 Temple’s fanatical warrior cults.
                                              Ignores shield bonus.
Knife             Str+d4    d4      1    V25  —
Knife, Hunting    Str+d4    d4       2      V50    AP 1.
                                                   Parry –1, Reach 2. Can be used to Test
                                                   opponents using Fighting. They are
Lasso               —       d4       3      V20
                                                   Entangled with a success, Bound with
                                                   a raise.
Saber             Str+d6    d6       4     V100    —
Saber,
                  Str+d8    d8       6     V300    —
Inquisitor
                           SASQUATCH MELEE WEAPONS
Club, Great       Str+d8    d10      20    V200    Minimum Size 2.
                                                   Reach 2, Parry +1 (two-handed),
Spear, Great      Str+d8    d10      12    V400
                                                   Minimum Size 2.
                                                                                            73
                                                 RANGED WEAPONS
            TYPE                       RANGE         DAMAGE AP ROF SHOTS                   MIN STR        WT     COST
                                              DWARVEN RANGED WEAPONS
            Boomerang                   3/6/12        Str+d4       —      1         1          d4          1      V30
VERMILIUM
    74
                                             CROSSBOWS
TYPE                      RANGE        DAMAGE AP ROF SHOTS MIN STR                      WT       COST
                                        HAND CROSSBOWS
CAC Dawnbreaker           5/10/20       2d6+1        1     1        6         d6         4       V150
Colonial Hand
                                                                                                            EQUIPMENT
                          5/10/20         2d4        1     1        1         d4         2        V50
Crossbow
Sixbow                    5/10/20         2d6        1     1        6         d4         3       V100
Wrist Crossbow            5/10/20         2d4       —      1        1         d4         1        V75
  Notes: Worn strapped to wrist. Cannot be Disarmed. You can hold objects and wield other weapons
  with a hand fitted with a wrist crossbow, but you can only shoot with it if that hand is free.
                                        HEAVY CROSSBOWS
CAC Repeater
                         10/20/40         2d8        2     1       10         d6         10      V200
Crossbow
Colonial Arbalest        15/30/60       2d8+1        2     1        1         d8         16      V250
  Notes: Comes with windlass, which is required to reload. Reload 2.
                                     MOUNTED CROSSBOWS
These weapons are military grade, and are usually available only to the imperial legions and black
market arms dealers.
Ballista, Infantry       24/48/96         3d6        4     1        1         d8        400     V5,000
  Notes: Heavy Weapon. Reload 8. Mounted on a two-wheeled carriage. Each ballista bolt costs V25
  and weighs 3 lbs.
                                                                                  4
Ballista, Siege      30/60/120      3d8        4   1       1          d8                V10,000
                                                                                tons
  Notes: Heavy Weapon. Reload 5 minutes for a crew of 4. Each bolt costs V50 and weighs 10 lbs.
CAC Scorpion             10/20/40         2d8        2     3       30         d8         40      V500
  Notes: Reload 2. Min Str d10 required to wield freely. Min Str d8 required if the weapon is mounted
  on a two-wheeled carriage, which also negates any Recoil penalty. Critical Failure results in the gears
  breaking down, requiring an hour and a Repair roll to fix. Instead of individual bolts, magazines of
  30 bolts are loaded, which cost V20 including the bolts and weigh 2 lbs unloaded, 8 lbs loaded.
                                             AMMUNITION
The cost of ammunition includes 20 rounds and a quiver, box, or bag to carry them in. Spent
ammunition has a 50% chance of being recovered.
  TYPE                        COST      WEIGHT NOTES
  Arrows                       V5           2        —
  Arrows, Fire                V10           2        May ignite flammable items.
  Arrows, Great               V100         20        Sasquatch, used with great bows.
  Arrows, Obsidian            V10           2        Elven.
  Bolts, Short                 V2           1        Hand crossbows and sixbows.
  Bolts, Long                  V2           2        Crossbows, arbalests, and scorpions.
  Darts                        V2           1        Elven, often used with poisons for blowpipes.
                                                                                                            75
                                                        VEHICLES
                                                                    TOP
            VEHICLE                      SIZE      HANDLING              TOUGHNESS             CREW           COST
                                                                   SPEED
                                                      LAND VEHICLES
VERMILIUM
            Clockwork
                                                                     16
            Bicycle, High                –1              0                          4             1           V100
                                                                    MPH
            Wheel
              Notes: 50% chance a shot hits the rider instead. Doubles rider’s Pace and running die result.
                                                                     50
            Clockwork Train        10 (Huge)            –1                       16 (2)         2+20       V25,000
                                                                    MPH
              Notes: Hauls train cars.
            Clockwork Train
                                    8 (Huge)             0           —           12 (2)          30        V12,500
            Car
              Notes: Holds up to 50 passengers, but can be used as a cargo hold, dining car, lounge or sleeper car.
                                                                     14
            Stagecoach              4 (Large)           –1                       10 (2)          1+7          V2,000
                                                                    MPH
              Notes: Requires at least four horses to draw. Any fewer reduces its Top Speed to 10 MPH.
            Stagecoach,                                             12
                                   4 (Large)           –2                      12 (4)          1+7        V2,500
            Armored                                                MPH
              Notes: Used primarily by the Order, this heavier stagecoach plated in black iron requires at least six
              horses to draw. Any fewer reduces its Top Speed to 10 MPH.
                                                                    14
            Wagon, Covered         4 (Large)            0                       8 (2)          1+5        V1,000
                                                                   MPH
              Notes: A four-wheeled vehicle covered with a canvas top, drawn by two horses.
                                                     WATER VEHICLES
            Canoe, Elven/                                            6
                                          1             +1                        7 (1)          1+3           V50
            Halfling                                                MPH
            Catamaran,                                               10
                                    8 (Huge)             0                       10 (2)         4+12          V4,000
            Elven                                                   MPH
                                                                     6
            Kayak, Dwarven                0             +2                        7 (1)           1            V25
                                                                    MPH
                                                                     6
            Keelboat                6 (Large)           –1                       10 (2)          4+8          V8,000
                                                                    MPH
              Notes: These narrow riverboats are often fitted with a mounted ballista at their bow.
            Longboat,                                                 6
                                    5 (Large)           –1                         9 (2)          4+8       V800
            Dwarven                                                 MPH
                                                                      5
            Riverboat               10 (Huge)             –2                      18 (2)         6+80      V12,000
                                                                    MPH
                                                                      5
            Rowboat                      2                –1                       8 (1)         1+5         V75
                                                                    MPH
                                        12                            9
            Ship of the Line                              –2                      20 (2)        20+80      V40,000
                                  (Gargantuan)                      MPH
              Notes: This ship is typically used by the military or for cargo. In the case of the former, the ship is
              likely to be oufitted with multiple ballistae.
    76
BLACK MARKET                                                                CONTRABAND
                                                            ITEM                        COST          WT
Black markets can be found in every major city of the
Empire and in most Outer Crescent boomtowns,                Acid (vial)                  V25          0.5
though these shady bazaars can be dangerous for               Notes: Acid vials can be thrown like grenades
the uninitiated. Here, one can find items the Empire          with a Range of 4/8/16, causing 2d4 damage
                                                                                                                EQUIPMENT
has deemed dangerous or unlawful for common                   to a single target on a hit, and 2d4–2 damage
folk to own, such as contraband, military weapons,            at the beginning of the target’s next turn.
and minor artifacts. Major artifacts are not listed,          Acid requires acidic components, such as
as they are rare indeed and are more often found or           acid worm saliva, to be Crafted.
stolen than bought and paid for.                            Caltrops                     V10           1
   Selling on the black market requires a Persuasion          Notes: One batch covers a Small Blast
roll as usual, but it is a risky endeavor. If a character     Template, two a Medium, and three a Large.
with the Bonded by Blood & Ink Edge rolls a                   Counts as Difficult Ground; anyone moving
Critical Failure while selling goods, they catch the          through the area must make an Athletics
eye of the chaptermaster and are forced to pay a              roll or be Shaken. A Critical Failure causes
tribute of 50% of the sale. If they refuse, they are cut      a Wound.
off from their connections for a week.                      Ink, Invisible (vial)      V5           0.5
   Characters who aren’t Black Hat Society members          Poison, Antidote (vial) Special            0.5
follow the Strangers in a Strange Land Setting
                                                              Notes: Made for a specific poison, worth
Rule when wandering the black market. If they
                                                              double the cost of the poison itself. Must be
fail their Persuasion check trying to offload their
                                                              ingested, allowing a free Vigor roll. Success
gear, their player must draw a card and consult the
                                                              stems the effects, a raise recovers fully.
Black Market Complications table below.
                                                            Poison, Knockout
                                                                                         V150          0.5
        BLACK MARKET COMPLICATIONS                          (vial)
  SUIT      RESULT                                          Poison, Lethal (vial)        V200          0.5
            The naïve seller ends up on the wrong           Poison, Mild (vial)            V50        0.5
            side of the market, and suffers Bumps           Poison, Paralyzing
                                                                                          V100        0.5
            & Bruises as they fight their way out.          (vial)
            They can try to sell their goods again          Purified Water (vial)          V25        0.5
            the next day.
                                                              Notes: Purified water is untainted, drinkable
            The antihero comes across as                      water. It can be used to combat vampiric
            untrustworthy, and they — and their               creatures, following the same rules for acid.
            items — are expelled from the black               Purified water cannot be Crafted, but it can
            market for a week.                                be created using elemental manipulation.
            The hero makes the sale, but is                 Tools, Thieves’               V200         5
            targeted by a pickpocket or dishonest
                                                              Notes: Attempts to pick locks, crack safes, or
            fence, who relieves them of 50% of
                                                              disarm traps without these tools imposes a
            the sale’s profits.
                                                              –2 penalty on Thievery rolls.
            The goods are stolen before a sale can
                                                            Vermilium Salts                V10        0.5
            be made. They can be found the next
            day with a successful Networking                  Notes: Consuming this powder forces a
            roll, but may require some creativity             Vigor roll. If successful, the user adds +1 to
            to retrieve.                                      any Trait roll for five rounds, selected upon
                                                              activation. If failed, they’re Stunned instead.
            A shady buyer offers 150% of the
                                                              Due to its addictive qualities, a Critical
  Joker     item’s market value. No questions
                                                              Failure on the Vigor roll grants Habit
            asked.
                                                              (Minor), or Major if they already have it.
                                                                                                                77
                                                        BLASTING CANDLES
            Blasting candles, originally created by imperial            automatically explodes, potentially adding to
            military engineers, are minor artifacts designed            the damage total listed in the Blasting Candle
            to explode shortly after their wick is lit. These           Detonations below. If a character suffers a Critical
            incredibly dangerous red wax candles are illegal for        Failure when throwing one of these unstable
VERMILIUM
            civilians to own, though soon after the first batches       devices, it explodes in the thrower’s hand.
            were commissioned, outlaw gangs and shady                     Each blasting candle costs V50.
            mining companies managed to get ahold of them.
                                                                           Candle Arrows: Blasting candles are sometimes
               Blasting candles contain rudimentary forms of            sold formed around arrow shafts to deliver more
            the blast power, are thrown like grenades using             explosive shots. They cost V150 for three, weighing
            Athletics, and can be bundled together for more             4 lbs for the bundle. Shot from a bow, the Range of
            powerful detonations. When a blasting candle                these arrows is halved, rounded up, but they cause
            is exposed to an open flame or an explosion, it             2d6 damage in a Small Blast Template.
                                                              TINCTURES
            The blending of distilled alcohol and supernatural            Flammable: Some brews are highly
            remedies is outlawed in the Auroras, but due to the         combustible, indicated by the word flammable in
            difficulties in regulating their manufacture and sale,      their description. Bottles of these tinctures may be
            tinctures are commonly found in black markets               stuffed with a soaked rag, set alight, and thrown as
            and in other, equally disreputable establishments.          an incendiary with a Range of 4/8/16. Exploding
              Tinctures are minor artifacts: single use Arcane          into flame, the cocktail causes 2d6 damage under a
            Devices that a character must imbibe in order to            Small Blast Template — a shame to waste, really. A
            activate. This requires the drinker to spend an             raise doesn’t deal extra damage, but automatically
            action and make a roll using the creator’s arcane           sets anyone under the template on fire.
            skill die as if it were their own, along with the
            drinker’s Wild Die. Each tincture listed on the
            menu comes with an arcane skill of d6, though
            cheap stuff with a skill of d4 is sold at half price, and
            master brews with a skill of d8 are worth double. A
            single bottle of tincture weighs one pound when
            full.
              Alcoholic: Such libations are very alcoholic and
            wildly unpredictable if abused. A Critical Failure
            on the activation roll causes the user to become
            drunk, suffering a –1 penalty to Agility, Smarts,
            and all linked skills for one hour, after which they
            suffer a level of Fatigue for the next four hours.
            Some tinctures may have additional effects.
    78
                                   BLACK MARKET BAR MENU
                                                                                                                     EQUIPMENT
Flammable.                                                A white, creamy alcohol made from fermented
 A particularly volatile brew sold in mason jars.         hog’s milk, once lovingly made by the halfling plains
Appears as clear as water.                                tribes, now manufactured for hardy swineherds on
                                                          their long drives.
   Boomshine contains the darksight power, lasting
one hour. A Critical Failure causes the drinker to go       Mother’s Milk tastes awful, but contains the boost
blind for the power’s Duration instead. Boomshine         Trait power affecting Agility or any Agility-based
is particularly flammable, causing 3d6 damage in a        skill, lasting five rounds. A Critical Failure causes
Medium Blast Template.                                    the drinker to suffer the effects of lower Trait for the
                                                          Duration instead.
BRINEBACK. . . . . . . . . . . . . . . . . . . .  V100
A salty grog common among pirates and fisherfolk.         PEPPER ELIXIR. . . . . . . . . . . . . . . . .  V200
                                                          Made from fermented chocolate and carefully
  Brineback contains the environmental protection         prepared manitou chilis, Pepper Elixir is ritually
power allowing underwater breathing, lasting one          consumed by elven sorcerers during ceremonies.
hour.
                                                            This tincture contains the arcane protection
FIREWATER. . . . . . . . . . . . . . . . . . . .  V150    power, lasting one hour.
Flammable.
                                                          RED RUM. . . . . . . . . . . . . . . . . . . . . .  V50
   A strong amber whiskey blended with restorative        A dark and dirty alcohol made from distilled
elixirs of dwarven origin.                                molasses, and filled with floating flakes of
  Firewater contains the healing power.                   vermilium leaf. Said to have been originally brewed
                                                          by prospectors driven mad by their lust for the
FIREWATER SPECIAL RESERVE. . . . . . .  V250              glittery red metal.
Flammable.
                                                            Red Rum contains the relief power. A Critical
  Firewater aged in the honeycombs of blood               Failure causes the hero to gain the Minor Greedy
honey bees is especially rare and potent. It has a        Hindrance, or Major if they already have it, lasting
deep red hue and a rich, sweet taste.                     one week.
   Special Reserve grants the drinker one use of
a fiery Breath Weapon that deals 3d6 damage in
                                                          WINGED SNAKE OIL. . . . . . . . . . . . . . V400
                                                          Flammable.
a Cone Template. This is activated in the same
action as drinking the tincture. If a Critical Failure      A luminous green tequila purportedly made with
is rolled to activate it, the drinker is set alight and   winged serpent venom.
suffers the damage themself.                                This snake oil allows the drinker to ignore 2
                                                          points of Multi-Action penalties each turn for 30
GREEN FAIRY . . . . . . . . . . . . . . . . . .  V150     seconds. A Critical Failure on the activation roll
Folks across the world, from priests to prisoners,
                                                          causes the user to become Stunned as the venom of
are known to enjoy the vapors of this teal-colored
                                                          the poorly made liquor courses through their body.
absinthe.
  Green Fairy grants the boost Trait power affecting      WITCH’S BREW . . . . . . . . . . . . . . . . . .  V50
Spirit or any Spirit-based skill, lasting five rounds.    Occult practitioners brew carefully fermented teas
A Critical Failure causes the drinker to suffer the       using unknown botanical ingredients.
effects of lower Trait for the Duration instead.             This brew contains the protection power, lasting
                                                          five rounds.
                                                                                                                     79
            CURIOS                                                    d100   CURIO
                                                                             Sealing-wax stamp with the insignia of a
            Every antihero starts with one randomly generated          25
                                                                             forgotten Black Hat Society chapter.
            Curio worth around V10. It could provide them              26    Wooden tankard that smells of sour milk.
            with something to talk about during an Interlude
                                                                       27    Tiny monkey carved from jade.
            or perhaps one day form part of an adventure.
VERMILIUM
                     Wooden box of scrimshaw needles and                     Bear claw necklace; one claw is inscribed
               2                                                       32
                     dwarven hair.                                           with the letters TF.
                     Shrunken elf’s head, the eyes of which open             Ruddy clay pot with reliefs displaying a
               3                                                       33
                     every full moon.                                        cannibalistic feast.
4 Small effigy of a hog carved from a tusk. 34 Single rose that never wilts.
5 Doll made of clay and human hair. 35 Black knife with an ivory handle.
                     Azure iron coin with a mechanical skull on              Small armillary sphere of patinated brass
               6                                                             with a central oil lantern. It is orbited by a
                     one side.                                         36
                                                                             spherical granite stone, a ball of vermilium,
                     Tattered love letter addressed to DE, still             and a rounded fragment of azure iron.
               7
                     scented with perfume.
                                                                       37    Vermilium plated bell without a clapper.
                     Ceremonial wooden club of dwarven design
               8                                                             Empty cremation urn with the letters SC
                     carved with ornate cherry blossoms.               38
                                                                             written under its base.
               9     Elven bowl made from gargoyle guano.
                                                                       39    Hog-leather waterskin with spiral scratch.
               10    Lock of sasquatch fur tied with ribbon.
                                                                             Elven tattoo needle taken from a blue
               11    Small jar of glowing mushrooms.                   40
                                                                             medicine cactus.
                     Clockwork beetle pendant with moving                    Ceremonial drinking horn taken from an old
               12    wings. Inside is a picture of a young man,        41
                                                                             lone horn.
                     signed “Max”.
                                                                             Tarot deck with the character’s name written
               13    Small collection of cogs and gears.               42    on one of the cards. The initials BF are
                                                                             written on the deck box.
               14    Framed taxidermy ember moth.
                                                                             Rusted timepiece with a bee motif; it works
               15    Mummified elf’s ear trophy.                       43
                                                                             only on the first day of each month.
                     Strangler oak leaf painted with an image of a           Rank insignia from an imperial soldier of the
               16                                                      44
                     halfling family.                                        lost 13th Legion.
               17    Small black pearl with an oily texture.                 Belt of wampum beads detailing a treaty
                     Cracked monocle which when looked                 45    between two rival dwarf clans. Most of the
               18    through occasionally grants fleeting visions            beads are cracked.
                     of a ghostly landscape.                           46    Coral carving of a strange sea creature.
               19    Glass eye filled with seawater.                   47    Dream keeper that doesn’t work.
               20    Small stone serpent effigy with ruby eyes.              Small bead of glass from the Copper Desert,
                                                                       48
               21    Handful of halfling seeds carved with flames.           created by an acid worm.
                                                                             Tiny automaton that when wound up plays
                     Book bound in strange, tanned leather             49
                                                                             strange, unsettling music.
               22    containing blank pages. The first page bears
                     the initials CC.                                        Pair of steel spurs worn by a famous imperial
                                                                       50
                                                                             cavalryman.
               23    Rusted iron strongbox without a key.
                                                                             Trick deck of playing cards; five of the cards
                     Faded photo of a young couple; both have          51
               24                                                            are stained with blood.
                     their eyes closed.
    80
d100   CURIO                                            d100   CURIO
       Bar of soap made with whale ambergris and               Colorless candle from the Temple of the
 52
       bearing the mark of an unknown dwarf lord.        79    Dawn. The flickering flame takes the form of
       Sea conch inscribed with elven markings;                a screaming face.
 53    it seems to contain the cries for help from             Pirate flag adorned with a bird’s skull and
                                                         80
       drowning sailors.                                       crossed feathers.
                                                                                                               EQUIPMENT
       Raven-skull pendant hung from a lock of                 Small wooden box of sea salt. The lid, inlaid
 54                                                      81
       long, black hair.                                       with ivory, depicts a walrus.
 55    Small vial of vampire’s blood.                          Three-inch obsidian figurine of an elven
                                                         82
                                                               warrior.
       Ancient copper windup key with no signs of
 56                                                            A chicken egg-sized amber bead. Its color
       deterioration.
                                                         83    changes to blue under natural sunlight, and
       Portable reliquary containing a single
 57                                                            contains a baby winged serpent skeleton.
       vermilium coin with two “heads”.
                                                               Vial of an unknown tincture of d10 strength,
       Small, gnarled drinking horn taken from a         84
 58                                                            labeled with “XXX”.
       jackalope’s skull.
                                                               An ancient, tarnished telescope. When
       Painted feather from a baby thunderbird,
 59                                                      85    looked through, it reveals otherworldly lines
       fashioned into a quill that always has ink.
                                                               that connect the stars of the night sky.
       Halfling drum with scars on the skin that
 60                                                            Unused clockwork train ticket to the nearest
       appear to have healed over.                       86
                                                               big city.
       Poisonous flower pressed inside a shabby,
 61                                                            Sixbow bolt with High Imperial symbols
       well-thumbed book of pulp fiction.                87
                                                               carved into it.
       Vermilium-plated snuffbox dating from time
 62                                                            Foldable dwarven paper lantern made in the
       immemorial.                                       88
                                                               shape of a pine cone.
 63    Roll of sheet music titled “The Ballad of EZ”.
                                                         89    Fishhook made from oyster shell.
 64    Snakeskin boots of an unfamiliar pattern.               Petrified mushroom shaped like a bile frog’s
                                                         90
       Blanket made from lengths of quipu-like                 head, etched with halfling pictograms.
 65
       knotted strings of alpaca fur.                          Jackalope paw on a leather cord; the luck has
                                                         91
       Curious idol of carved ivory depicting an               run out.
 66
       obese sasquatch.                                        Brass globe the size of an eyeball that
 67    Child’s mask made from turtle shell.              92    portrays a world unknown to you. It becomes
                                                               noticeably warm during a solar eclipse.
       Preserved human scalp with odd glyphs
 68                                                      93    Pair of ornate, hog-leather riding gloves.
       carved into the flesh.
 69    Small taxidermy creature of unknown origin.       94    Hair comb carved from a saberlion tooth.
       Glass orb that glows softly from inside when            Elven calendar stone, six inches across, with
 70
       placed on natural ground.                         95    a bloody fingerprint over one of the months.
       Incomplete map of an uncharted region with              The initials SN are etched over another.
 71
       numerous red crosses marked on it.                96    Flint knife with a wendigo antler handle.
       Wanted poster with a familiar face on it,         97    An arcane device with no Power Points.
 72
       offering a V1,000 reward.
                                                               Humanlike face mask of cracked bone
       Pair of scrimshaw knucklebone dice — one          98
                                                               porcelain.
 73    black, one white — with the initials LB
       replacing the sixes.                              99    Can of peaches of untold age.
       Small spirit pole carved out of a colonial
 74
       crossbow stock, engraved with initials OW.
 75    Playbill from the Bad Medicine Show.
       Small leather pouch filled with different
 76
       dried leaves.
 77    Pair of red swineherd boots fit for a child.
 78    Rolled-up oil painting of a young man.
                                                                                                               81
     VERMILIUM
82
                                                                                                                WEIRD & WILD
                                   Chapter Six
           WEIRD & WILD
      his chapter concerns players who have              • Backlash: A Critical Failure on a Focus
                                                                                                                83
            transforms into a monstrous horror doomed to a          WARRIOR SOCIETY: BLOOD HUNTER
            wretched existence of insatiable thirst and hunger.     Requirements: Seasoned, Blood Lust, Berserk
              To avoid being driven from towns, which are a         Blood lust has been gifted to different warrior
            great source of food, vampires go to great lengths      societies over the centuries, allowing the very
            to hide their disease. Shielding themselves from        thing they crave most of all to add to their ferocity
            the sun is easy enough with a wide-brimmed hat          in battle, driving them to seek more gore in the
VERMILIUM
    84
   The blood hunter can only benefit from one                enroll in the Imperial Academy or apply to work
ability at a time, which lasts until the next dawn           for the Clockwork Arms Company, where their
before dissolving from rapid putrefaction. At                ingenuity is funded, applauded, and — if they’re
Heroic Rank, he may benefit from two at once, and            lucky — sold to the general public. Most budding
at Legendary, three.                                         creators never get there, however, and are forced
ENGINEER
                                                             Many such creators turn to weirder, unrefined
                                                             sciences that produce clunky, unreliable results
                                                             that work well most of the time but are quick to
 • Edge: Arcane Background (Weird Science)
                                                             jam or malfunction if mishandled — usually at the
 • Arcane Skill: Weird Science (Smarts)
                                                             worst possible moment.
 • Starting Powers: 2
 • Power Points: 15                                          TRAPPINGS
 • Available Powers: Arcane protection, banish,              Engineers’ powers can take the form of mechanical
   barrier, blast, blind, bolt, boost/lower Trait, burrow,   creations, restored industrial artifacts, and bubbling
   burst, confusion, corrode*, damage field, darksight,      elixirs. Their devices can appear ramshackle or
   deflection, detect/conceal arcana*, disguise, dispel,     polished, depending on the resources available. Fear
   drain Power Points, elemental manipulation,               might be unsettling recordings from the Architects
   empathy, entangle, environmental protection,              blasted out of an ancient gramophone. Smite might
   farsight, fear, fly, growth (not shrink), havoc,          be activated through some indefatigably steely
   illusion, invisibility, light/darkness, message*,         device bolted onto a clockwork crossbow. Relief
   mind link, mind wipe, object reading*, protection,        could be administered as a luminous pep tonic
   puppet*, relief, sloth/speed, slumber, smite, sound/      from a hypodermic needle.
   silence, speak language, stun, summon ally,
   telekinesis, teleport, wall walker, warrior’s gift.
 • Weird Science: Engineers may take Edges that              ENGINEER EDGES
   require Arcane Background (Weird Science).
                                                             REAUTOMATOR
 • Breakdowns: A Critical Failure on a Weird
                                                             Requirements: Veteran, Arcane Background (Weird
   Science roll causes the Game Master to roll on
                                                             Science), Weird Science d10+
   the Breakdowns table on page 131.
                                                                The secrets of the Architects, particularly their
PLAYING AN                                                         methods for creating true mechanical
ENGINEER                                                               sentience, are still out of reach for
                                                                           today’s engineers. However, some
The Architects left behind countless                                         engineers study the ways of the
ruins and relics to ponder over, yet                                            clockwork machinists in order
most people today don’t see their                                               to understand their ancient
value, dismissing them as either                                                methods of arcane automation.
useless junk or eerie reminders of                                                       Reautomators       may
time’s passage. Antiquarians may                                                   spend 1 Power Point as a
deal in these items, but engineers                                                  free action to automatically
obsess over finding new ways to                                                       repair a Jammed clockwork
make them work again — often                                                           crossbow or arcane device
without knowing their original                                                         they are touching.
purpose — or construct new
devices based on the theories                                                                  Additionally,
surrounding       them.     These                                                               Reautomator
clanking, smoking creations are                                                                 counts as the
usually powered by steam, electricity,                                          New Powers Edge, limited to
or arcane clockwork gears.                                                      the following powers:
  Particularly gifted or well-
connected engineers can
                                                                                                                      85
             • Healing, limited to clockworks and vehicles.                 • Lightbringer: Any power activated with a light
               Vehicles larger than Size 3 require Power Points               trapping, including light, or the Glow Power
               equal to their Size to be “healed”. The engineer               Modifier is considered to produce sunlight.
               can also spend an additional 2 Power Points to               • Somatic Prayer: Priests activate their powers
               “heal” Critical Hits on vehicles.                              through hand gestures tracing geometric
             • Zombie, limited to clockworks. The Armor                       patterns in the air. They must have at least
VERMILIUM
               Power Modifier must be used to maintain                        one hand free to do so, and cannot be Bound.
               a clockwork’s armor; otherwise its metallic                    Priests must pray to the sun or an open flame
               plating rusts or falls apart once reanimated.                  each dawn (see Vows below).
                                                                            • Vows: Priests must uphold the tenets of
            WAR MACHINE
                                                                              their faith, represented by the Vow (Major)
            Requirements: Seasoned, Arcane Background (Weird
                                                                              Hindrance. Committing a minor violation
            Science)
                                                                              imposes a –2 penalty on all Faith rolls until the
            Some of the world’s best engineers are employed                   next dawn, provided the priest is able to pray
            by the Clockwork Arms Company to create ever-                     at that time. A major violation relinquishes the
            more devastating weapons of war. With this Edge,                  priest of the remainder of their Power Points
            the engineer adds +2 damage when activating blast,                until they can atone. Atonement might manifest
            bolt, or burst.                                                   as converting an entire village to the faith, or
                                                                              defeating a powerful evil. Mechanically, it could
            PRIEST                                                            be represented by having the priest spend one
                                                                              hour each dawn praying before making a High
             • Edge: Arcane Background (Miracles)                             Imperial roll at the end of each prayer session.
             • Arcane Skill: Faith (Spirit)                                   After a number of successes and raises equal to
             • Starting Powers: 3 (light, plus two of the                     their Rank are accumulated, their Power Points
               player’s choice)                                               begin to recharge normally.
             • Power Points: 10
                                                                                               VIOLATIONS
             • Available Powers: Arcane protection, banish,
               barrier, blast, blind, bloom*, boost/lower Trait,             SEVERITY                 EXAMPLES
               burst, confusion, damage field, darksight, deflection,                       Blasphemy, committing a minor
               detect/conceal arcana*, disguise, dispel, divination,                        crime unless acting in self-
               drain Power Points, elemental manipulation,                                  defense or against an enemy of
               empathy, entangle, environmental protection,                                 the Temple, failing to pray at
                                                                               Minor
               farsight, fear, fly, havoc, healing, illusion,                               dawn, performing funerary rites
               invisibility, light/darkness, message*, mind                                 other than cremation, willfully
               reading, mind wipe, object reading*, protection,                             aiding in witchcraft or sorcery
               puppet*, relief, resurrection, sloth/speed, slumber,                         (including Supporting).
               smite, sound/silence, speak language, stun, summon                           Heresy, committing a major
               ally, telekinesis, teleport, wall walker, warrior’s gift.                    crime unless acting in self-
             • Miracles: Priests may take Edges that require                   Major
                                                                                            defense or against an enemy of
               Arcane Background (Miracles).                                                the Temple.
             • Backlash: With a Critical Failure on a Faith
               roll, the priest suffers Fatigue and loses 2d6
               Power Points.                                               PLAYING A PRIEST
             • Holy Symbol: Priests wear geometric sun                     The Temple of Light permeates almost every facet
               pendants cast in sacred vermilium, usually no               of life in the Empire, and most of its people are
               bigger than a coin, each unique and personal                law-abiding, religious folk — or so they’d have you
               to the servant of the Temple. As long as the                believe. They are guided by priests and priestesses
               holy symbol is held in their hand, the priest               who act as religious leaders, holy healers, treasurers,
               gets a free reroll on failed Faith rolls. If the holy       and lawgivers. Some doubt their divine power, but
               symbol is ever lost, another can be sanctified in           none doubt their authority. The Temple teaches
               a one-hour ritual over an open fire.                        its priests High Imperial, the language all holy
    86
scripture is written in, and all prayers are gestured   HERETIC
with. While most priests are simply humble              Requirements: Novice, Arcane Background (Miracles)
servants of the Temple, a small number actually
                                                        Some followers of the Temple forsake their vows
possess a more tangible divine connection, and
                                                        to live lives of sin, a freedom that runs the risk of
they are rewarded for their morning prayers and
                                                                                                                87
            SKIN WALKER                                                (once every month) at the stroke of midnight,
                                                                       at which point they must make a Focus check
            •   Hindrance: Azure Agony                                 at –2. If failed, they transform under the Game
            •   Edge: Arcane Background (Gifted)                       Master’s control. If there are not enough Power
            •   Arcane Skill: Focus (Spirit)                           Points remaining to activate shape change, treat
            •   Starting Power: Shape change (Limitation: the          as Shorting.
VERMILIUM
                hero can only change into a skin walker, detailed    • Skin Walker Powers: Other than shape change
                below). Costs 7 Power Points to activate.              and beast friend, a skin walker’s powers can only
            •   Power Points: 15                                       be activated while in skin walker form. If they
            •   Available Powers: Beast friend (Limitation:            ever become Incapacitated while transformed,
                animals associated with skin walker form),             all active powers terminate immediately.
                detect arcana, farsight (Limitation: self), fear,
                healing (Limitation: self, cannot heal wounds
                caused by azure iron or magical weapons),                        SKIN WALKER PROFILE
                protection (Limitation: self), smite (Limitation:      • Attributes: Agility, Strength, and Vigor
                self), speed (Limitation: self), warrior’s gift          each increase by one die type, or two with
                (Limitation: self).                                      a raise.
            •   Dark Gift: Skin walkers may take Edges that            • Skills: Athletics, Fighting, and Stealth
                require Arcane Background (Gifted).                      each increase by one die type, or two with
            •   Backlash: A Critical Failure on a Focus roll             a raise.
                causes the Game Master to roll on the Bestial          • Pace: Increases by 2.
                Corruption table on page 130.                          • Bite/Claws: Str+d6.
            •   Hunted Like a Beast: If civilized society ever         • Low Light Vision: Skin walkers ignore
                learns the hero is a skin walker, it is likely           penalties for Dim and Dark Illumination.
                to exile the hero, or even hunt them. The              • Size: Size increases by 1 when transformed.
                 character has the Secret (Major) Hindrance. If
                            discovered, this should be replaced
                                 with Wanted or Shamed              PLAYING A SKIN WALKER
                                            (Major) Hindrance.      A skin walker’s life is filled with turmoil and
                                             • Lunacy:       The    secrecy. They are haunted by wild, animal urges
                                                 skin     walker    constantly begging to be set free, which can only
                                                  automatically     be fought for so long. As they embrace this bestial
                                                 transforms         side, and the power that comes with it, they slowly
                                                 under the light    lose themselves. To reveal one’s true nature as a
                                                    of the full     skin walker is to accept a life on the run. In most
                                                     azure moon     populated parts of the world, skin walkers are
                                                                    killed on sight or hunted down with azure iron
                                                                    weapons. It isn’t easy to keep this secret, as telltale
                                                                    signs begin to manifest the more the disease takes
                                                                    hold. The antihero’s eyes change color to a marbled
                                                                    mix of blue and violet, their hair grows thicker,
                                                                    their fingernails longer, and their yearning to live
                                                                    wild and free becomes overwhelming.
                                                                       Players who choose Azure Agony at character
                                                                    creation should select which type of carnivorous,
                                                                    mammalian form their antihero will take, be it
                                                                    wolf, saberlion, bear, or something less common.
                                                                    If Azure Agony is acquired from a skin walker’s
                                                                    attack, the form the hero takes will be the same as
                                                                    that of their attacker.
    88
TRAPPINGS
Harnessing primal power, skin walkers use
                                                       SORCERER
their altered bodies to great effect. Beast friend,     • Edge: Arcane Background (Sorcery)
or even fear, might manifest as a growl, roar, or       • Arcane Skill: Sorcery (Spirit)
hairs standing on end, while warrior’s gift might       • Starting Powers: 3
                                                                                                                      89
               Though they are revered among their own                  connection in the wilds, where they can commune
            people, sorcerers are viewed with suspicion by the          with the land to gain insight into its spiritual
            Empire. To the imperials, they represent the old            nature. When in the wilderness, the sorcerer
            ways, an unfathomable mysticism, and a threat to            ignores Difficult Ground, and he recharges 10
            the organized religion of the Temple. Just as the           Power Points instead of 5 when spending a Benny.
            priests accept that life and magic is made of stardust,
VERMILIUM
                                                                        WITCH
            sorcerers believe that these elements come from
            the earth itself: all people are born of its soil, eat of
            its fruit, drink of its water, and eventually return to
                                                                         • Edge: Arcane Background (Witchcraft)
            the sod to feed the next generation. Most sorcerers
                                                                         • Arcane Skill: Witchcraft (Smarts)
            reject the encroaching imperial culture in favor of
                                                                         • Starting Powers: 2
            their own beliefs, yet some accept that the world is
                                                                         • Power Points: 15
            moving on.
                                                                         • Available Powers: Arcane protection, barrier,
            TRAPPINGS                                                      beast friend, blast, blind, bolt, boost/lower Trait,
            Sorcerers manipulate the earth’s raw magic such                burrow, burst, confusion, corrode*, damage field,
            that it manifests as physical power reflecting their           darksight, deflection, detect/conceal arcana*,
            immediate environment, their own personalities,                disguise, dispel, divination, drain Power Points,
            and the paths they walk in life. This might be                 elemental manipulation, empathy, entangle,
            represented by mushrooms being persuaded to                    environmental protection, farsight, fear, fly, havoc,
            glow in order to create light, or swarms of insects            healing, illusion, intangibility, light/darkness,
            attacking as a blast according to the sorcerer’s will.         message*, mind wipe, object reading*, protection,
            Havoc might even take the form of omnipresent                  puppet*, relief, shape change, shrink (not growth),
            spirits coming to the sorcerer’s aid.                          sloth/speed, slumber, smite, sound/silence, speak
                                                                           language, stun, summon ally, telekinesis, teleport,
            SORCERER EDGES                                                 wall walker, warrior’s gift, zombie.
                                                                         • Weird Magic: Witches channel their powers
                                                                           through small fetishes, charms, and herbal
            PROPHET
                                                                           concoctions. They must be able to access these
            Requirements: Heroic, Arcane Background (Sorcery),
                                                                           devices to activate their powers.
            Sorcery d10+
                                                                         • Backlash: A Critical Failure on a Witchcraft
            Due to their heightened affinity with the Auroras,             roll causes the Game Master to roll on the
            sorcerers are able to draw forth the continents’               Witchcraft Corruption table on page 131.
            magic like blood from a vein. Those who attain               • Components: Witches gather components
            the highest state of spiritual connection are known            from the wilderness to experiment on and
            as prophets, and though this hero hasn’t quite                              extract power from. They carry
            reached that level, her journey has begun,                                     them in component bags along
            and she finds that spiritual power is always                                    with glass vials, mortars and
            at hand.                                                                           pestles, and survival tools.
              Once per round, the sorceress                                                    Components grant witches
            can spend 1 Power Point to add                                                     access to all common and
            +1 to any Trait roll, or 3 Power                                                   unique Power Modifiers. If
            Points to add +2. This cannot                                                       a witch’s components are
            improve Critical Failures.                                                             lost or ruined through
                                                                                                     Corruption, they cannot
            WILD SPIRIT                                                                              access Power Modifiers
            Requirements: Seasoned, Arcane                                                           until they’re replenished.
            Background (Sorcery), Sorcery d6+                                                           To replenish their
            Although sorcerers can feel the                                                          collection, once per day
            magic of the world around them at                                                        while in the wilderness
            all times, they often find a stronger                                                  or in the presence of a
    90
   monster’s corpse, the witch may spend one              TRAPPINGS
   hour per Rank harvesting various materials             Puppet might manifest as a clay poppet doll
   and preserving them as useful components,              painted with vampire blood, whereas a pot of
   followed by an Occult roll. Apply any Survival-        hallucinogenic mushroom tea might act as a good
   based benefits from Edges like Hunter-Gatherer         base for fear or even healing. Witches suffer for
                                                                                                                 91
            POWERS                                                 • Overgrown (+2): The area becomes a lush
                                                                     landscape of writhing roots and tangled, twisted
            This section introduces several powers unique to         briars. Anyone in the area at the end of the
            Vermilium, as well as alterations to some existing       caster’s turn takes 2d4 damage, or 2d6 damage
            powers from Savage Worlds.                               if bloom is cast with a raise.
                                                                   • Verdant (+8): This modifier can be used to heal
VERMILIUM
    92
CORRODE                                                                  MESSAGE
Rank: Novice                                                               Rank: Novice
Power Points: 1                                                            Power Points: 1
Range: Smarts                                                         Range: Smarts × 10 miles
Duration: Instant                                                            Duration: Instant
                                                                                                                  93
     VERMILIUM
94
                                                                                                                FORBIDDEN LORE
                               Chapter Seven
     FORBIDDEN LORE
       he rest of this book is for the Game Master        At the end of each section, you will also find
                                                                                                                95
            and industrial strongholds that swallowed the           THE BLEED
            surrounding natural resources like gargantuan           The fallout saturated the earth in raw magic and
            beasts, unable to move, only to grow and consume.       ethereal memory, permeating every living thing
            The beasts’ flesh of brick and iron rose as             over thousands of years as the laws of reality
            monolithic skyscrapers from the earth, the forests      were rewritten. Familiar beings changed with the
            burned in their fiery breaths, and the skies choked     contamination. Stranger things still were born
VERMILIUM
            with their smokey waste. Locomotives, ironclads,        into existence from the collective sentience that
            and skyships moved millions of people between           the world had gained as the spirits of the dead
            these insatiable citadels like flies around cadavers.   lingered on among the living. Trees fed upon the
            Automatons of polished iron fought the wars             bloodstained soil and grew to titanic proportions,
            of their creators and walked the streets in their       becoming parasitic and voracious as they slowly
            servitude, while bottled lightning flickered above      reclaimed a land that had once been theirs. The
            in arcing lamps to light their way. To this day,        beasts of the dwindling wilds warped and twisted
            some of these machines still guard their legacy. In     just the same, evolving quickly to survive and
            their arrogance, the Architects constructed great       dominate as the power of the world’s former
            gateways that bridged this world with the magic of      masters waned.
            the Spirit World beyond, in hopes of conquering
                                                                      People lost their memories of the time before.
            death and healing the sickness they had caused.
                                                                    They became superstitious of anything that stirred
               Thy constructed each of these gateways to open       vague recollections of what once was. Settlements
            and close in accordance with different astronomical     were abandoned; manufactured materials were
            events, allowing only limited passage between the       shunned; and almost all knowledge of culture,
            two worlds, but during a rare alignment of the          history, and technology was forgotten. The once-
            cosmic entities, the gates opened all at once. The      great societies descended into desperate chaos and
            Spirit World was siphoned of all its magic and          separated into what would become the world’s new
            flooded the dying world with a raw power it was         bloodlines, each developing its own stories and
            never meant to have. Once a beautiful, ethereal         myths describing what would come to be known
            plane, the world beyond became a spectral satellite,    collectively as The Bleed.
            a wraithlike eye watching over the earth as both
                                                                      The people of the north developed dense
            realms were changed forever.
                                                                    bones and thick hair to protect
    96
themselves from the new ice age that blanketed           and vague; according to their own historians, they
their homeland. They abandoned metal and stone           escaped their dying world on the other side of
for wood and bone, becoming great carpenters and         the Celestial Ocean and found sanctuary in a new
scrimshanders, and they fought wars over territory       one. But to those already living here, they were an
                                                                                                                  FORBIDDEN LORE
as food and shelter grew scarce.                         invasive species with no claim to it beyond asylum.
   The new laws of supernatural selection were           No one alive today can remember the humans’
enforced most violently in the northern and              ancestral home, and so it has faded into legend.
western forests, forcing some communities                    “Humans appeared in this land as spirits of the
underground. These people grew lithe and small,            dead, having returned to the earth from the Pale
and pallid of skin from life in the gloom, until a         confused, afraid, and vengeful after years of
thousand years ago when the most adventurous of            imprisonment since the time of The Bleed.”
their kind emerged in a great migration known as            Takasin, Sasquatch Sorcerer on the origins of
The Bloom. Those brave souls found the limitless                                                humans
abundance of a strange new world under a blinding
light, providing warmth and bountiful hunting              The archaic High Imperial texts found among the
grounds filled with unfamiliar danger. They took to      Architects’ ruins, as well as the appearance of the
the trees, built arboreal settlements in the canopies,   clockwork automatons supposedly built in their
and learned to live harmoniously above the forest        image, hint at a human presence in the Auroras’
as they had done below the earth.                        past, suggesting that the Dawn of Man was perhaps
                                                         but a second coming of the original Auroran people,
  To the south, deserts were ravaged by bone-dry         the remains of a bloodline separated millennia ago
winds; jungles were reborn with reptilian, avian,        along their journey through the stars. Humans are
and floral killers; and the tropical islands proved      not natives of the new world; nor, it seems, are
treacherous to navigate without the ironclad             they strangers. These conclusions have yet to be
steamships. Societies divided into small hunter-         accepted with any degree of credibility, and are not
gatherer tribes that spread from coast to coast in       widely known, though imperial prospectors are
constant search of greener pastures. Their people        getting closer to discovering the truth.
became tall, strong, and athletic to survive their
nomadic lifestyles, their skin deepening to the
color of ruddy ash to protect them from the sun          THE COMING STORM
burning through the ethereal dust clouds.                The sun, sea, and sand of the Corallines offer a
  Other creatures, such as the sasquatch, were born      paradise unlike any other in the world, abundant
of The Bleed; humble beasts given great strength         in colorful fish, tropical fruit, and valuable goods,
and intellect. Meanwhile, the machines of the old        with picturesque sunrises over the horizon’s waves.
world slept, waiting for a new age to reawaken in.       However, anyone would be foolish to believe in
The world’s new custodians found that its Bleed-         true paradise. From across the tides, the screams
fed, supernatural forces could be harnessed by a         aren’t just tricks of the wind, the dancing clouds in
gifted few: sorcerers who were seen as wise and          the distance herald electrified storms and surging
powerful among their societies. Life eventually          tidal waves, and the rising tensions throughout the
found a new balance as it began to flourish once         archipelago threaten the region with war.
more — until the scales were tipped again with the         The southern islands are home primarily to the
Dawn of Man.                                             Vol’doon elves, while those of the north support a
                                                         small number of imperial port towns maintaining
DAWN OF MAN                                              profitable trade lanes with the continent. Piracy is
A little more than three centuries ago, humans           rampant in the Corallines, and fishing boats and
came to the new world as the remnants of a               cargo ships take their chances on the open waters.
desperate and weary people, representing all that        The coasts present dangers, too, as the Thu’loon
was left of humanity untouched by The Bleed’s            patrol the beaches in search of captives and food.
influence. This new dawn saw the arrival of aliens       The imperial navy of Corrosa maintains a presence
to this land unlike any people who inhabited the         in the region but is stretched too thin to effectively
Auroras at the time. Their true origins are clouded      control it. The majority of watercraft plying the sea
                                                                                                                  97
            are instead crewed by elven warriors and fisherfolk;   trade ships sail in and out of port. Most adventurers
            these vessels range from small canoes to colossal      are welcome in Port Vermilium, though antiheroes
            catamarans large enough to rival any imperial ship     with visible ties to the Empire are watched closely.
            of the line. A storm of blood approaches the waters    Bartholomew Webb: An almost supernaturally
            of the Vol’doon Sea as the thousand islands grow       handsome man with skin of the darkest gray, hair
            ever more valuable to the nations calling them         long and raven black, and eyes of the fieriest orange.
VERMILIUM
            home, and ambition and greed rise to the surface.      Once an infamous outlaw, Bart was freed to act as
                                                                   an imperial bounty hunter privateer, but instead
            CHILDREN OF LIBERTY
                                                                   found his calling as a liberator. He commandeered
            The people of Port Vermilium have been called
                                                                   a number of prison ships and freed the inmates
            pirates, outlaws, and worse, but they consider
                                                                   kept below deck — mostly elven criminals and poor
            themselves free of tyranny. They act as vigilant
                                                                   imperials — who then pledged their loyalty to him.
            guardians of the people’s rights and liberties,
                                                                   Today, he leads a fleet of deserters and pirates large
            standing as barriers against the corrupt powers
                                                                   enough to rival the imperial navy, able to plunder
            that be. The Children of Liberty are members
                                                                   both the coasts of the Vol’doon Sea and the ships
            of the Black Hat Society, and they have freed
                                                                   that sail it. Having founded the free colony of Port
            themselves of the institutional religion of the
                                                                   Vermilium, he now acts as both chaptermaster of
            Great Star, the rule of the Empress, and the laws
                                                                   the Black Hat Society and commodore mayor of
            of her land. The colony’s founder, Bartholomew
                                                                   the town. He is cruel by nature, but fair, and he
            Webb, envisaged a place where bloodline and
                                                                   is feared as much as he is admired. His ship, the
            belief mattered not, where anyone would be free to
                                                                   Insurrection, draped in black tapestries made by
            make a living without facing scorn or prejudice. Of
                                                                   skilled artisans, is the fastest on the open ocean.
            course, Port Vermilium is no utopia: crime is rife
            in the boomtown lagoon, and punishment is              ISLAND OF THE APES
            often administered                                         An island exists on the eastern edge of the
            without         trial.                                     Vol’doon Sea, shielded by fog and ferocious
            Ropes can be found on                                       waves, and guarded by impenetrable cliff
            the rocks off the coast,                                           walls built so long ago that no
            suspended just above low                                              one knows who made them. A
            tide, where thieves and                                                 hundred feet above the crashing
            spies are bound and hanged                                              waters around Monkey Island
            to give them time to reflect                                        lies a plateau untouched by humans
            on their actions before the                                          or elves, occupied instead by a
            water takes them and the                                             kingdom ruled by sasquatch.
            siren sharks and carrion                                            Led by the great Turoq Qong, the
            crabs feast on their bones.                                         largest mountain king to ever live,
               The ships and hulks that                                           an isolated band of sasquatch
            make up the town’s jumbled                                             called the Cloudeye Tribe have
            architecture have mostly                                                 made the ruined sky port high
            been stolen or plundered                                                  up in the mountains their
            from the imperial navy,                                                        home; they are lords of
            with a good number of elven                                                     all they survey. Their
            catamarans      and    dwarven                                                   warriors wield weapons
            longboats seen among the                                                         scavenged from scrap
            chaos as well. Connected by                                                     metal and decorate
            jetties and lit with oil and                                                      their bodies with rust-
            ambergris lamps, the                                                                colored paint, metallic
            layout of this living,                                                             tokens, and trinkets
            breathing town is in                                                        taken from the ruins around
            constant change as                                                              them. They are served
    98
by troops of junk monkeys who clean and tend in           REGIONAL EFFECTS
exchange for food scraps and protection from the          • Blood in the Water: Even the tiniest drop of
terrorbirds stalking the lowlands.                          blood in the water can be sensed by predators up
                                                            to half a mile away, and the waves are teeming
                                                                                                               FORBIDDEN LORE
THE VOL’DOON                                                with them. A character with any Wounds who
The Vol’doon are the most populous elven tribe in           finds themself in the water immediately draws
the world, though their people are scattered across         a card. If they draw a Club, a number of siren
the thousand islands in small villages and nomadic          sharks equal to the number on the card (with
catamaran flotillas. Their largest city, Coral Palace,      face cards representing 10) are attracted to
acts as the heart of their tropical kingdom. It clings      them within a minute. They follow any boat the
to the cliff faces over the Vol’doon Sea like a cluster     Wounded sailor is in for 1d4 days.
of alabaster barnacles and is constructed from
bleached corals, polished stone, and sea glass. The
reinforced tunnels behind the white façade are far                     ADVENTURE HOOKS
older; they served as the maintenance corridors for        Flotsam & Fire: The party encounters an
a great shipyard that once stood here. The half-           uncharted desert island that hosts a colony of
submerged stacks that circle the city’s walls were         people from every bloodline. Marooned there,
once lighthouses and statues, but they are now             they have no memory of who they were before
so overgrown with wild coral that very few alive           they became stranded, or even how they got
today have ever seen their interiors, all of which         there. A large ship occupies a lagoon cave
are connected to each other via tunnels beneath the        hidden behind a waterfall that plunges from
seabed that lead back to the city’s inner depths.          the island’s central volcano. Filled with barrels
   Coral Palace thrives on trade, with local elves,        of red rum, the ship also contains a ledger
imperials, and passing mariners flooding the               listing dangerous cargo that cannot be found.
city’s bustling port and chaotic markets. The most            Need a Bigger Boat: Fishing has grown
skilled sea hunters in the world, the Vol’doon have        scarce in the southern Vol’doon Sea, and the
been gifted with webbed toes and powerful lungs.           antiheroes find themselves unable to replenish
Indeed, many feel almost as much at home under             their stocks. The elf fisherfolk are desperate,
the waves as they do over them. The islanders              and ask for help. As the group sails across the
maintain tenuous peace and trade agreements with           Vol’doon Sea at night, they hear faint cries of
the imperial settlers in these waters, yet pirates and     fear coming across the waves on the wind. The
age-old enemies in the Thu’loon tribes continue to         sounds lead them to a small atoll, home to a
threaten their livelihoods, raiding and harassing          large siren shark breeding ground, where an
coastal towns for food and supplies. Because of            abandoned elven flotilla market can be found.
this, Vol’doon fisherfolk are trained from birth in        On board, the heroes find a deaf, frightened
both hunting and fighting; all members of the tribe        child hiding among the fishing nets just before
are ready to be called to war in times of need.            the sharks attack.
  Ink Cloud: Ink Cloud is a popular young noble              Undead or Alive: The people of Port
of the Vol’doon, so named after the waters clouded         Vermilium are being blamed by the Empire
with ink during their tidal birth: an omen from the        for the exploits of a gang of elusive, violent
deep signifying a life shrouded in mystery. A giant        pirates who have thus far escaped justice.
even among elves, Ink Cloud began as a gladiator           The marauders’ vessel is actually a funerary
in the Drifting Arenas, eventually winning enough          catamaran of mummified Vol’doon warriors
battles and love from the crowds to gain not only          led by a reanimated sorcerer. The magic
their freedom, but also their nobility. Though still       maintaining their forms has worn too thin,
a formidable warrior and master sailor, they now           and they have awakened to exact revenge on
navigate the treacherous tides of politics.                those trespassing in their waters. They sail
                                                           beneath the waves before breaching to attack
                                                           unsuspecting mariners, only to dive into the
                                                           unknown depths once again.
                                                                                                               99
VERMILIUM
    100
the gloom and glow clash: not only halflings and          steam from the lava rivers pouring into its
sasquatch, but also mechanical constructs from the        underground lakes, forming a humid, almost
world before and the encroaching imperial tomb            tropical biome. See Heat in Savage Worlds.
raiders from the world today.                           • Strange Food: Hunter-gatherers who aren’t
                                                                                                               FORBIDDEN LORE
   In its distant past, the Nameless City was a trade     accustomed to the flora and fauna of the
hub between two major nations on either side of           Underearth may find that its various slimes,
the Crescent Mountains, and boasted one of the            mushrooms, and glowing animals affect the
largest train stations in the world. The crumbled         body differently if they are not prepared
roundhouse in the center of the city’s hanging            correctly for eating. Each time a character not
pyramid is still used today as a fighting pit by its      native to this region consumes something
current occupants, both for entertainment and             grown here, they must make a Vigor check.
for martial arts training. This wonder of the old         The consequences of failure are listed in the
world is perforated with a maze of tombs and              table below; the effects last until the character
tunnels within its crumbling walls, surrounded            next sleeps.
by other, smaller structures resembling fracturing
                                                                     UNDEREARTH FOOD
stalagmites of brick and mortar, held together by
the trailing tendrils of mushrooms and vines.           2d6                    RESULT
  Nobody: Over a century before he became                      Disease: The character contracts some
the leader of the Hollow Nations, the mysterious               rare affliction following the rules for
prophet took the path of self-exile from his                   Lethal Disease in Savage Worlds, except
forested homeland in order to better connect             2     that a Vigor roll is required only each
with his ancestors from before the Bloom. In his               day. A successful Healing roll at –2, or
grief, there are still some today who refuse to utter          the healing power with the Neutralize
the prophet’s true name, referring to him only as              Poison or Disease modifier, cures them.
Nobody. Since arriving in the sunless domain, he               Glow: The hero’s vision undergoes a
has tried to adopt a life of peace and tranquility.            dramatic change — all color appears
From high atop his ruined steam train sanctuary,               more intense, and things that glow
half buried among the sacred mushroom groves                   softly shine brighter. The hero ignores
outside the Nameless City, Nobody sits motionless        3     2 points of Illumination penalties, and
and immortal, preserved by the energies of the                 they themself start to glow in the dark.
world around him. Those who are permitted an                   They subtract 2 from Stealth checks, and
audience find themselves before a shadowy figure               those attacking the character ignore 2
not wholly of this world, as if he were an apparition          points of Illumination penalties as well.
or spiritual projection.                                       Parasites: An unfamiliar fungus or the
                                                               eggs of some disgusting insect begin
REGIONAL EFFECTS                                               to grow in the antihero’s stomach. He
 • Darkness: The Underearth is a murky, gloomy                 continues to eat and drink, but finds no
   place devoid of sunlight. Any adventure here is      4-5
                                                               sustenance as whatever’s inside him eats
   subject to Pitch Darkness, although the glowing             everything he swallows (see Hunger in
   mushroom forests and bioluminescent life                    Savage Worlds). If he thinks to vomit up
   forms scattered throughout provide Dim or                   whatever is in his stomach, he’s cured.
   Dark Illumination.
                                                        6-8    Poison: The antihero takes Fatigue.
 • Time: As there are few ways to determine
   whether it is day or night, records of time in              Hallucinations: The forager ingests
   the Underearth are almost impossible to keep.               some very peculiar food indeed. She
                                                        9-11
   The tides of the Sunless Sea rise and fall with             becomes Distracted, but she gains a free
   the moon, but if they can’t use that to count the           reroll on Spirit rolls for the duration.
   hours, travelers without a pocket watch should              Nutritious: Whatever the antihero ate
   expect to lose track of time very quickly.           12     is perfectly nutritious. They recover one
 • Heat: The Underearth’s ceilings often fill with             level of Fatigue, if any.
                                                                                                              101
                                                                     the rainbow. The blight still lingers here, most
                           ADVENTURE HOOKS                           notably around the Lost Colony of Stillwater on
              Call of the Void: Miners beneath the                   the shores of Stagnant Lake and within the Orchard
              town of Lonely Hollow have continued to                Mother’s Forbidden Glade. In these contaminated
              dig too greedily and too deep, leading to              zones, all living creatures that draw breath risk
              recent disappearances within the caves. The            succumbing to the virulent disease. Dryads gather
VERMILIUM
              creatures responsible for the missing miners           in shambling groves inhabiting pox-ridden swaths
              are gargoyles led by a powerful, fire-breathing        of forest and bayou, luring unsuspecting creatures
              matron made from molten rock, who’s agelong            with their enticing aromas.
              slumber has been disturbed by the imperials.             The imperial town of Blightwater stands as a
              The town is hiring mercenaries to deal with            haven from the malady thanks to the Black Root
              the colony, which rests deep among the                 healers, who are permitted to work their magic in
              magma chambers of an underground volcano.              town. Coming from the village of Black Root, their
                 They Came from the Sunless Sea: A                   practice is encouraged by the half-halfling, half-elf
              sasquatch fishing village on the plutonian             mayor, Hugo Crane, who believes that cultures,
              shore is being robbed of its daily catch while         both imperial and older, can coexist harmoniously.
              its people sleep. The robberies have been              Unlike other colonial towns, Blightwater has
              occurring ever since a great electrified storm         no ghettos or slums forced into poverty and
              gathered on the ceiling above a few nights             crime. Instead, all its people live side by side,
              ago. The locals believe it to be the imperials,        more preoccupied with the dangers outside their
              but the raids are actually being carried out by        borders. The halfling and elven influences in town
              clockwork colossi, awakened by the electrical          are notable: many traders, artisans, and sorcerers
              surge, that are emerging from the sea in               provide the citizens with local cuisine, medicine,
              silence. What do they need the food for, and           and traditional crafts. Characters of multiple
              what happens when it runs out?                         bloodlines can ignore their Outsider Hindrance
                                                                     here.
                                                                       The town is also home to one of the most
            GREEN FRONTIER                                           successful chapters of the Black Hat Society. The
                                                                     Crimson Dove Gang, made up of ladies either
            The Wildwood is a primordial place of untamed            retired or dismissed from the companion business
            nature, alive with a supernatural sentience that has     and the grown fatherless sons of their profession,
            flowed throughout it since The Bleed. The ground         occupy the riverboats floating up and down the
            is a tangle of flora desperately fighting for sunlight   Sathoggua and Viridian rivers. They can reliably be
            and fauna fighting for survival, but the real conflict   found aboard their flagship, the Dollhouse, usually
            exists between the halflings and humans. These           moored in the Elftown district. Most of the female
            two peoples are almost constantly engaged in             members are blood hunters having been turned by
            vicious guerrilla wars, the sounds of their battles      their chaptermaster, but instead of preying on the
            cutting through the forest ambience. The drowned         lonely and vulnerable who come into their dens,
            world of the southern swamps is no safer, as the         they seek the other creatures of the swamps, roving
            air thickens with the spreading spores of the blight,    outlaw gangs, and river pirates who also patrol
            and the unseen horrors of the fungal morass begin        these waters.
            to reveal themselves.
                                                                        Dolores Reed: The captain of the steamboat
            THE BLIGHTED BAYOU                                       Degobah’s Ark was once a soldier sent to burn the
            The farther south one travels, the warmer and            sickening forests, but was abandoned in the Lost
            thicker the air becomes, and the more sodden the         Colony after contracting the blight herself. She
            ground. Birdsong is drowned out by the constant          became a river pirate, and now charts her rotting,
            buzz of mosquitos as the lush, verdant forests give      diseased vessel crewed by a gang of blighted
            way to flooded waterways, and blossoming flowers         cutthroats and dryads drawn to her through the
            are replaced with fungus and mold in all colors of       Viridian Basin. Though there’s still a sliver of hope
                                                                     for Reed to recover, she needs to find a cure soon.
    102
   Hugo Crane: The mayor of Blightwater gained            Orchard Mother: A once-powerful sorceress
notoriety for becoming the first man of multiple       loved and adored by her people, Orchard Mother
bloodlines to hold office in any imperial territory,   contracted the blight after the coven that created
and he gained even more for passing laws               it captured her. They imprisoned her within their
                                                                                                               FORBIDDEN LORE
encouraging occult and sorcerous practices. Crane      enchanted walking hut built upon a corrupted,
is busy building a good public image, though not       uprooted trail tree that had settled over a gateway
everyone is convinced he has their best interests      to the Pale. She died before she could be rescued,
at heart. One of his rivals in town is Magaline        but the forest, sensing her connection to the world,
Gray, whom he feels undermines his authority           resurrected her from the soil and gave her the
and inspires division among his people. He’s not       strength to become one with the tree and the earth
too fond of the business being conducted on her        beneath it. Orchard Mother retains her memories
riverboats, either.                                    and desires, and her roots grow far and deep,
  Magaline Gray: A strong-willed, elderly woman        consuming the lifeblood of the Wildwood’s buried
whom the halflings of Blightwater consider their       dead to absorb unrivaled knowledge and power. In
spiritual leader and the elves their queen, Magaline   her final resting place, she remains in supernatural
Gray can trace her lineage back to the Qol’kaan        balance between life and death, a true prophetess.
elves of Zin, though she was raised in the canyons       Some sorcerers claim to still communicate with
of the Great Deserts. She was one of the fortunate     her through the forest’s trail tree saplings, which
few who escaped a Thu’loon raid that saw most of       grow from her untainted seeds. Her Forbidden
her people captured, though she lost her legs to a     Glade has become a site of pilgrimage for tribal
butcher priest and became permanently scarred          leaders seeking guidance, as well as for fellow
with blood lust. Eventually, she made her way to the   exiles and blight victims who come to worship her.
bayous, becoming the proprietor of the Dollhouse         Smoke Frog: The People of the Black Root
                  and chaptermaster of the Crimson     occupy many of the trees overhanging the muddy
                       Dove Gang.                               banks of the Sathoggua River. Governed
                                                                    by Smoke Frog, a trusted ally of the
                                                                                                              103
            imperials there, the tribe’s territory is surrounded     amber that are sought after by collectors around
            by large stretches of bog lit with flickering candles    the world. While most halfling homes cling to
            marking both its boundaries and the burial grounds       the sides of gigantic trees or occupy the hollows
            of the tribe’s elders. Mummified by years spent          within them, the People of the Fire Leaf suspend
            under the peat, these buried tribespeople have been      theirs from the boughs of giant weeping willows
            known to rise as reanimated dead when trespassers        like hanging bird nests, glowing from within with
VERMILIUM
            attempt to cross the bogs at night. The ancestors of     hundreds of fireflies and ember moths kept for their
            the Black Root learned this magic from the elves of      light. The halflings of the Scorched Pine are known
            the south, a small number of whom colonized the          to torch the mountainous woodland around them
            swamps hundreds of years ago, giving the region          to clear the debris off the forest floor, allowing
            its unique culture.                                      young trees to flourish and grow. Members of
                                                                     their warrior society, known as the Ashborn, paint
            HEART OF THE FOREST                                      themselves in the pine ash the fires leave behind
            The halflings have ruled this realm from their           and use pine cones as explosive weapons to great
            treetops for a thousand years, though they have          effect.
            never truly been able to tame it. Now, with the
                                                                        Not all of the forest remains untouched. Large
            humans’ coming, the forest is wilder than ever, and
                                                                     areas of woodland have been felled along the roads
            the familiar laws of nature are being uprooted. The
                                                                     between Serenity and Lonely Hollow in an area
            grand alliance of halfling tribes, the Forest Nations,
                                                                     now known as the Dead Wood. This land once
            was born of the halflings’ desire to restore balance.
                                                                     belonged to the People of the Everfall Vale, who,
               The ancestral home of the largest tribe in the        having been cut off from the rest of the Forest
            Forest Nations is Sequoia Sky, a towering capital city   Nations by the Wildrun River, were quickly
            that stands as a wonder of the world, both old and       dominated by Firefly Industries loggers. In their
            new. Here, colossal trees, roots, and vines strangle     first large-scale experiment, Baron Rufus T. Firefly
            the bones of an ancient metropolis, holding up the       sought to raise buried halfling corpses to add to
            remains of bridges and skyscrapers that would have       the barony’s labor pool; sickeningly, after years
            otherwise fallen — and concealing their true forms.      of researching forbidden and all-but-forgotten
            The climbing city overlooks the rest of the forest       knowledge, this proved successful. After the baron’s
            like an arboreal palace half a mile high. People flock   death, the reanimated warriors remained, and they
            to its hanging gardens, yet to date, few imperial        now occupy their old village in the forested hills, a
            eyes have seen it. The collapsed walls and floors of     decaying deadfall tree sapped of life and spirit, still
            the hidden buildings are interwoven with creeping        living in a state of undeath even as it lies on the
            roots and branches, forming mazelike tunnels and         forest floor.
            hollows where the city’s criminals, prisoners, and
                                                                        Summer Fly: The counsel of the Scorched Pine
            viler inhabitants dwell. Indeed, some of the deepest
                                                                     Tribe’s experienced and long-lived spiritual leader
            parts of the city have yet to be explored. Beneath,
                                                                     is greatly respected among the Forest Nations.
            the root-tombs feed both the city and its populace:
                                                                     Once a venerated warrior sorceress herself, her
            the interred dead enrich the soil, while the crystal-
                                                                     views of the imperials are more considered than
            clear waters of a great underground river flow from
                                                                     those of other Forest Nations leaders, so she
            the Underearth’s subterranean lakes, filtered by
                                                                     tempers their rage as best she can. She flies through
            miles of rock and root. The city is ruled by a council
                                                                     the forest’s canopy in the form of a white crow,
            of wise and powerful leaders, each appointed by
                                                                     gathering news from the trail trees that answer to
            their own tribe to represent it. All beings who wish
                                                                     her. Indeed, many of the forest’s trees are sentient
            to parley with the Forest Nations must deal with
                                                                     in their own right, able to talk with those willing to
            them and their wildly differing personalities.
                                                                     listen to their slow, meandering tales.
              The Poison Oak halflings of the west coast drink
                                                                       Zero Wolverine: The young, ambitious war
            toxic sap from their vine-wrapped tree villages in
                                                                     chief of the Great Sequoia people has proven
            coming-of-age rituals, becoming immune to its
                                                                     himself time and again in battles against the
            impurities in the process. Their jewelry is made
                                                                     forest’s invaders, becoming a tremendous thorn in
            from various seeds and insects encased in beads of
                                                                     the side of the imperial military. He, like the rest
    104
of his people, follows the hallowed prophecies of          east. Most of the soldiers verge on insubordination
the Orchard Mother. After he took on the arduous           and desertion and do as they please, spending the
quest to her Forbidden Glade seeking guidance,             majority of their time between the town’s brothels
she rewarded him with a prophecy of victory over           and Belle’s jail cells.
                                                                                                                      FORBIDDEN LORE
the invaders, as well as with a branch taken from             Firefly Industries maintains its headquarters
her own body. The branch has been made into                here, despite the baron’s death. The company was
two magical tomahawks, which are now revered as            largely a front allowing Baron Firefly — who was
sacred relics among the Forest Nations.                    a student of both the ancient technology of the
                                                           Architects and the occult magic of the sorcerers —
A TOWN CALLED SERENITY
                                                           to pursue their own twisted ambitions. Through
Beyond the forest along the western seaboard,
                                                           onerous research, experimentation, and the
Serenity stands as a wild town in a wilder land. The
                                                           discovery of ancient scriptures and rituals, Firefly
dark, looming woods that surround the town are
                                                           sought to create a labor force that would continue
patrolled by Forest Nation scouts, imperial bandits,
                                                           working beyond death, forever abolishing the
and beasts looking to make their next meal out of
                                                           currency of blood, sweat, and tears the Empire dealt
lost wanderers. Because of this, Serenity relies
                                                           in. Firefly’s manor is built above a halfling burial
heavily on its large docks for transportation and
                                                           ground overlooking Serenity, which provided
trade, which attract people of all backgrounds and
                                                           them with specimens for their work. However,
moralities like flies to a beached carcass.
                                                           their perverse ambitions twisted into something
  Over the last couple of years, the town has              far more disturbing: to achieve immortality, to play
become known as a notorious den of filth and               God, and to create an army of loyal followers bent
thievery, not least because crime lords have moved         to their will. Such necromantic sorcery required a
in to fill the void left by the Doom That Came to          powerful formula activated by an equally powerful
Serenity. The children orphaned on that violent            catalyst, such as a bolt of lightning. This obsession
night did not disappear but were set free by a             led to catastrophe after Firefly’s twisted trials
former resident of the orphanage, Chili Manzar,            contaminated the town’s soil. When struck by the
who recruited them into his growing smuggling              Doom’s storm, the polluted earth reanimated the
operation. He would rather see them living in              long-dead halflings, releasing their terror upon the
organized crime than becoming Dawnborn; plenty             town. In the bloody aftermath, the inquisitors who
of orphans are made every month out west, all of           came to pick up the pieces declared Firefly dead:
whom are welcomed into Chili’s family. A key ally          a lie to cover up the baron’s incarceration in the
of theirs is Raz Anul, a clockwork purveyor of rare        Vaults of Zin.
herbs, prescribed chemicals, illicit artifacts, and oil-
                                                              Chili Manzar: Chili’s birth was considered a
based embrocation. Raz runs a seedy apothecary
                                                           crime before families of two or more bloodlines
just off the town’s main street and supplies the
                                                           were allowed in the Empire. He wasn’t given the
young urchins with whatever they need to defend
                                                           same rights as humans or halflings. He wasn’t
themselves. Also working with them are the
                                                           given a chance. Cast aside by his human father
dozens of homeless drifters who clog the town’s
                                                           and halfling mother, he finally started living after
gutters, acting as Chili’s spies and messengers. The
                                                           escaping the orphanage. He spent months working
chapter’s den can be found in the sewers running
                                                           for the Black Hat Society in Almouth back east,
beneath the town, which have become infested
                                                           putting his small stature and nimble fingers to use
with alligators, river rats, and older horrors. It is
                                                           as a cutpurse and safecracker. He was only ever
widely known that the town’s new peacekeeper,
                                                           jailed once for his string of crimes, his incarceration
Belle Fontaine, is an ex-outlaw and former member
                                                           lasting precisely one hour before he broke out. He
of the Society herself.
                                                           eventually returned to Serenity’s workhouse to free
  Fort Sundown, overlooking the Wildrun River,             the children inside from what he saw as their own
once housed a large garrison of imperial soldiers,         jail cells, and he now runs the Brotherhood of Rats
but many were lost in the Doom That Came                   after having fed the former chaptermaster to the
to Serenity, and it now only houses a reduced              gators.
company largely forgotten by its superiors back
                                                                                                                     105
VERMILIUM
    106
                                                       of war, the great dwarf clans of today are made up
               ADVENTURE HOOKS                         of what were once countless divided families, now
  Forest Fire: The antiheroes encounter a              brought together under banners of peace. Though
  distraught halfling sorceress in the forest, who     they stand united, history is hard to forget, and the
                                                                                                                 FORBIDDEN LORE
  claims she was taking her blighted son to be         fires of age-old grudges wait to be rekindled. The
  with the Orchard Mother. Along the way, he           dwarves have spread far over the north, but they
  was captured by a band of torchbearer cultists       do not claim it for themselves — this is a wild land
  led by a fanatical inquisitor: they intend to burn   indeed. Savage skin walkers prowl the western
  him and the Forbidden Glade to the ground in         forests at night under the light of the full moons,
  the name of the Great Star. Will the antiheroes      tribes of sasquatch patrol the forested hills above
  rescue him and stop the pyromaniacs before           the settled mists or herd their mammoths across
  it’s too late?                                       the northern tundra, and blood hunters still lurk
                                                       among the remote pines. The arrival of humanity
     Lumber Camp: Close to the road, the               has done little to tame this frontier, though their
  heroes encounter a logging site that shows           presence is becoming increasingly hard to ignore.
  no signs of life. Blood spatter on the ground
  suggests a violent fight occurred, and tools lie        “Since the war, much of our old northwest territory
  strewn about the tree stumps. Large, bulging           was given to the Hunger Bay Trading Company. It
  trees surround the clearing, some of which are         was created to hunt and contain the supernatural
  carved into totemic animals of the forest, with        game that live in our sacred lands, and provided
  blood oozing from the wood. If anyone picks            work for some of our Huntresses, but now many
  up an axe or saw, this animates the magical            of my people grow angry with their disrespectful
  constructs, which tear themselves from the             ways and ambitions. I worry for our peace, as it
  wood to slay their would-be attackers. They            never lasts for long.”
  have the Pacifist (Minor) Hindrance with                                  Nala Snow, Lady of the Hunt
  regard to anyone with the Taboo Hindrance,
  and they use the profiles of typical forest          THE CONFEDERATED CLANS
  creatures with increased Strength, Size, and         The Gray Bear Clan holds the Red Salmon River,
  Armor, as well as the Construct Special Ability.     which bifurcates the northwest, cutting through
  They each suffer +2 damage from fire, and are        HBTC land. The Confederation’s capital, Fort
  considered flammable.                                Solitude, climbs high upon its island like a wooden
                                                       mountain of intricately carved temples and towers,
     Trail of Breadcrumbs: A witch needs help
                                                       its overlord’s magnificent great hall at its peak. The
  finding a series of rare components needed for
                                                       old wooden crypts beneath it run deep, leading
  a ritual to save his town from disaster. The
                                                       behind the waterfall at the edge of Bear Lake to
  trouble is, the ingredients are only found in
                                                       a network of secret caves used in desperate times
  nearby Everfall territory, which is filled with
                                                       for shelter and escape. Fort Solitude’s impenetrable
  undead halflings hostile to any intruders. To
                                                       gates are carved out of solid blue maple from the
  complicate matters, the Order has been made
                                                       surrounding hills; they were gifted to Drexl Fenn
  aware of his illicit craft, and it is hunting him
                                                       and Nala Snow on their bonding day. Most of the
  down. Can the antiheroes help him complete
                                                       Confederation’s lumber comes from this region, as
  the ritual before the inquisitors find him, or
                                                       do the world’s most renowned carpenters.
  will they aid the holy knights in capturing a
  potentially dangerous criminal?                         The all-female warrior society of the Spotted
                                                       Lion Pride, the Lionesses, are the most renowned
                                                       archers and monster hunters in the north. To
HARD WINTERS                                           join their order, a hunter must prove her skill by
                                                       slaying a white beast in snowfall, entitling her to
The Winterlands are a collection of fractured          wear its bloodstained pelt. The Lionesses are the
territories torn apart by war, famine, and disease,    fanatical bodyguard of Nala Snow: they would
the scars of which are still visible, as the snow      lay down their lives for the most famous woman
barely conceals the bloodstained earth. As products    in the dwarven world. The Hunger Bay Trading
                                                                                                                107
            Company employs dozens of retired Lionesses              that has strengthened the Confederation. Nala is a
            for their skill and their knowledge of the land,         revered figure among the northern clans, and is the
            which helps them foster the growth of the barony’s       mother of Drexl’s two children, Axl and Freya.
            success.                                                   Nug Yeb: The Lord of the Black Goat was
              High among the peaks of the Crescent                   raised by mountain sasquatch and possesses the
            Mountains, the wooden Temple of the Black Goat           supernatural ability to regenerate after receiving
VERMILIUM
            stands as the cultural center of the most barbaric       wounds or afflictions, after having drunk from a
            of the confederate clans. Its clansfolk are brutal       severed black goat’s horn as an infant. He has lived
            warriors of the old ways, who coat themselves in         for over a hundred years and looks not a day over
            goat’s blood and wear little more than furs. These       40, though his appearance is no less striking due to
            dwarves shun the Empire’s influence evident across       his black-dyed hair and blue skin stained with goat’s
            the rest of the Confederation. Their dialect, apparel,   blood. He grows discontent with the Winterlands’
            and weaponry are of archaic provenance, and even         peace and longs for the glory of battle once again,
            their own kind see their people as barbarians. The       having vowed to die by the sword.
            horns of the black mountain goats gift these people
            with long life and a supernatural ability to heal        CREATURES OF THE NIGHT
            from wounds and disease. Their berserkers even           Years after the end of the Sanguine War, the
            ride these beasts into battle.                           memories of that terrible conflict linger on. The
                                                                     Haunted Pines are still overrun with feral vampiric
              The Blue Wolf Clan is the last to remain inside
                                                                     coyotes, sasquatch, and dwarves who have survived
            the Inner Crescent; serving as a bulwark, it
                                                                     and taken over the once-great Red Coyote Clan’s
            diligently guards the high passes from the eastern
                                                                     longhouses, turning them into blood-soaked
            vampires. The Confederation’s safety is bought
                                                                     dens of gluttony. The dwarven sorcerers of the
            with blue blood, as even now, long after the war
                                                                     Blue Wolf blessed the source of the Rapid River
            has ended, shadows linger in the Haunted Pines.
                                                                     dividing the Witchwood from the Haunted Pines
            This has led to resentment of the safer clans of
                                                                     in a series of long, arduous rituals to make sure the
            the west, as well as greater acceptance of the Blue
                                                                     vampires would never cross the river again. Still,
            Wolf’s imperial neighbors, who trade in advanced
                                                                     the spine-chilling calls of the wendigo can be heard
            weaponry the dwarves use against their vampiric
                                                                     in the dead of night from across the water, and
            enemies.
                                                                     their strength is growing.
               Drexl Fenn & Nala Snow: At a young age,
                                                                       To the west, a war between the blood hunters
            shortly after the war and the death of his father,
                                                                     and skin walkers seems once again inevitable.
            Drexl Fenn assumed the burden of leadership as
                                                                     Wednesday Glass’s hunters never cease their search
            the head of the Gray Bear Clan and ultimately as
                                                                     for more hunting grounds. This is leading them
            overlord of the Confederation. His inexperience
                                                                     southwest into Forsaken territory, resulting in
            led others to challenge his position, believing it
                                                                     brutal clashes between the two factions, one fueled
            to be unearned, though they were silenced once
                                                                     by profit, the other by survival. The Hunger Bay
            he revealed to them his nude form. Covered head
                                                                     Trading Company was founded to capitalize on the
            to toe in dancing tattoos of enchanted ink that
                                                                     abundance of dangerous, wild game that roamed
            appeared after his father’s death, he has a tapestry
                                                                     the Winterlands, the materials from which are in
            of flesh depicting the guardian spirits of all the
                                                                     high demand in the Empire. Now, it is a front to
            Confederation’s clans, symbols of his right to rule.
                                                                     satisfy the baroness’s need to feed, and to slake the
            He lost much during the war and is still haunted
                                                                     thirst of her growing army of blood hunters.
            by those memories: his mother was consumed in
            flame; his father, Umber Fenn, died in battle; his         Despite their territorial nature, the skin walkers
            wife and unborn son were murdered in cold blood;         of the Forsaken are relatively peaceful and care
            and his estranged brother, Trekt, never returned         not for the concerns of the rest of the world.
            from the war.                                            Their home is a reservation for the exiled and
                                                                     disenfranchised, protected from the hateful east
              Drexl has since bonded with Nala Snow, the Lady
                                                                     by the Blondback Hills. They welcome anyone
            of the Hunt and leader of the Spotted Lions, an act
                                                                     bearing the mark of azure agony, though most of
    108
the clan’s members are unleashed and fully formed,       if he drank the blood of the great sorcerers of the
viewing newly turned skin walkers as immature            all the clans, he would be given the strength and
children to be watched. During the alignment             power to save her. His plan failed, his warriors
of the moons, members of the pack embark on a            were defeated, and he died at the hands of Nobody’s
                                                                                                                  FORBIDDEN LORE
spiritual hunt from their settlement of Blue Moon,       Heroes, though many of the creatures he sired
celebrating the thrill of the chase and satisfaction     still roam the Haunted Pines as the Cult of the
of the kill before a great feast. They are not alone.    Wendigo, led by a powerful and fiercely intelligent
The Werewood, and indeed the annual hunt, is             monstrosity.
shared with the wilder, bear-form skin walker              Wednesday Q. Glass: Once a ranger for the
clan of the mountain slopes: the Ferals, led by a        imperial army, Glass, upon retirement, accepted
giant, merciless warrior known only as Grizzly.          the lucrative position of baroness of the Hunger
This small warrior nation accepted the cruelty of        Bay Trading Company. Glass caught blood lust
the wilderness, and the more animalistic nature of       willingly from her lover, who had been infected
their agony, becoming little more than a pack of         during a hunt as they pursued their vampiric quarry
sentient beasts.                                         together. Unlike Glass, her lover fully embraced his
   The Blondback Hills are home to a large tribe of      gluttony, and after losing control of his urges, fled
sasquatch bearing the same name. The sasquatch’s         into the night to become a monstrous wendigo. He
Sanctuary is a derelict military fort from the old       returned to Glass with ravenous intent, and the
world built high in the pine-covered mountains.          huntress barely escaped with her life, but managed
These enormous, intelligent beings usually form          to kill her former paramour before mounting his
tight-knit, secretive communities of a dozen or so       deformed skull on her trophy wall. She slowly
individuals led by brutally protective blondback         succumbed to blood lust, but managed to keep her
males, whose normally brown fur develops a               malady a secret behind cunning deceptions, and
blond saddle shape across their backs as they age.       grew ever more powerful. She surrounds herself
The Sanctuary is home to over fifty sasquatch and        with loyal guards, hunters, and servants whom she
is led by a coalition of sorcerers Nova and Nkima        has infected, residing beneath Hunter’s Palace in
Proudfoot, sisters who are open to trading with the      the old dwarven burial crypts. Each year she stages
Confederation, Ferals, Forsaken, and the southern        hunting competitions across the Wendigo Peaks
halflings, but are distrustful of humans.                around the palace, only to hunt the competitors
   Lugaru: The Forsaken leader, Lugaru, was once         herself. For the few days after each hunt, her
a cerebral berserker of the Blue Wolves; she fought      normally old, sickly appearance gives way to one
during the Sanguine War alongside her Gray Bear          of strength thanks to the lifeblood she feeds upon,
ally and friend Umber Fenn. She was known for            which she attributes to the thrill of the hunt
running heedlessly into battle with only a woad-         keeping her young.
colored wolf pelt and a pair of clawed fists. Hoping
                                                         THE GREAT WHITE NORTH
to end the war before any more of her people
                                                         The farther north one travels, the thinner the
were slaughtered or captured as cattle, she was the
                                                         boreal forests become, the heavier the snow falls,
first to be changed into a skin walker by the clan
                                                         and the lonelier and bleaker existence seems. The
elders of the Azure Shrine. She has not aged a day
                                                         tree line gives way to endless stretches of tundra
since becoming unleashed, and though she is still
                                                         buffeted by relentless blizzards; coasts of hard,
mortal, she will live far longer than her former
                                                         unforgiving rock; and impenetrable glacial ice.
kin could ever dream of, in freedom, glory, and
                                                         Very few settlements thrive this far north, and
resentment. Her exile provoked in her a hatred of
                                                         those that do rely heavily on fishing and whaling
the Confederation so deep that she is unable to ever
                                                         off the frozen coasts. Like the Great Deserts of the
forgive their betrayal. Instead, she would lay down
                                                         south, the northern Frigid Wastes remain largely
her life for her own clan and cubs, as all she desires
                                                         unexplored, even by those who have lived here for
for them is peace and shelter from judgment.
                                                         generations.
  Voryn Frey: The leader of the vampiric alliance
                                                           The White Whale Clan controls the icy waters
began the Sanguine War in an effort to save his
                                                         of Meltwater Bay and the many small settlements
lover, Ophelia Varga, from dying. He believed that
                                                                                                                 109
VERMILIUM
                                                                                                  to
                                                                                             pull      their
                                                                                           sleds or to carry walruses
                                                                                         and whales back to their
                                                                                      igloo campfires. They are
                                                                                    highly intelligent with flawless
                                                                           memories, yet they are few in number;
                                                                        most communities carry only a dozen or so.
                                                                      Their mountain king, Mons Tantora, resides
                                                                   in Ivory Hills, a large village supported by the
                                                                  meltwater from the slowly shifting glacier in the
                                                                  mountain valleys above it.
                                                                    The vivid colors of the Caldera Springs mark a
                                                                  vast mammoth graveyard, home to the bones of
                                                                  countless beasts stripped of flesh in the boiling
            built in the        inlets around the volcanic        lakes and bleached under the winter sun: the
            islands. Residents access the islands across the      victims of the long-gone Yellow Bat Clan. The
            bay by boat in the short summer months or by          hidden geothermal valley has become a solemn
            sled over the sea ice in winter. Isolated from the    place protected by the Graveherd: sasquatch who
            troubles of their southern kin, they enjoy relative   swore an oath to the western alliance to rid the
            peace, though they are no strangers to danger, as     land of vampiric corruption in the civil war. The
            hungry predators often prey upon their smaller        caldera bubbles away under the shadow of Mount
            villages. The clan’s largest and most protected       Tatanka, the largest active volcano in the known
            city, Nanuqta, bridges the known world and the        world. Lightning storms rage high above its peak,
            endless white of the north, offering a last hearth    which constantly coughs out clouds of ash only
            to dwarves, humans, and sasquatch traveling           for it to fall as gray snow, choking the trees and
            through. Unlike the other clans, the people of the    wildlife for miles around.
            White Whale have no lord or lady; instead, they
            follow the guidance of the matriarchs and medicine       Mons Tantora: The enormous, monstrously
            women of the Council of Gray Amber, who gather        obese mountain king of the Thundertusks, Mons
            from across the bay once a year.                      is said to have feasted upon an entire mammoth as
                                                                  his first meal shortly after his birth in the forbidden
              Even more cut off from the rest of the world are    Caves of Nug. He sits all day long on a throne of
            the sasquatch tribes. The northern sasquatch are      cracked ivory as his harem hunts for the tribe.
            covered in thick, white fur that protects them from
            the extreme cold, and they tame snow bears and           Nicodemus Crow: The Temple’s priests
            mammoths as a human might tame hounds and             are drawn to the lands of the midnight sun like
            horses. The largest community, the Thundertusks,      moths to flame. Rat Factory’s founder, Crow,
            comprises roving pastoralists who guide the great     led an expedition into the unknown north that
            mammoth parades across the tundra, using them         is believed to have met a tragic end. In truth, he
                                                                  and his crew of imperial sailors and dwarven
    110
guides became trapped in pack ice, forcing them
to continue their voyage on foot. What they found              Mammoth Drive: The Confederation
in an isolated range of black mountains at the top           seeks to drive a parade of mammoths north
of the world were the prehistoric Ice Caves of               into the tundra, where the Thundertusk
                                                                                                                    FORBIDDEN LORE
Qadatha. The tunnels led to a frozen region of the           sasquatch are eagerly awaiting. The dwarves
Underearth containing the mummified remains of               are hiring experienced riders and drovers to
the Architects encased in the ice. He remains there          help them on their sleds in exchange for a share
with them.                                                   in the trade. The antiheroes must traverse
   Yuma Feng: This famous dwarf whaler and                   treacherous frozen lakes, sudden blizzards, and
mercenary has eyes on becoming the Lady of                   the hunting grounds of roaming terrorbirds
the White Whale, replacing the Council of Gray               before they reach the end of the trail.
Amber, whose members she sees as jealously
guarding their own power. She’s sailed most of the
world in search of the finest catches, rarest artifacts,   HUMANITY’S DOMAIN
and most daring tales of adventure, and has formed         Having been tamed years ago for the most part,
her own clan from the crews of her armada. Feng’s          very few sightings of monsters or supernatural
patience for the elders grows as thin as summer            threats are reported in the Inner Crescent, but
ice, and she plans her next moves from her isolated        that isn’t to say that it’s without danger. Travelers
island stronghold north of Meltwater Bay.                  find that imperial soldiers and peacekeepers have
                                                           a stronger presence in these parts, both corrupt
REGIONAL EFFECTS
                                                           and not, and the Empire’s oppressive rule is felt
 • Cold: The cutting winds and freezing rime
                                                           more prevalently. Any magic user other than
   of the Winterlands can kill quickly without
                                                           those of a priestly persuasion caught activating
   proper attire and a fire at night. See Cold in
                                                           their powers here quickly find themself staring
   Savage Worlds.
                                                           down the business end of a crossbow and getting
                                                           comfortable in a pair of handcuffs. However,
               ADVENTURE HOOKS                             society’s more cunning ne’er-do-wells have learned
  Blue Moon Rising: While passing through a                to take advantage of the vast stretches of unsettled
  small frontier town, the antiheroes learn of an          prairie between the small pockets of authority, and
  underground fighting ring below the saloon               they continue to evade the law.
  from the dwarf barkeep and his clockwork
  wife. Fighters can expect to take home good              AURELIA’S EMPIRE
  money, especially if they can beat the reigning          The division between the Empire’s north and south
  top dog: a drunken skin walker and martial               grows as more is uncovered about the world’s past
  artist named Ajax. The bouts are known to                and attitudes toward science, religion, and the
  bring in gamblers from across the territory,             ruling classes shift. In some circles, imperial civil
  including well-connected barons, Black Hats,             war is no longer thought of as a distant possibility;
  and for tonight only, a gang of skinners intent          the cities of Almouth and Nophra Dawn represent
  on Ajax’s hide.                                          the cultural capitals of two opposing ideals. While
                                                           the majority of the Empire’s wealth, along with
    Dusk Till Dawn: The Cult of the Wendigo                most of its military power, can be found south of
  has gained enough strength to cross the Rapid            the Isthmus, the north has claim to the weapons
  River separating it from the western clans,              factories and has built better relationships with its
  bringing bloodshed to their lands once more.             Confederate allies. War would be catastrophic for
  The Blue Wolf Clan has requested aid from its            both; nevertheless, although the Empire has yet to
  Graveherd allies, but it is forced to hire local         fracture, the cracks are beginning to appear.
  mercenaries when no word returns. While the
  defenders fortify the riverbank, the vampires              The people of Almouth, the clockwork city, are
  dig tunnels beneath it to bypass the burning             not as religious as their southern brethren, and
  waters, attacking in wave after wave until the           place greater value on education and progressive
  sun rises.                                               change, though these often come at a high price.
                                                                                                                   111
            The blood- and sweat-fueled factories of the              discovered, the Temple would dethrone Adara for
            Clockwork Arms Company are run day and night              being unfit to produce an heir, and would claim the
            by the calloused hands of criminal laborers, slum-        Empire for itself.
            born orcs, and the rest of the city’s unwanted. The         Col. Caleb Z. Hyde: After retiring as a colonel
            machines born of these industrial halls, dreamt up        of the imperial artillery, this war hero founded
            by the Academy’s engineers, are some of the most          the Clockwork Arms Company to devise and
VERMILIUM
            valuable and triumphant creations in the Empire.          manufacture his own revolutionary weapons.
            The irony is not lost on the lower classes, who           Hyde and his engineers create devices that defy
            whisper of revolt and revolution. The imperial elite      physics by tinkering with restored clockwork
            have profited at their expense for long enough, and       relics and arcane devices, and fusing them with the
            in the shadows of high society, which is blinded          Empire’s deadliest machines. Together, they have
            by its own light, the numbers of the desperate and        changed the face of warfare forever, have become
            forgotten swell.                                          the biggest arms dealer in the world, and have
               To the south, Nophra Dawn sizzles and sweats           continued to search for the archanical methods lost
            under the gaze of the Great Star, kept cool only          to time to sell to the highest bidder.
            by the sea breeze rolling in from the Red Delta.             High Priest Obraham: Like all who came
            The city is a cultural marvel and a monument to           before him, Obraham served as a chaplain in the
            the Empire’s glorious past, retaining much of the         military before attaining the position of High
            early imperial architecture brought over from the         Priest, also known as the Gilded Patriarch and
            east. The dusty, sun-dappled metropolis is built          the Son of the Morning. Before he was elected
            over the foundations of a much older city, accessed       by the priesthood, he successfully undertook the
            only through Nophra Dawn’s deepest sewers and             excruciating Sacrament of the Everlight, gazing
            cellars. Here, many of the old world’s remnants still     into the face of the sun until it blinded him, leaving
            lie undiscovered.                                         behind divine visions burned into his memory.
               Empress Adara Aurelia: The Virgin Empress              The eyeless mask of vermilium he now must wear
            sits on her crimson throne safe inside her palace,        for the rest of his days symbolizes his devotion. He
            having ruled over her ever-expanding Empire for           is able to command fire as if it were an extension
            the past 53 years. She inherited her position at          of his own emotions, to glide across temple halls as
            age 10, innocent and free of the corruption that          if walking on light itself, and to glow from within
            surrounded her, and has defended against it ever          beneath his silk robes.
            since. She loved her mother, the Empress Nophra              Now, as the highest-ranking member of the
            Lah III, dearly, but after her death, Adara began to      Empress’s inner court, he uses his strong influence
            realize how little her mother wanted the life she         to exert power over the Empire. He has deemed
            had, one she hadn’t chosen for herself.                   organizations such as the Black Hat Society as
                “Adara’s beauty is beyond compare. Her dark           wholly heretical, and with the help of the Order, he
              eyes are piercing and all knowing, her ebony skin       is making it his mission to purge his holy lands of
              is flawless, and the robes she dresses in, woven        organized crime, forcing the chapters to establish
              from the finest ember moth silk, paint an image of      new headquarters in the Outer Crescent. Not all of
              divinity. She rules not with an iron fist, but with a   his intentions are as virtuous, however. He looks
              cold, opulent grace, and to gaze directly upon her      upon the Empress with resentment, suspecting the
              instils a sense of fear and dread.”                     truth behind her love affair, and he wants nothing
                     Duke Seth Zahn of the Imperial Legions           more than to ascend to absolute power himself.
              She is protected night and day by the fiercely loyal       Red Rocker: A vermilium-plated clockwork
            Dawnguard: soldiers she has personally chosen and         pugilist who floats like an ember moth but stings
            awarded the vermilium moth medal for bravery              like a blood honey bee. As chaptermaster of the
            and loyalty. The commander of this legion, Lamya          Black Hat Society’s Inner Circle, Red’s proving
            de la Sol, is her lover, and is the only person in the    grounds can be found in Qolkana near the town’s
            world who sees the Empress’s true vulnerability.          southern canal lock overlooking the Gulf of Zin.
            Their passion remains a secret, for if it were            Here, in the Blood-Forged Ring, is where fighters
                                                                      prove their mettle.
    112
                                                                                                                   FORBIDDEN LORE
Osoven
Thoth: An eccentric,
fastidious dwarven man with thick magnifying             Duke Seth Zahn: A decorated war
spectacles and a moustache waxed to perfection,          hero, the duke holds office in Blood Keep of Nophra
Thoth is a renowned occultist and the high curator       Dawn, his days of glory now behind him. Having
of the Museum of Natural Oddity. He concerns             served as general of the imperial army for the last
himself with every aspect of the museum, from            two decades, he has earned his peacetime, but years
selecting new exhibits to be displayed, to the           of battle have taken their toll. His nights are filled
drapes used to unveil them. He hires teams of            with nightmares, and as his strength begins to fade,
prospectors, tomb robbers, and other soldiers of         he ponders his life’s work, wondering whether it
fortune to travel the world in search of the next        was just, as do all who live long enough to reflect
grand discovery, usually accompanied by his              on violent lives.
most trusted engineers, and he pays particularly           Madame Tarantula:             Almouth’s    most
well. He is the man to see if ever an antihero has       prominent Black Hat chapter operates out of an
questions regarding ancient history or the occult,       abandoned temple on the city’s outskirts. The
needs an artifact identified, or is looking to join an   current chaptermaster, Venoma Blythe, aka
expedition.                                              Madame Tarantula, is a former priestess who fell
  Prof. Quentin S. Quale: The highly regarded            from grace after failing the holy Sacrament of the
head of the Imperial Academy, Quale sports a             Everlight, leaving her blind. Tarantula has grand
snow-white beard long enough to rival those of           ambitions: she seeks to overthrow the Black Court,
dwarf sorcerers and has gained much knowledge            intending to make herself the sole ruler of the
and wisdom in his long life. He has no love for the      criminal underworld.
Temple of Light and its priesthood, claiming their         She caters to clients ranging from barons and
order to be outdated and corrupt, which has gained       black market collectors to the mayor and high
him a reputation for outspoken views. However,           sheriff, who are on her payroll. She also works
he has been a friend of the Empress since she was        with Osoven Thoth to collect and catalogue
young and so has avoided the inquisitors’ wrath —        certain artifacts of interest to the Empire. They all
for now.                                                 come to her auctions looking for rare collectables,
                                                                                                                  113
            occult weapons and animal parts, and relics from          competes with imperial influence to produce a
            the old world — nothing moves in or out of the city       unique duality of cultural beliefs.
            without her knowledge.                                       Across the rest of the grasslands, towns, hog
              Xol’Tan: Clockworks have walked among us                ranches, and peacekeepers are spread out so far
            for longer than anyone knows. Mostly staying to           from each other — connected by long, windy trails
            the shadows of civilization, they have watched            and vulnerable railroads — that outlaws are able to
VERMILIUM
            the world’s younger bloodlines grow. Many have            run roughshod across the countryside in mounted
            been awake for decades, while others are just             road gangs. Nowhere in the Inner Crescent, save
            beginning to open their eyes. It is only now, as the      for the shadowy cesspools beneath the big cities,
            world discovers more of their unsophisticated kin         is crime more rampant. Travelers are advised to
            buried in the earth, that clockworks are beginning        arm themselves not only against crime, but against
            to reveal themselves. This revelation has changed         deadlier horrors lurking in the long grasses. Hungry
            the definition of sentient life, and it has left people   broods of jackalopes and packs of skin walkers stalk
            across the Auroras both curious and terrified.            the prairies at night, the cornfields are haunted by
               Deep within the dark, restricted halls of the          possessive spirits, and thunderbirds fly down from
            Academy sleeps Xol’Tan, the Machinist Child:              the mountain storms to pick off stray hogs and
            an automaton unlike any other. Its creator built          horses. The weather, however, is perhaps the most
            it in the image of a perfect human, with flawless         treacherous element of life on the plains: tornadoes
            porcelain skin over an immaculate iron skeleton,          carve their way through the land on a weekly basis,
            and with the calculating mind of a leader. Before         making travel in anything other than the heavy
            The Bleed, Xol’Tan commanded the Architects’              iron steam trains a risky venture.
            clockwork legions: humanity’s greatest and most              To the southwest, the Copper Desert plateau
            terrible invention. If Xol’Tan were to reawaken, it       lies shaded under the evening shadows of Mount
            could either herald a new era of mechanized society       Eyrie, its temperatures low enough to bring snow
            by sharing its secrets, or signal the beginning of a      down from the slopes to settle on the dunes. The
            world war between man and machine.                        dry, freezing wind and metallic, rusted sand has
              Boss Zorba: The towering orc chaptermaster of           eroded everything that once stood here, apart from
            the Blood Iron Company oversees his Black Hat             the small Copper Desert Prospecting Company
            barony from the slaughterhouses of Nophra Dawn’s          that has sprung up along the desert road. The
            lower wards, doing business with anyone looking           dwarves that run it were part of the original team
            for private security or armed regulators. It is not       that uncovered Xol’Tan, though unbeknownst to
            unusual to see Blood Iron orcs riding alongside           them, their scrapyard camps occupy the uppermost
            stagecoaches in the Inner Crescent as hired               ruins of a great industrial citadel lying dormant
            protection, or outside bar brawls as gatekeepers.         beneath the sand, along with the most advanced
                                                                      automatons ever conceived sleeping within.
            BLOOD ON THE PLAINS                                         Elijah Flint Sky: A charismatic, half-halfling,
            What is now divided into hog ranches and                  half-human orator and a native son of the Dancing
            farmland was once the ancestral hunting grounds           Grass halflings, Flint Sky left as a young boy to be
            of the eastern halfling tribes. Instead of finding        educated in Fort Solitude, and eventually Almouth.
            solace in the western forests during The Bloom,           After he returned, he was permitted a seat on the
            they made their way over the Crescent Mountains           council of the vassal nation, and works to improve
            to the grasslands beyond, where they prospered            relations between it and the Empire. Thanks to his
            for generations. During the imperial colonization         erudite charms, Flint Sky is a popular figure among
            of the prairies, the People of the Dancing Grass          his people, but is scorned by the warlike leaders
            formed the Halfling Country as their last bastion,        of other halfling nations for what they see as an
            and for most, resentment rightly remains at the           egregious acceptance of imperial culture.
            loss of their land. Halvish is the primary language
                                                                        Jonn D. Moloko: The most successful baron
            spoken by halflings, dwarves, and humans living
                                                                      of the Great Prairies shows no mercy when it
            in New Harvest, taboo laws are observed, and
                                                                      comes to his business. He believes himself to be
            the practice of sorcery is permitted, as tribal rule
    114
surrounded by jealousy and envy, and refuses to         Chimeras’ Calliope, a legendary artifact allowing
venture far from his stead for fear of what will        them to transport their cacophonous carnival from
happen to him or his own little empire. It wasn’t       one place to another without leaving a trail.
bacon or leather that made Moloko his money, but          Seven Leaves: Seven Leaves is the most revered
                                                                                                                   FORBIDDEN LORE
his specially fermented Mother’s Milk, which he         natural healer in the Halfling Country. Flint Sky
sends across North Aurora in private stagecoaches       may have the imperial connections, but halflings
bound for strongholds of the Black Hat Society.         always value the wisdom of their spiritual elders
  Many Blades: This veteran freedom fighter             over outside authority.
has adopted an outlaw life along with hundreds of
other skilled, vengeful warriors who pledged their      EYE OF THE WORLD
lances to her cause. Now, moving among the long         The Iris has remained a blank spot in the nautical
grasses of the Great Prairies, Many Blades leads a      charts ever since the imperials arrived in Auroran
mounted army of renegade wolf riders; halfling          waters. Its tides are seen as both romantic and
deserters from the imperial army; and stolen            terrifying, mysterious and dangerous. The electrical
stagecoaches across the plains in a bloody war to       storms that gather over its center summon
reclaim the home that was taken from them.              devastating winds, mountainous waves, and
                                                        darkened clouds from which psychedelic lightning
  The Chimera Brothers: The gaudiness of the
                                                        strikes the water’s surface. Most ships that venture
Chimera Brothers’ Bad Medicine Show acts as a
                                                        out into the Iris are not heard of again, and though
front for a band of witches — the Coven of Curiosity
                                                        a very small number of people have managed to
— that operates one of the more prolific chapters of
                                                        successfully cross it, their tales are usually met with
the Black Hat Society. Magic is on constant display,
                                                        disbelief or accusations of delusion. They rant of
masked by cheap parlor tricks and performances,
                                                        euphoric dreams and waking nightmares out at sea,
and people are never sure if what they see is true
                                                        of titanic monsters rising from its darkest depths,
magic or not. The witches fill the grounds with
                                                        of ancient cities lying beneath the waves beyond
the smells of fried food, greasepaint, and boiling
                                                        the limits of the Great Star’s light, and of the sounds
violet pumpkin seeds to alter the minds of their
                                                        of abyssal gears grinding on the ocean floor.
marks, causing customers among the attractions
to become more susceptible to their smoke and             Though the meteoric theory of the Iris’s origin
mirrors. Anyone visiting the Bad Medicine Show          stands to reason, other, more radical prospectors
must succeed on a Vigor check every hour they stay      and engineers who have explored the subterranean
or suffer a –2 penalty when resisting Spirit-based      catacombs, tunnels, and inner workings of the
Tests, including Fear checks, which wears off after     Auroras have developed more outlandish theories.
they leave. Of course, the performers are immune        Whispering in the corners of academic halls, or
to such intoxications                                   discussing the footnotes of discarded books in
                                                        secluded libraries, they ponder over the origin of
  The coven’s members include skin walkers, blood
                                                        the world itself. Many mechanical and industrial
hunters, blighted acrobats, sacred clowns, mimes,
                                                        ruins lie scattered and buried beneath the earth,
orcish strongmen, dwarvish bearded women, and
                                                        though no one has yet reached the lowest levels.
snake-oil sellers, all touched by the supernatural.
                                                        Could the entire globe be a mechanical construct
This caravan of chaos is led by the ringmasters
                                                        of a long-gone creator, terraformed eons ago to
Oraster and Kasper Chimera, conjoined half-
                                                        sustain life upon its surface?
human, half-orc twins left with the circus at birth.
Kasper, the more human-looking of the two, has a          Regardless of its history, one does not simply sail
penchant for performance, while the more orcish         into the Iris. It should be a lingering source of dread
Oraster has a strong affiliation with the occult, and   and wonder in a campaign, constantly in view of
both use their gifts to delight the crowds that flock   the Inner Crescent’s coastal cities, but its center
to their dark carnival. They consider themselves        always out of reach. Anyone attempting to sail
collectors of the finest fetishes and trinketry in      farther than 100 miles from the coast should suffer
the Auroras, and any hero trying to sell items of       penalties to their Boating checks as storms grow
genuine interest to them will most likely get full      more and more violent, waters more treacherous,
price or more. Their most prized possession is the      and sea creatures more terrifying.
                                                                                                                  115
                                                                           THE VAULTS OF ZIN
                                                                           To utter the words “Vaults of Zin” is to instill
                                                                           fear and paranoia in whomever hears them. If the
                                                                           Temple of the Dawn represents the zenith of light
                                                                           and imperial authority, then the vaults represent
                                                                           their pit of despair, and the ultimate punishment
VERMILIUM
    116
had stumbled upon, Firefly used their knowledge of
ancient magic and occult science to reanimate Black    form of a white wolf. She remained loyally at Max’s
Blood’s army for their own purposes, bending their     side until his death in Serenity’s Doom. He was killed
                                                       by an inquisitor while attempting to break his friend,
actions to a new, twisted will. Black Blood, freed     Cain, out of jail. His death ended Eevee’s curse, though
                                                                                                                      FORBIDDEN LORE
after Firefly’s death, now walks the lower vaults,     as a widow she was afflicted with azure agony. Over
seeking to reunite his warriors once more in hopes     time, her purity was corrupted as she hungered for
of restoring peace to the dead he cares for.           power, and began hunting supernatural beings to
                                                       assume theirs, eventually contracting blood lust. Now
  Grand Inquisitrix: The Grand Inquisitrix             she must hunt, for she is always hungry.
and the Order she commands is devoted to the
                                                          Ludius Betrugen: A dwarven witch, gambler, and
protection of the Empire, answering only to            wanted outlaw, Ludius was on the run long before a
Empress Adara herself. Giving up her name              chance meeting with Nobody’s Heroes changed his
decades ago, she has grown gray in her years of        life forever. His greed for vermilium is outmatched
service, and has become jaded to the horrors she       only by his arcane knowledge, which has corrupted
oversees. She ventures beyond the island only          his mind and body over time. He became haunted
when the Empress’s inner court is summoned.            by memories of his life before; the destruction of his
                                                       family’s shipping barony; and his intensifying visions
When she is seen, she is always accompanied by         of otherworldly powers.
a group of fanatical fighters selected from the
                                                          Ogden Winmore: Amnesia kept this eccentric
vaults’ prisoners and brainwashed into servitude.
                                                       half-halfling engineer and son of a bayou pirate
She tires of the corruption in imperial politics and   from learning about truth of his past for years. He
the hypocrisy surrounding the Temple, and from         eventually found peace with his long-lost twin sister
behind her vermilium mask, she eyes the other          Odessa, and his partner, Luna. It was his prototype
leaders with suspicion and contempt.                   for the repeating crossbow that the CAC stole for
                                                       their own production, but his most recent work is in
  Rufus T. Firefly: The most infamous criminal         restoring ancient ironclad skyships in hopes of one day
ever incarcerated in the vaults was the former baron   commanding his own fleet.
of Firefly Industries, thought by most to have died       Sangoma Nguni: Raised by elves, this human
in the fires of the Doom That Came to Serenity.        sorcerer became an honorary brother of the
Before their captivity, they were considered           Confederation after fighting in the Sanguine War.
a thoroughly charming and enigmatic figure             Afterwards, he renounced violence entirely, and
possessed of an unyielding eloquence, although         spends his days in the house of healing he built in Fort
                                                       Solitude, imparting his wisdom and telling stories of
they were rarely seen in public. When they were,
                                                       loss, grief, and regret for those he could not save.
they hid behind a beautiful mask of bone porcelain
ripped from the face of a fallen automaton. Their         Sophia Castello: This imperial priestess searched
                                                       for higher power in the darkest places of the world.
barony earned them tremendous wealth and               After leaving her home on a pilgrimage, she discovered
respect among the Empire’s high society — and          the spiritual magic of the sorcerers. Vowing to learn
succeeded in concealing their most sinister secrets.   all she could, she longed to return to her family to free
                                                       them from the Temple’s tyranny. Mountains would
   After the Doom exposed to the Order the baron’s
                                                       grow in the time it took for folks to earn her trust;
careless experimentation with the dead, Firefly was    she was naturally suspicious of strangers and was
taken to the Vaults of Zin, though imprisonment        herself an outcast, but she never felt alone with her
was not enough to stop them. Such was Firefly’s        white jackalope familiar, Snowy, by her side. Today,
reputation that other inmates, jailors, and even       she continues on her path of enlightenment.
the inquisitors feared them and were subject to the       Trekt Fenn: Thought dead, Trekt survived the
baron’s unnatural powers of persuasion. Firefly        fight with Voryn Frey at the climax of the Sanguine
soon amassed a cultlike following among the            War, but not naturally. Once a mountain of a man,
prisoners, prompting bloody riots that allowed the     the broken body of Umber Fenn’s first-born son was
                                                       stitched back together by dwarven sorcerers wielding
baron to escape deeper into vaults unknown. The        old magic. He had lived a life of hatred and fear, feelings
lower crypts provided a library of forbidden elven     that vanished the day he died only to be replaced with
lore. Firefly turned many of them into private         a thirst for retribution. Now, he wanders the Haunted
ritual chambers where prisoners, both willing and      Pines, exacting his bloody revenge on the vampire
unwilling, living and dead, could be experimented      broods that still crawl in the shadows, alone again.
upon.
                                                                                                                     117
               Firefly eventually attained a powerful state of
            undeath themself before their eventual defeat at                        ADVENTURE HOOKS
            the hands of Nobody’s Heroes. The antiheroes               Old Heroes Die Hard: The aging members of
            laid siege to an overrun Zin with the help of the          Nobody’s Heroes have heard that an ancient
            Ghost Tribe and surviving prisoners, stormed               skyship has been discovered at its crash site
            the laboratories of the Way of all Flesh, defeated         in the Haunted Pines, and they want to claim
VERMILIUM
            Firefly’s armies of machines and molded cadavers,          it for renovation. Too slow to go themselves,
            and ended the baron lich once and for all in an epic       they hire the antiheroes to secure the wreckage
            battle the world will likely never know.                   before they can join them. The party must
                                                                       contend with a group of corrupt prospectors
            REGIONAL EFFECTS                                           who also want the valuable vehicle, the rising
             • Cold: The frost-covered Copper Desert follows
                                                                       Cult of the Wendigo, and the wandering
               the rules for Cold in Savage Worlds.
                                                                       vampire slayer: Trekt Fenn.
             • Long Grasses: The long grasses of the Great
               Prairies impose a –2 penalty on all rolls requiring       Something Wicked This Way Rides:
               sight to perceive beyond 10″ (20 yards).                A collector of strange ingredients needs
             • A Night in the Vaults: All Fear rolls are made          protection on a stagecoach bound for a desert
               at –2 while in Zin. Additionally, for every night       town; her cargo is a rare, semisentient rose that
               a character spends here, they must make a Spirit        attracts malevolent spirits to it when rooted.
               check. If failed, consult the table below.              Along the journey, the coach is somehow
                                                                       forced to make an overnight stop in a small
                              ZIN HAUNTINGS                            town where the Bad Medicine Show has
              2d6                      RESULT                          opened for the night. There, the rose breaks
                     Loss of Sanity: The antihero’s Spirit             from its glass case to take root, calling forth a
                     temporarily decreases by one die type,            small army of spirits that descends upon the
                     or permanently with a Critical Failure.           carnival.
                     If their Spirit ever drops below d4, even           When Pigs Fly: Baron Moloko’s success
                     temporarily, they lose their rationality          has been under threat since he was drawn into
              2      and become a nonplayer character under            a blood feud with his strongest competitor,
                     the Game Master’s control. They might             Baroness Hux of the Thunderbird Hog Ranch.
                     become catatonic or violent, depending            She believes Moloko to be responsible for her
                     on their nature. Unless the result is             disappearing porkers. This becomes clear after
                     permanent, their Spirit recovers one              a brawl erupts in one of Moloko’s milk bars
                     step per day once they leave Zin.                 between her swineherds and Moloko’s hired
                     Chosen: For the rest of the day, the              bows, which the heroes find themselves in the
                     antihero subtracts 4 from all Fear rolls          middle of. In truth, the creature responsible is
             3-5                                                       a hungry thunderbird that has been swooping
                     instead of 2 as the tortured voices of
                     Zin’s vengeful spirits fill their mind.           down and taking the hogs back to her nest high
                                                                       in the mountains east of the Copper Desert,
                     Fatigue: The antihero suffers Fatigue
                                                                       under the influence of a powerful sorcerer
                     from restless sleep, lasting the rest of the
             6-8                                                       working for Many Blades.
                     day. With a Critical Failure, they suffer
                     Exhaustion instead.
                     Minor Psychosis: The character gains
                     a mental Minor Hindrance such as
                                                                     THE PALE GRAY YONDER
             9-11                                                    The Pale was once a verdant place of pilgrimage for
                     Delusional, Haunted, or Phobia. On a
                     Critical Failure, the result is permanent.      the spirits of the dead, a paradise welcoming weary
                     Major Psychosis: The character gains            souls once they departed this world. After The
                     a mental Major Hindrance, or increases          Bleed, it became little more than a corpse realm
              12                                                     drained of its magic and vitality, emptied of all but
                     an existing Minor to a Major. On a
                     Critical Failure, the result is permanent.      the strongest spirits determined to stay.
    118
                                                                                                                FORBIDDEN LORE
   The Pale lingers on in an existence parallel        seeking to corrupt and consume the spirits of
to the mortal realm’s as a twisted, twilit version     the living passing through. Questing sorcerers,
of it. Regions and landmarks vaguely resemble          spiritual warriors, and even curious beasts who
their corporeal counterparts, but they are             become lost here eventually fade into spirits
monochromatic and faded, disorienting those            themselves, doomed to descend into ethereal
journeying through. Structures built before The        delirium. However, not all those who wander are
Bleed stand as ruins on the verge of collapse, while   lost. Occasionally, living travelers are encountered
those built afterward dance like flickering shadows    here who have yet to fade, seen as drops of color
around them. In the Pale, to witness the layered       in an otherwise desaturated landscape. For the
citadel of Nophra Dawn is to see a desecrated city     few who know how to get here, the Pale acts as
burning in solid-black fire. Bodies of water appear    a hidden path along which to move quickly and
dark and placid, reflecting the ever-present stars     unseen; as a place to locate legendary artifacts lost
above. Dead, darkened foliage grows from the           to history; and as a realm rich in knowledge for
chalky earth, swaying in forceful, directionless       those who know how to interpret what is left, and
winds, while deafening sounds are distorted and        how to avoid the things that haunt it.
echoed as if bouncing off the walls of a limitless
cave.                                                  GATEWAYS
                                                       The Pale can be accessed through a variety of
   It is a desolate and desperate place with trails
                                                       clockwork apertures found across the world: arches
most adventurers would dare not tread except
                                                       and gateways left behind by the Architects. Most
in the direst of circumstances. The spirits that
                                                       lie dormant in various stages of disrepair, but some
remained after The Bleed continue to wander like
                                                       still open and close in accordance with celestial
floating candle flames, having grown malevolent
                                                       movements, and all of them can be repaired and
after eons of isolation and starvation, always
                                                                                                               119
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    120
  Forbidden Glade: Orchard Mother’s roots wrap            • 3 Tokens or fewer, or a failed Complication:
themselves around a buried gateway that she opens           The gateway breaks down after too much stress,
for questing travelers. Known only to her, her              requiring another attempt after the next dawn.
dryads, and western halfling leaders.                     • 4 Tokens: Travelers teleport to the other side,
                                                                                                                  FORBIDDEN LORE
  Ice Caves of Qadatha: Buried under the ice                but each must make a Vigor roll or take Fatigue
along with the frozen remains of a long-dead                from the nauseating transition.
Architect. Known to Nicodemus Crow’s team.                • 5+ Tokens: Travelers teleport without issue.
                                                           If the gateway closes before the travelers can
  Ironclad Reef: Consumed by corals, this broken         return through it, a Weird Science roll can be
gateway lies under the crashing waves surrounded         made at –2 to open it within 24 hours of it closing,
by siren sharks and other creatures of the deep.         otherwise a Dramatic Task must be performed as
  The Nameless City: The gateway here has been           above. Of course, they can always look for another
blocked and is now used as a fighting pit by the         portal in the Pale.
halflings and sasquatch of the Hollow Nations. Its         Capt. August Quintana: Many imperial
true identity is known only to Nobody.                   legionaries of the 13th were slaughtered in the
  Vaults of Zin: Firefly never found Zin’s hidden        sacred Thu’loon feasts after being captured by the
gateway. Inquisitors know of its possible existence,     elven headhunters. Others defected and were taken
but they have yet to confirm its location or the         in by the Ghost Tribe. Some managed to escape
number of mummified dead and ancient spirits             across the Burnished Sands of the Great Deserts,
that guard it.                                           happening upon an unknown gateway half-buried
                                                         in the dunes, and their means of escape. The
UNLOCKING GATEWAYS                                       gateway on the other side broke down once they
The gateways represent the final progression of          had crossed, forcing them to patrol the ethereal
a doomed civilization and the pinnacle of arcane         wastes in search of a way home. Quintana’s Lost
science, but they have since become unreliable and       Legionaries use the Imperial Soldier profiles,
dangerous. They can be identified by succeeding on       page 184, with the Ethereal and Fear (–1) Special
an Academics roll at –2, or by using detect arcana       Abilities. Quintana is a Wild Card Officer.
with the Decipher modifier. Once identified, and if
                                                            Sol Bellamy: This heroic, charming professor
it is not unlocked already, a gateway can be activated
                                                         from the Imperial Academy has ventured into
using a Challenging Dramatic Task, requiring
                                                         unknown lands across the Auroras, mapping much
four Task Tokens. Each round requires a different
                                                         of the known world. Some years ago, he and a group
skill: Academics or Archanic to study the nuanced
                                                         of students, elven guides, and imperial soldiers
composition of the machine, Repair or Thievery
                                                         embarked on an ill-fated expedition into the jungle
to make safe its ancient gears, Weird Science to
                                                         to find the fabled N’ool, the lost city of vermilium.
activate it. Other skills can be used at –2, but the
                                                         The only survivor, Bellamy instead found the
Game Master has final say on which are allowed. A
                                                         Clockwork Pyramid. After days spent wandering
single hero must take the lead each round, though
                                                         its transforming interior halls, he was captured by
allies can Support as usual. Each round represents a
                                                         their clockwork guardians and imprisoned within
minute of work, though the group can reduce this
                                                         the Pale. This was to be his final frontier.
time to rounds by taking a –2 penalty to their rolls.
the number of Task Tokens required may increase            He’s been missing for years, which in the Pale
depending on the gateway’s condition.                    feels like a lifetime, and he has lost his corporeal
                                                         form to the fade. The time spent in this spectral
  Once the Dramatic Task is completed, the
                                                         prison has corrupted and addled his lonesome
gateway opens to allow instant passage between
                                                         mind, and he has forgotten much of his former self.
the Auroras and the Pale for one hour before
                                                         Now known as the Drifter, he wanders the Pale on
closing again. The degree of success determines
                                                         an eternal journey to an unknown destination,
how well the ancient machine holds up during the
                                                         occasionally encountering travelers making
antiheroes’ journey through.
                                                         their own way through. He offers guidance and
                                                         knowledge where he can, but more often than not
                                                         speaks in incomprehensible riddles.
                                                                                                                 121
            REGIONAL EFFECTS                                        SHIFTING SANDS
            • Ethereal Wastes: All beings in the Pale are
              considered magical in nature, able to affect          The Great Deserts appear inhospitable to most, yet
              creatures and entities normally immune to             the sands and canyons of South Aurora ripple with
              non-magical damage. However, since most of            all manner of life. To escape the blistering heat
              the Pale’s magic has been drained away, Power         of day, most creatures adopt a nocturnal lifestyle
VERMILIUM
              Points only recharge at a rate of 1 per hour.         when they can hunt in the cool of night. Scorpions,
            • The Fade: Travelers are at constant risk of losing    snakes, acid worms, saberlions, and vampiric elves
              their corporeal forms and becoming trapped in         defend their claims to this realm as humans begin
              the Pale as spirits. For every four hours spent in    to spread along the verdant riverbanks.
              the ethereal frontier, each traveler must make
                                                                    BOOMTOWNS
              a Spirit roll to avoid taking a level of Fatigue.
                                                                    There’s a lot of money to be made in the desert if
              Incapacitated characters contract the fade, a
                                                                    people don’t mind spilling blood on the sand. The
              supernatural Chronic Disease that remains with
                                                                    Red Rush of 299 saw a migration of people flocking
              them for the remainder of their journey. With
                                                                    south of the border to seek their fortune, yet only
              a Critical Failure on their Chronic Disease roll,
                                                                    a small number who survived the crossing found
              the antihero becomes a spirit bound to the Pale
                                                                    theirs. Many succumbed to the heat, violence
              at the end of the session, becoming Ethereal.
                                                                    among themselves, or the dangers of the mountain
              Only banish can bring them back, which is an
                                                                    paths. That was the price to pay to get beyond the
              unopposed activation in this instance.
                                                                    mountains, and people fight tooth and nail to hold
            • Lost in Time: Time moves differently in the
                                                                    on to what precious little they find here.
              ethereal frontier; an hour in the mortal world is
              equal to 2d6 hours in the Pale.                         Most of the region’s settlements are little more
                                                                    than dusty, one-horse towns clinging to life at the
                                                                    edge of the world. Little Firewater, nestled among
                          ADVENTURE HOOKS                           the High Needles cactus forest and accessed by the
             Faded Memories: The heroes encounter a                 Firewater Ferry, and Black Harbor, a prominent
             dwarven village under threat from age-long             port town at the Firewater River’s mouth, have
             rivals. The village’s sorcerer disappeared weeks       managed to flourish. Both live and die by the
             ago after entering the Pale through an ancient         businesses on which they capitalize: mining,
             burial ground’s gateway. He died before he             distilling, and oil drilling. Outlaws driven by greed
             could return with a sacred weapon to help the          pick off horse riders and stagecoaches transporting
             villagers. They ask the antiheroes to locate the       goods between them, whereas the Thu’loon elves,
             gateway, find the Pale’s artifact, defeat its spirit   driven by hunger, capture people for their ovens.
             guardians, and return it to the them so they           Transport in and out of these boomtowns is taken
             can drive back the threat.                             seriously, and armed escorts, both private and
                                                                    military, are commonly hired for protection.
                Spirit Host: The heroes should be well-
             connected to, or at least trusted by, imperial           Leia Siddiqi: Distilling alcohol is good business
             elites. They hear reports that the Coronas             in the Auroras, as plenty of thirsty patrons step into
             Express has been suffering violent attacks on          saloons off the dusty trails. Sid, as she is known to
             her voyages through the Pale and that the              repeat customers, is a popular character in Little
             inquisitors guarding her need help. After the          Firewater, as she runs the Blue Flame Distillery
             Bowfight at Cremation, Ezmerelda Thorn and             built beneath the town to escape both the heat and
             some of her Sisters fled into the Pale to escape       the law. She has spent years perfecting her famous
             the slaughter, but became trapped for over a           formula, which uses a blend of her grandma’s
             century. Consumed by vengeance, they faded             weapons-grade firewater and healing elixirs of her
             into spirits long ago and have begun amassing          own brewing. Her tinctures are sold to the Black
             an army of ancient beings to unleash upon the          Hat Society, and though she isn’t a full member, she
             world. To do that, they plan on hijacking the          remains a valued affiliate, as she refuses to reveal
             train and riding it through the gateway.               her secret recipe.
    122
   Stone Manta: As a young elven boy, Stone              elves, and with the humans who have since taken it
Manta, named so after he sank to the sand during         across the world. The sickness eventually made its
his ocean birth, was found by imperial sailors           way north into the Winterlands, where it spread
clinging to driftwood off the Isle of Rats. Instead      like wildfire thanks to the everlasting cold.
                                                                                                                 FORBIDDEN LORE
of being left to the sirens, he was brought back to         The capital of the Thu’loon, the dead city of Loa
Nophra Dawn to be raised and educated among the          Leng, sits high atop the canyons of the southern
imperials. As an adult, he turned his attention to       Crescent Mountains overlooking the vast deserts
prospecting before moving south during the Red           below. The city is built into the cliffs surrounding
Rush. There, he formed the Manta Blake Mining            a rusting colossus rivaling the Idol of Sorrow in
Company with his partner, Balthazar Blake. He            size, emerging from the rock in the likeness of a
prospered for a number of years by hiring elven          cast-iron god. The interior of the old world statue
sorcerers able to divine the location of vermilium       contains the city’s cattle pens, shrines, and the
deposits. Since Blake’s disappearance, Manta has         queen’s palace. The latter is decorated with the
run the business himself, and his smile of vermilium     flayed flesh of butchered livestock, tanned and
teeth grows wider with every new acquisition.            painted like tapestries depicting great hunts, noble
  It is a well-known fact that the corrupt mayor         names, and royal histories. The lowest tunnels
of Little Firewater, Malachi Malone, is on Manta’s       within the city lead beneath the mountains into
payroll, as are a number of other key figures in the     the cooler Underearth, which is infested with acid
region. Supported by his friends in high places, his     worms and the most feral vampires outcast from
masterplan to dam the Cruo River in the foothills        their already-cruel society. The rest of the macabre
of the Crescent Mountains is making progress.            city climbs the canyons around it, built of rock,
By filtering the vermilium dust from the water at        iron, and bone and lined with skulls like a charnel
the source, he can provide clean drinking water          house sweet with the smell of death. Unlike other
for the Empire, and will become incredibly rich          elves, the Thu’loon do not mummify their dead, but
in the process. However, his efforts are constantly      venerate them through ritualistic consumption.
challenged and sabotaged by the Ghost Tribe                 The Garden of Rust to the east was once a
renegades, who oppose all imperial expansion.            Thu’loon stronghold, but the malevolent spirits
  Wolf K. Flywheel: Flywheel is both the baron           that haunt the region have all but forced the elves
of the Wildcat Oil Company and the high sheriff of       out. The Altar of Bones to the southwest acts as
Black Harbor.                                            a religious monument where the butcher priests
  Wu Cassidy: The half-dwarf chaptermaster of            are said to gain their power from the winds carried
the Skinners is a skin walker wolverine himself.         over the Burnished Sands. Beyond these borders
His outfit operates out of Black Harbor’s dockland       lies a collection of magical pools in the middle of
prison, where even the jailors answer to him. So         the sands. Known as the Oasis of Blood, they are
far he has avoided the Vaults as his chapter’s talents   sacred to all denizens of the desert. The vampiric
for hunting monsters are invaluable to the Order.        elves, whose flesh burns when brought in contact
                                                         with purified water, fear the pools and the power
CANNIBAL ELVES                                           they would afford their enemies if ever found.
Despite the bloody, callous atrocities the Thu’loon         Camazoth: The Blood Queen, the Red Wendigo,
elves commit against imperials and other elves           Chosen of the Flesh-Eater Cults: the high-born
alike, they are not malicious or evil, but purely        leader of the Thu’loon is worshipped like no other,
instinctual. They were cannibals before their tribe      belonging to a lineage of blood hunters who have
was taken over by their current rulers, though the       claimed rulership for nearly three centuries. She
royal influence has certainly intensified the elves’     and her family possess the power to turn thralls
lust for flesh and blood. The origin of the blood        into new blood hunters in haunting ceremonies
hunter can be traced here to the Great Deserts           each year atop Loa Leng’s towering buttes. With
a thousand years ago, as the cold, chill wind of         her armies of loyal subjects willing to die for her,
the night and the dry climate created the perfect        she turns her eyes to the fertile lands around the
environment for such a disease to thrive. It spread      Firewater River and, in particular, the human
with the comings and goings of the hunter-gatherer       cattle who live there.
                                                                                                                123
            GHOSTS IN THE MOUNTAINS                                 they were taken in as Dawnborn and put to work.
            The Ghost Tribe controls the Crescent Mountains         Obadiah joined the Order while Tiberius enlisted
            north of the Great Deserts from the safety of their     in the military, becoming a trusted chaplain of the
            reclaimed imperial ghost town, Dusk, built on the       penal regiments: soldiers taken from the prisons
            shores of Piper Lake. The territory they claim lies     and promised freedom in exchange for their
            in the heart of Thu’loon land: a dangerous place to     service. One of his soldiers was a former witch,
VERMILIUM
            be for any creature whose blood still runs warm.        who agreed to teach Tiberius her craft. When they
            However, the residents of Dusk have formed a            were discovered, they were imprisoned within the
            ghoulish pact with the cannibals, agreeing to give      dread asylum of Zin for the rest of their days, but
            tribute in the form of captured imperial soldiers and   Tiberius knew it was not to be his end.
            spies for the elvish feasts in return for clemency.       Obadiah learned of his brother’s imprisonment
            The Ghosts themselves suffer no trespassers,            and vowed to release him, but was only able to
            unless of course they can prove their disloyalty to     reduce his sentence to divine immolation. The
            the Empire, in which case they are welcomed as          crowd that gathered for Tiberius’ execution in the
            family.                                                 center of Nophra Dawn were rendered speechless
               To represent the different members of the tribe,     as they witnessed the disgraced priest strapped to
            use the Bowslinger and Elf Warrior profiles,            the pyre, burn for an hour, and rise from the ashes
            pages 180 and 182, all armed with elven and             afterwards, only to vanish in the wind. Now free,
            imperial military weapons. Some members sell            the haunted martyr seeks vengeance, and he has
            their varied skills as mercenaries or bounty hunters,   become one of the Empire’s most wanted outlaws
            although they keep their allegiance quiet when in       as he leads an entire tribe of disenfranchised rebels.
            the company of imperials. It is not unheard of for a
            band of renegades to infiltrate an imperial outpost     REGIONAL EFFECTS
            or organization to bring it down from the inside.        • Climate: In the day, see Heat and Thirst in
                                                                       Savage Worlds. At night, see Cold.
              Pale Rider: The Ghosts’ leader was born Tiberius       • Desolate: Travelers making their way across
            Wight to a wealthy imperial family, but he and his         the deserts subtract 2 from Survival checks
            older brother, Obadiah, were orphaned at a young           when looking for shelter, food, or water.
            age. As is the fate of many of the Empire’s outcasts,
    124
                                                    SOUTH OF THE BORDER
            ADVENTURE HOOKS                         South of the imperial border, the new world
The Dead City: The antiheroes are asked
                                                    remains almost as unexplored as when humans
to deliver supplies or a message to a military
                                                                                                            FORBIDDEN LORE
                                                    first arrived. The jungle continues to hide many
outpost in the canyons. When they reach the
                                                    of the old world’s sheltered civilizations, and the
outpost, they find the place deserted, until
                                                    deserts beyond are scattered with lost citadels
they’re ambushed by a Thu’loon hunting party.
                                                    and buried relics. Once they were sustained by an
Should they be captured alive, the antiheroes
                                                    abundance of natural resources, but now, so long
are taken to Loa Leng as guests of honor at the
                                                    after The Bleed, many simply serve as monuments
cannibals’ feast. They’ll need to escape before
                                                    to a bygone era, standing in various states of ruin
they’re served to the queen, perhaps with the
                                                    and decay.
help of the captured soldiers also held in the
cages. If the heroes survive the ambush, they       COLONIES & EXPEDITIONS
find a surviving soldier who asks them to help      A small number of imperial expeditions have been
him free the rest of his company.                   sent into the jungle over the years in hopes of
  Ecstasy of Vermilium: Via the words of            discovering regions suitable for colonization. Fort
a dying warrior, the party learn of a location      Adara has withstood the trials and tribulations of
somewhere atop the Manitou Plateau: a               this deadly environment, and it remains the only
locomotive graveyard under which a cache            chance the Empire has of southern expansion.
of elven vermilium is buried. Unfortunately,        Surrounded by the quagmire of the inhospitable
to get there they need to pass a raging battle      Jade Swamps, forever swarming with mosquito
between the elves and imperials. If they find       swarms, gators, and reptilian birds skulking in
the graveyard, they are welcomed by a host of       the reeds, the fort doesn’t get many visitors — or
restless spirits guarding the sacred site.          regular replenishment, for that matter.
  Orcs Nest: The Metal Militia gang has                Treasures lie buried beneath the overrun
been terrorizing the High Needles for months        vegetation of this verdant land, and the Empire
now. Its orc members, led by the brutal Ogre        is rightly convinced of the existence of N’ool
Draan, dress head to toe in armored plates          somewhere in the green expanse. It has mounted
taken from looted automatons. They rob              significant efforts to find N’ool, including
stagecoaches carrying tinctures in and out of       commissioning the great explorer Sol Bellamy
Little Firewater, but after they shoot the rope     to work on its behalf; however, since his
cable guiding the Firewater Ferry and send it       disappearance, others have become more reluctant
downriver for easy pickings, Leia Siddiqi hires     to venture in themselves.
the heroes to track down the missing hooch             South of Fort Adara, the last patch of this world
and to bring the outlaws in alive. The gang is      Sol Bellamy walked upon is the Clockwork Pyramid,
holed up in an industrial mine, and is not above    which lies inverted and buried in the earth, and
using the tinctures to buff its bowslingers         enveloped by the surrounding jungle. Set within its
during the fight, or to set the place ablaze with   exposed brick face is an iron calendar of wrought
the heroes in it, before facing the law.            gears and cast reliefs of cosmic splendor. Through
                                                    its turning in perpetuity, the magic forged within
                                                    the metal holds open the largest gateway to the Pale
                                                    ever built, its importance signified by the Archanic
                                                    etchings across its aperture. The ever-changing,
                                                    vermilium-plated interior walls of the pyramid are
                                                    driven by the same gears and mechanisms that have
                                                    turned since The Bleed. They conceal its many
                                                    chambers, which hold some of the old world’s best-
                                                    preserved artifacts and knowledge. A legion of
                                                    revenants, colossi, and clockwork machinists guard
                                                                                                           125
            the pyramid, as well as the nearby Temple of Iron        winged serpents, attracted to the city’s red glow,
            on the edge of the Tzol’keen Kingdom, as though          circle above on occasion in majestic mating rituals.
            they were the last bastions of a rusting legacy.           The Tzol’keen are great historians, astronomers,
              Capt. Thel Starr: Starr is the commanding              mathematicians, and architects, as evidenced by
            officer at Fort Adara in the Jade Swamps, and            their gilded altars, star calendars, and temple cities.
            though not the most experienced captain, she             Though most of the Auroras’ other long-standing
VERMILIUM
            is loyal, well respected, and was the only one           cultures have forgotten their ancient histories, the
            to volunteer for the mission to establish trade          Tzol’keen keep theirs alive by living in the past.
            routes with the region’s elves. While the Vol’doon          Etzavira: Though his advanced age gives him
            welcome this new trade, the secretive Tzol’keen          limited mobility, the king of the Tzol’keen stands
            watch over their new neighbors intently and              as a statuesque, godlike figure among his people.
            suspiciously, and have yet to reveal to them their       He bathes in a sacred lake filled with vermilium
            true power.                                              dust above his temple throne, gilding his skin to
                                                                     appear as radiant as the red sun. He uses magic
            A FORGOTTEN KINGDOM
                                                                     to maintain his metallic visage: so much so that
            The Tzol’keen Kingdom is the most advanced
                                                                     he can no longer walk — but he can fly. Most
            civilization in the world after the Empire, though
                                                                     Tzol’keen royals are gifted a winged serpent egg
            it is in decline. Dozens of villages scattered
                                                                     at their birth. They grow together with it to form
            throughout the jungle provide food, tribute,
                                                                     a bond that allows them to ride the serpent as a
            sacrifice, and warriors to the elven king, who
                                                                     fearsome mount. Instead, Etzavira can transform
            fights to maintain the fading grandeur of his once-
                                                                     himself into a beautiful, terrifying winged serpent
            great metropolises. The heart of the kingdom is
                                                                     with vermilium scales, capable of belching flames
            one of tarnished splendor, nestled at the base of
                                                                     brighter than the dawn.
            the Serpentine Sierras: the city of N’ool. N’ool’s
            sprawling citadel is hidden from the rest of the           From his crimson throne atop the great Temple
            world, shrouded under a blanket of volcanic              of Fire, Etzavira rules his people with a zealous
            steam rising from a boiling lake across which the        authority and a fanatical sense of preservation,
            city stretches. N’ool was once a great foundry,          supported by a council of loyal artificer-priests
            and the steam still powers its sinking aqueducts,        and machinist advisors. He sees the imperials as
            floating botanic gardens, zoos, and factories. Its       potential allies in rediscovering lost technology to
            boulevards are lined with metallic idols, and its        help restore glory to his kingdom, though knowing
            towering structures are filled with clockwork            the humans’ curiosity and lust for vermilium, he
            relics, diligently maintained by the artificer-priests   wisely keeps them from the city’s walls.
            of the machine cults. In fact, the Tzol’keen are the
            only people in the new world to have deciphered          THE LOST CLAN
            the arcane science used to create them, and elves        Over a hundred years ago, during the worst famine
            and automatons walk side by side as master and           ever recorded in dwarven history, Grimloq the
            servant still. The machines required to sustain the      Wanderer led the most desperate dwarves with
            city, however, are slowly breaking down, and their       nothing to lose away from Hunger Bay in search of
            vermilium plating is corroding; N’ool is in danger       a new home. His fleet became lost and was adrift for
            of becoming the world’s most extravagant ghost           weeks after a great storm threw them off course;
            town within the next generation.                         many dwarven lives were paid to the waves. But
                                                                     just as all hope was lost, the eldest sorcerers in the
               The people here value vermilium almost as             fleet performed a ritual to summon one of the great
            much as the imperials do — but for its beauty, not       guardian spirits of the ocean, the white whale, to
            its monetary value. The elves here commemorate           help them find land. With the legendary spirit’s
            The Bleed in vermilium-plated reliefs that decorate      help, the longboats landed on the shores of the
            the tallest spires of the city’s central district. The   Brass Desert. The survivors made the difficult trek
            reliefs catch the cresting sunlight over the Sierras,    over the dry, baked sands to the Painted Hills and
            shining like red diamonds in the jungle haze. The        settled there among the petrified forests. Here in
            Tzol’keen are not alone in their admiration, as          this blessed land, they have thrived for generations,
    126
unaware of the fate of their abandoned home, and          free reroll. A Critical Failure on any Survival
unable to get back.                                       roll made in the region means the antihero
   The Brass Desert is the driest region in the           inadvertently steps on a poisonous creature or
world, transitioning from unbearable heat in the          eats toxic food. To determine its type, roll 1d8:
                                                                                                               FORBIDDEN LORE
day to nights as cold as the Frigid Wastes. The           a result of 1 means the poison is Lethal, 2-3 is
dwarves have domesticated llamas for their meat,          Knockout, 4-5 is Paralyzing, and 6-8 is Mild.
wool, and the strength to pull carts up and down
the mountainous slopes to the dwarves’ mile-high
citadel. Curiously, the petrified forests continue to                ADVENTURE HOOKS
grow in stone form as if enchanted by some ancient,      Heart of Darkness: A blasphemous preacher
elemental necromancy. Grimloq’s Hall rests atop          known to the Order as the Heretic — a woman
the mountain ridge overlooking the desert; it is         who shunned the light of the Great Star in
made in the image of traditional dwarven cities but      favor of a darker path — is amassing a cultlike
built from iron-hard wood. The Lost Clan and the         following of elven warriors and imperial
Tzol’keen are bitter enemies who see each other as       acolytes somewhere up the Ochre River. She’s
strange, ruthless savages, which leads to frequent       forsaken her vows and has already cremated
conflict, trophy hunting, and bloody sacrifices          a number of guides and inquisitors who were
among the two factions.                                  sent to find her. Orders arrive at Fort Adara to
                                                         bring this fallen priestess to justice, but with
   Looq: As current lord of the Lost Clan and great-     so few soldiers to spare, mercenaries are being
grandson of Grimloq, Looq has remained in his            considered for this well-paying opportunity to
ancestor’s shadow, but he has ambitions to carve         ingratiate themselves with the Temple.
his own legend. As he sits in his great hall, his mind
fills with storied images of a home he has never            Lost City: While lost in the jungle, the
seen and the vast, verdant lands of his forbears.        intrepid explorers come across the wreckage
He wants nothing more than to provide the same           of a fallen clockwork colossus washed up on
for his own people, and having already established       the shores of Electric Lake, watched over by
territory across the Brass Desert and Painted Hills,     a broken machinist that failed to save it. The
he looks beyond to the greener pastures of the           machinist asks the party to help free the rest of
elves.                                                   its kind from renegade dwarves from the Lost
                                                         Clan, who have taken over their mountain
REGIONAL EFFECTS                                         stronghold. What the dwarves don’t know is
 • Heat: See Heat in Savage Worlds.                      that the stronghold was built as a prison for
 • Overgrown: Unless they are in a clearing,             a monstrous, two-headed winged serpent; if
   characters on the jungle floor suffer a –2 penalty    they set the legendary beast free, it would spell
   to all checks requiring sight to perceive beyond      ruin for the entire region.
   10″ (20 yards).                                         Queen of the Jungle: The heroes are hired
 • Malaria & Nightmares: The jungle night                as big game hunters to capture new, exotic
   is alive with the buzzing of insects. Unless          animals alive for the Bad Medicine Show.
   the antiheroes can build a smoky fire or find         The party learn from an elf guide that a flock
   a suitable net to sleep under, they must each         of flightless terrorbirds are known to roost in
   make a Vigor roll every morning or take a level       the lowlands. In order to hunt in the grounds,
   in Fatigue, recovered after a night’s sleep free of   the antiheroes will have to get permission
   the swarms. On a Critical Failure, an antihero        from a local sasquatch mountain queen and
   contracts malaria or some similarly horrid            her tribe, who hunt the great avian predators
   Debilitating Disease.                                 themselves. She requires a deal be made, or at
 • Venoms & Toxins: A wide variety of deadly             least tribute in the form of food, and her tribe
   insects, snakes, spiders, frogs, and plants are       enjoy the carrion crabs, acid worms, and blood
   found south of the Serpentine Sierras. Any            honey bees in the great, mud-filled volcanic
   Survival roll to find poisonous ingredients           crevasses nearby.
   while Hunting & Gathering here receives a
                                                                                                              127
            DISEASES                                                 Cure: The victim can only be cured using the
                                                                   healing power with the Neutralize Poison or Disease
            Many of the infectious diseases plaguing the           Power Modifier. For a healer to successfully treat
            Auroras cannot be cured simply by using traditional    the victim, the azure moon must be full in the sky,
            methods or medicinal herbs. The following              the healer must perform a ritual lasting an hour,
            excerpts are from Robin Merrick’s book Afflictions     they must use a blade of azure iron to perform
VERMILIUM
            of the New World: Their Histories, Pathologies, and    the procedure, and they must make a successful
            Cures, of which only a handful were printed before     arcane skill roll at –8. Only one roll is permitted
            her mysterious death. Heroes may be able to find       per caster, but allies can Support. A Critical Failure
            copies of the botanist witch’s book in obscure         results in the patient permanently transforming
            libraries or on the shelves of reclusive collectors,   into the animal associated with their skin walker
            but deciphering the text requires a successful         form, and losing most of the memories of their life
            Occult or Research roll at –2.                         before. There is no cure for the fully unleashed.
            AZURE AGONY                                            BLOOD LUST
            During the Sanguine War, the desperate elders of       Some elven sorcerers allege that vampirism
            the scattered dwarf clans performed a baleful ritual   originated among their people centuries before
            drawing power from the mysterious azure moon.          the Dawn of Man, but it is mostly known from
            They bestowed upon their berserkers the ability to     recent history. During the dwarven civil war, the
            transform into wild, savage warriors in the heat       berserkers of the eastern clans were “gifted” with
            of battle, inspired by the images of their guardian    this affliction, giving them an unmatched bloodlust
            spirits. This helped them win the war against          and frenzied rage in combat. Even now, years after
            the blood hunters, but the nature of these proud       the conflict, many of their vile offspring lurk in the
            fighters — known as skin walkers — was changed         shadows of their former territories, and the disease
            forever. They began to embrace the beast within,       has spread to every cold corner of the world.
            and those who fully unleashed their bestial fury
            became forever bound within their animal forms.          Vampires are incredibly sensitive to sunlight,
            For this, they were forsaken                           and burn under its warmth. Magically-purified
            by their kin out of fear and                            water also burns them as if it were acid.
            discrimination, and they were                             “Unless you eat the flesh of man and drink his
            exiled. Those who have evaded                                      blood, you have no life in you.”
            the skinners long enough have                                          Wednesday Q Glass, Baroness of
            been known to find peace in the most                                 the Hunger Bay Trading Company
            remote wildernesses, or among the feral
            communes of the far north west.                                           Symptoms: Loss of hair; pale,
                                                                                 sallow skin; acute sensitivity to
              Azure iron is known to damage the flesh                             sunlight; longer fangs behind
            of a skin walker beyond their supernatural                             receding gums. As fully turned
            healing.                                                                 wendigo,     patients    develop
               “We hunt, therefore we are.”                                          unnatural growths taken from the
                Lugaru, Alpha Female Skin Walker of                                 creatures they consume.
                            the Forsaken Clan                                       Cure: The victim can only be
               Symptoms:          Eyes                                      cured using the healing power with the
            changing to a violet blue,                                        Neutralize Poison or Disease Power
            thicker body hair, clawlike                                         Modifier. This requires a blood
            fingernails, and animalistic                                         transfusion lasting an hour and an
            quirks such as howling at the                                                   arcane skill roll made
            moon, eventual permanent                                                         at –8. Only one roll is
            transformation.                                                                  permitted per caster,
                                                                                           but allies can Support. A
                                                                                    Critical Failure results in the
    128
                                                                                                                  FORBIDDEN LORE
patient’s death. The blood donor must
make a Vigor check after the procedure.
With a success, they take a level of Fatigue; with
                                                           A character who falls to this Chronic Disease
a raise, they avoid negative effects; failure means
                                                         eventually becomes a dryad, a shambling mass of
they suffer a Wound; and a Critical Failure means
                                                         sentient mold and fungus vaguely resembling their
they gain the Blood Lust Hindrance. There is no
                                                         former self. Once they find a suitably warm, damp
cure for the rabid or wendigo.
                                                         spot, the victim takes root and continues to grow.
THE BLIGHT                                               The oldest and foulest resemble corpulent, rotting
The southern bayou was infected first, starting          trees with boughs laden with infected, tainted
with a small imperial town now known as the              fruits.
Lost Colony. Using its occult knowledge to extract         Fire is the best weapon against the blight.
rare toxins from the Underearth’s mushroom                  “Blessed is the fire of the cleansing pyre. Let it
forests, a wicked coven created this new sickness          burn.”
through experimenting on the trees growing
from the halflings’ buried dead. They captured a                                          Temple Scripture
halfling sorcerer who knew the locations of the            Symptoms: Hardening skin, spreading black
forest’s sacred burial grounds, in an effort to spread   mold, sickly sweet odors, spores and fungal shoots
their plague using the trees’ connected roots. The       emerging from flesh, aversion to flame.
blight’s airborne, parasitic spores could infect all       Cure: The rare black mandrake root must be
living matter, but the disease was temporarily           preserved and consumed. There is no cure for
contained after Nobody’s Heroes defeated the             fully-developed dryads or hamadryads.
coven. Tragically, the blight is slowly spreading
once again.
                                                                                                                 129
            SUPERNATURAL BACKLASH                                     BLOOD LUST
                                                                      Roll on the Vampiric Corruption table when a
            AZURE AGONY                                               blood hunter gets a Critical Failure on a Focus roll.
            Roll on the Bestial Corruption table when a skin                   VAMPIRIC CORRUPTION TABLE
            walker gets a Critical Failure on a Focus roll.
VERMILIUM
                                                                       2d6    RESULT
                     BESTIAL CORRUPTION TABLE                                 Insatiable: The blood hunter’s Focus
                                                                              permanently drops one die type. If it drops
             2d6    RESULT                                                    below d4, they become a true creature of
                    The One You Feed: The character’s Focus                   the night — and a new villain for the Game
                                                                        2
                    permanently drops one die type. If it drops               Master! Remove any powers they have
                    below d4, they activate shape change with                 gained as a blood hunter and give them
              2     a raise and cannot change back. Remove                    the abilities listed under the Rabid Blood
                    any powers they gained as a skin walker                   Hunter profile, page 162.
                    and give them the abilities listed under the              Rigor Mortis: The character’s blood slows
                    Unleashed Skin Walker profile, page 172.                  and their muscles stiffen. The antihero is
                                                                       3-5
             3-5    Fatigue: The antihero suffers Fatigue.                    Stunned, and they subtract 2 from their
                                                                              Focus rolls for the rest of the encounter.
                    Hungry Like the Wolf: The skin walker
                    sees red. The Game Master assumes control                 Loss of Control: The blood hunter needs
             6-8                                                       6-8    to feed. The Game Master assumes control
                    until the end of their next turn or until shape
                    change ends, whichever occurs sooner.                     until the end of their next turn.
                    Corruption: The skin walker embraces                      Corruption: The blood hunter embraces
                    the animal within as their body begins to                 their gluttony as their body begins to
                    change. Roll 1d6 and apply the result as a                change. Roll 1d6 and apply the result as a
                    Minor Hindrance, or increase an existing                  Minor Hindrance, or increase an existing
                    one gained through Corruption to a Major                  one gained through Corruption to a Major
                    Hindrance. If no suitable result is rolled, the           Hindrance. If no suitable result is rolled, the
                    skin walker suffers Fatigue instead.                      blood hunter suffers Fatigue instead.
                    1: Wounds caused by azure iron can now                    1: The blood hunter must drink at least
                    only be healed through natural healing, even              eight ounces of blood a day or gain a level
                    when not in skin walker form. As a Major                  of Fatigue, which can lead to Incapacitation.
                    Hindrance, the character suffers +4 damage                2: Called Shots to the heart (–4) of this
                    from azure iron weapons.                                  antihero now deal +2 damage.
             9-11   2-3: Gains a new Quirk while in natural form,             3-4: The vampire becomes more sensitive
                    such as growling in their sleep, howling at        9-11   to daylight and must make their Vigor roll
                    the moon, or only eating meat.                            every hour instead of every four. As a Major
                    4-6: Musky smells, long fingernails, and thick            Hindrance, they suffer 2d4 damage every
                    hairs begin to haunt the hero in their natural            round when in direct sunlight.
                    form. Each time this result comes up, apply               5-6: Loss of hair, an emaciated visage, or
                    a cumulative –1 penalty to all Persuasion and             longer fangs distort this blood hunter’s
                    Riding rolls.                                             formerly natural looks. Each time this result
                    When the skin walker next Advances, they                  comes up, apply a cumulative –1 penalty to
                    may reduce one Hindrance gained through                   all Persuasion rolls.
                    Corruption from Major to Minor, or                        When the vampire next Advances, they
                    remove a Minor altogether, in addition to                 may reduce one Hindrance gained through
                    their normal Advance.                                     Corruption from Major to Minor, or
                    Unleash the Beast: Animalistic anger                      remove a Minor altogether, in addition to
                    causes the power to be cast with a raise, but             their normal Advance.
             12
                    the skin walker suffers 2d6 damage as their               Sanguine Surge: The blood hunter’s blood
                    flesh tears from the effort.                        12    boils over with raw emotion. They cast their
                                                                              power with a raise but are Vulnerable.
    130
WEIRD SCIENCE                                             WITCHCRAFT
When an engineer gets a Critical Failure when             When a witch gets a Critical Failure on a Witchcraft
using one of their devices, roll on the Breakdowns        roll, roll on the Witchcraft Corruption table
                                                                                                                    FORBIDDEN LORE
table to see what befalls the inept inventor.             below.
                                                                                                                   131
      VERMILIUM
132
                                                        ADVENTURES & ARTIFACTS
                                Chapter Eight
         ADVENTURES &
           ARTIFACTS
      n this chapter, you’ll find everything you
CRAFTING ADVENTURES
Adventures in Vermilium are crafted using four
main components: Objectives, Antagonists,
Twists, and Locales. For each component, draw
a card from a standard deck of playing cards and
consult the tables below.
   With all four components gathered, you have
the beginnings of a tale, though these prompts
are only meant to provide inspiration, and
will need a little work to craft into a full-
fledged adventure.
                                                       133
                                                                OBJECTIVE
            First, draw a card to determine the adventure’s main objective and how the antiheroes become involved.
                     Unexpected Journey: The antiheroes are drawn into the adventure without warning, or they
                     begin in medias res.
                     Personal Endeavor: One or more of the characters has a stake in the matter or is somehow
VERMILIUM
                     personally involved.
                     Business Opportunity: The antiheroes are hired by an individual, organization, or nation to
                     complete a mission for monetary gain.
                     Intriguing Rumor: The characters overhear whispers or come across legends of supernatural
                     goings-on, lost treasure, or bad blood. Accomplishing this objective might result in earning a
                     reputation or gaining a local favor (see Strangers in a Strange Land, page 47). Most rumors are
                     unreliable, so feel free to draw an extra Twist card for this adventure.
            OBJECTIVES
             CARD         RESULT
                          Escort: A traveler hires the antiheroes as escorts through dangerous territory, a company is in need of
              Two
                          armed guards, or an ally requires a chaperone at an important social function.
                          Bounty: A wanted outlaw needs to be brought to justice dead or alive, or a contract is put on someone’s
              Three
                          head.
                          Hunt: A beast stalks the ranches at night, a terror lurks at the edge of town, or the countryside is
              Four
                          overrun with vermin. They must be exterminated, captured, or driven away.
                          Gather: A rare component found in some exotic locale must be gathered for its unique properties, or
              Five
                          components must be acquired to craft a special item.
                          Chart: Undiscovered locations abound in the new world, and the antiheroes are tasked with exploring
               Six
                          one in order to chart the land or establish relationships with new cultures.
                          Investigate: The success of this quest depends on deciphering old texts or forgotten lore, or on
              Seven       completing a reconnaissance mission into enemy territory. Perhaps the antiheroes need to solve
                          puzzles and collect clues to reveal a hidden truth or the identity of a mysterious killer.
                          Negotiate: Violence doesn’t solve every battle; an agreement must be reached in order to complete
                          this quest. The antiheroes might need to broker a peace treaty between rival clans, request aid from a
              Eight
                          powerful baron, or enter into the world of political intrigue. This could be a good opportunity to use
                          the Social Conflict rules in Savage Worlds.
                          Artifact: An item of great worth forms the center of this tale, be it a sacred relic, ancient artifact, or
              Nine        buried treasure. Perhaps a package must reach its destination, be it medicine bound for a sickened
                          village, or a pardon letter saving an innocent’s life. More often than not, it belongs to someone else.
                          Survive: The heroes find themselves fighting the elements, waiting out a storm, or defending against
              Ten
                          wave after wave of enemies.
                          Escape: The antiheroes or their allies must escape from jail or capture, or a group of hostages are in
              Jack
                          need of rescuing.
                          Attack: A small community needs protection from a murderous band of raiders, or a rebel fort must
             Queen
                          be sacked.
                          Tournament: Competitions such as bar brawls, shootouts, gambling tournaments, or even spiritual
              King        quests to prove one’s worth offer antiheroes the chance to show off their skills, and possibly win the
                          grand prize.
                          Ritual: A ritual or Dramatic Task must either be performed or stopped in order to save an individual,
               Ace
                          a local tribe, or an entire region. A specific location, time, or gathered materials might be required.
                          Draw two more Objective cards and combine their results to create a sequence of events that must be
              Joker
                          completed in order, or use them to determine a main and secondary objective.
    134
                                                  ANTAGONIST
ANTAGONISTS
  CARD        RESULT
              Megalomaniacal Baron: Absolute power corrupts absolutely. Some ruthless individuals believe what
  Two
              they are doing is just business, while others feed off the exploitation of others.
              Righteous Judge: Whether they’re mistaken, on the take, or have a personal vendetta against the
  Three       antiheroes, this peacekeeper, bounty hunter, inquisitor, or vigilante wants them to pay for what
              they’ve supposedly done.
              Evil Sorcerer: Not all sorcerers are caring and wise. Some are jaded by their experiences, are scarred
  Four
              by harrowing visions, or are seeking forbidden knowledge to further their own twisted goals.
              Heretical Priest: Fallen priests in desecrated halls of light exist within the cloistered ranks of the
  Five
              Temple, working against or in mockery of the Sun God.
              Wicked Witch: Witchcraft can twist those who use it into wicked things. Witches either work alone
   Six
              or form gangs or covens, with the more powerful occasionally growing into cults.
              Eccentric Genius: Learning too many ancient secrets takes its toll on one’s mind, leading from
  Seven       obsession to madness. This villain could be an inventor working for the Academy, an engineer
              conducting vile experiments in their darkened laboratory, or a gifted amateur playing God.
              Wanted Outlaw: Bandits, renegades, and murderers roam the Outer Crescent, many having escaped
  Eight
              the cremator’s pyre. This one won’t. They may work alone, or they may lead a gang of vicious cutthroats.
              Bloody Warmonger: Imperial soldiers, freedom fighters, and members of native warrior societies
  Nine        mostly fight with heart and nobility, but some are fueled by hatred and cruelty. This warrior could be
              a single renegade or the leader of an entire company.
              Ambitious Black Hat: A member of the criminal underworld is becoming too powerful or
   Ten
              unpredictable, threatening either the local law or their own organization.
              Ancient Being: A clockwork automaton reawakens to discover its world has left it behind, a
   Jack
              mummified prophet rises from their tomb, or a malevolent ancient spirit crosses over from the Pale.
              Savage Beast: The villain is a wild animal or group of them posing a threat to a local community. It
 Queen
              might be a pride of saberlions, a swarm of blood honey bees, or even a winged serpent.
              Supernatural Monster: Something menacing moves in the shadows, be it a skin walker, blood
  King
              hunter, hamadryad, or an army of restless dead.
              Big Bad: One of the more powerful names in the new world is behind this fiendish plot, though they
   Ace        may or may not make this known. Select an Antagonist from the list of Infamous Antiheroes, page
              187, who is suitable for the adventure’s location and themes.
              Draw two more Antagonist cards and combine the results to create a boss and their lieutenant, partners
  Joker       in crime, or a complex individual with different sides to their personality. Perhaps the second result
              could become a tenuous ally who can assist the antiheroes.
                                                                                                                         135
                                                                    TWIST
            Draw a card to determine what fiendish complications await the party!
            COMPLICATIONS
              CARD        RESULT
VERMILIUM
                          Hunted: The antiheroes are not alone, and every move they make is being watched by another. They
              Two         could either be henchmen working for the Antagonist, a bounty hunter after the party, or a dangerous
                          creature intent on making the group its next meal.
                          Conflict: The quest takes place during a skirmish or full-scale battle between two enemy forces, and
              Three
                          it may force the characters to partake. Consider using the Mass Battle rules.
                          Mercenaries: The Antagonist has brought in extra help or trained beasts. Roll on the appropriate
              Four
                          Encounter table (see Crafting Encounters, page 138) for the Locale as if you drew a Spade.
                          Hindrance: One of the characters’ Hindrances becomes a key component of the adventure, or their
               Five
                          loyalty is questioned in some way.
                          Red Herring: Some clues lead to a false conclusion, possibly only revealed when it’s too late. Draw a
               Six
                          second Objective card to use as the diversion.
                          It’s a Trap!: The antiheroes are deceived in some way and are lured into a trap, or they are ambushed
              Seven
                          when they least expect it. Perhaps they are betrayed, or their patron refuses to pay for services rendered.
                          Favor: The antiheroes aren’t able to get the job done themselves. They’re going to need some help.
              Eight
                          How and where they get it is up to them.
                          Hazard: A force of nature threatens to bring failure to the quest. It might be a violent storm, a
              Nine
                          sundering earthquake, or a spreading forest fire.
                          Against the Clock: The Objective must be completed within a certain timeframe, or becomes more
               Ten
                          difficult the longer it takes the antiheroes to complete.
                          Bleed: Elements of the supernatural cause unforeseen consequences to the landscape or the people
               Jack       living in it. These might involve penalties to Spirit rolls, more frequent encounters with unnatural
                          creatures, or magic becoming more volatile.
                          Change in Scenery: The party becomes lost, or their quarry is not where it should be. Draw a second
              Queen
                          Locale card to move the adventure to, referencing either the suit or value.
                          Third Party: A rival group attempts to complete the mission before the antiheroes do, a minor enemy
              King        presents a new challenge, or a stranger is willing to make a deal. Determine the details by drawing a
                          second Antagonist card.
                          Redemption: The adventure’s primary Antagonist becomes relatable in some way, showing signs of
               Ace
                          possible redemption; or it turns out that the antiheroes have been working for the true villain all along.
                          Draw two more Twist cards and combine for a complex plot with more ins, outs, and what-have-yous
              Joker
                          than the antiheroes bargained for.
                                                                   LOCALE
            Finally, draw a card to set the stage.
                     Wilderness: Whether the characters are on the road or in the middle of nowhere, there is no
                     civilization for miles.
                     Ruins: The quest might take place in a fallen temple, abandoned mine, ghost town, or ancient
                     factory complex buried beneath the earth.
                     Urban: This adventure takes place within one of the larger cities of the Auroras, presenting a
                     different set of challenges.
                     Frontier: The majority of the adventure occurs within a mine, graveyard, military fort, rural village,
                     or boomtown on the edge of civilization.
    136
LOCALES
                                                                        137
            CRAFTING ENCOUNTERS                                         type: Spades for enemies, Hearts for strangers,
                                                                        Diamonds for treasure, and Clubs for obstacles.
            You can use the tables in this section when                 If you draw a Joker, draw two more cards and
            the antiheroes are traversing unsafe roads and              combine the results.
            uncharted wilds between towns, or when you need               After your cards are drawn, roll a d12 and consult
            to generate random encounters to insert into the            the appropriate table to find out what the party
VERMILIUM
            adventures crafted above.                                   encounters. Profiles for entries in the Spades and
              When the group is traveling through the                   Hearts columns appear in Chapter Nine (page 157),
            wilderness, draw a card from a standard deck of             or in Savage Worlds. Notes describing the entries in
            playing cards once per game-world day. As per               the Diamonds and Clubs columns appear at the end
            Travel in Savage Worlds, face cards or higher               of this section, starting on page 142.
            represent encounters, and the suit determines the
    138
                                    GREAT DESERTS ENCOUNTERS
                                           PALE ENCOUNTERS
 d12    SPADES                             HEARTS                       DIAMONDS          CLUBS
                                           Travelers (2 per hero;
        Spirits (2, plus 1 per hero; use   use Townsfolk, Dwarf
 1-6                                                                    Ruin              Lost
        Ghosts)                            Clansfolk, Elf Warrior,
                                           or Halfling Warrior)
                                           Lost Legionaries (1 per
                                           hero; use Soldier profile
7-10    Ancient Spirits (1 per hero)                                    Cache             Natural Hazard
                                           with Ethereal and Fear
                                           –1)
                                           Stranger (Sorcerer) or the
        Ancient Spirits (1 per hero);
11-12                                      Drifter (see Sol Bellamy,    Artifact          Storm
        one is a Wild Card
                                           page 194)
                                                                                                           139
                                              SOUTHLAND JUNGLE ENCOUNTERS
             d12    SPADES                             HEARTS                       DIAMONDS          CLUBS
                    Swarm (1 per 2 heroes), or
                                                       Elf Warriors, Tzol’keen
             1-4    Junk Monkeys (3 per hero),                                      Ruin              Storm
                                                       (2 per hero)
                    or Stone Turkeys (2 per hero)
VERMILIUM
                    Black Saberlions or
                                                       Prospectors (1, plus 1 per                     Treacherous
             5-7    Clockwork Revenants (1,                                         Food
                                                       hero; use Townsfolk)                           Crossing
                    plus 1 per hero)
                    Mummified Dead (2, plus 1
                    per hero) with Mummified           Elf Nobles, Tzol’keen (2,
             8-9                                                                    Cache             Natural Hazard
                    Sorcerer, or Marionette            plus 1 per hero)
                    Tarantula
                    Sasquatch Hunters (1 per 2         Imperial Soldiers (2, plus
            10-11                                                                   Abandoned Mine    Lost
                    heroes) or Terrorbird              2 per hero)
                    Horned Serpent or Winged                                                          Harsh
             12                                        Stranger                     Shelter
                    Serpent                                                                           Conditions
                                                   UNDEREARTH ENCOUNTERS
             d12    SPADES                             HEARTS                       DIAMONDS          CLUBS
                                                       Halfling Warriors,
                    River Rats (2, plus 2 per
             1-4                                       Hollow Nations (3 per        Ruin              Natural Hazard
                    hero) with River Rat King
                                                       hero)
                    Gargoyles (2, plus 1 per hero)     Prospectors (1, plus 1 per
             5-7                                                                    Cache             Lost
                    with Gargoyle Matron               hero; use Townsfolk)
                    Clockwork Revenant (1 per
                                                       Sasquatch, Hollow                              Treacherous
             8-9    hero), or Rust Spider Swarms                                    Food
                                                       Nations (1 per 2 heroes)                       Crossing
                    (1 per 2 heroes)
                                                       Prisoners (2 per hero;
                    Acid Worms or Carrion              use Black Hat), with half
            10-11                                                                   Shelter           Storm
                    Crabs (1, plus 1 per hero)         as many Guards (use
                                                       Bowslinger)
                    Clockwork Colossus or
             12                                        Stranger                     Artifact          Disease
                    Marionette Tarantula
    140
                                  WILDWOOD (BAYOU) ENCOUNTERS
                                                                                                        141
            ENCOUNTER NOTES
            ABANDONED MINE
            Mines, both ancient and modern, lie scattered
            across the Auroras in mountain passes, canyon
            walls, and deep caves. They provide welcome
VERMILIUM
    142
FOOD                                                     SHELTER
                                                                                                                 143
            STRANGER                                              TREACHEROUS CROSSING
            Crossing the heroes’ path is a rambling soul making   A rusted chain bridge spans a chasm; a treacherous
            their way cross-country. Roll 1d8 to determine        area of ocean is overgrown with coral reef; a trail
            who, or select the most appropriate result for the    has been trapped by hunters looking to snare some
            region.                                               monsters. If the heroes wish to cross this hazardous
                                                                  path, they must each succeed on an Athletics,
              d8                     RESULT
VERMILIUM
    144
ARTIFACTS                                                 Failure means no progress is made for the week,
    146
LEGENDARY ARTIFACTS                                       Bane: Any attack made while the coat is worn
                                                                                                              147
            BLOODLETTER                                                                      activation, heralded by the
            Damage Str+2d8; Weight 7 lbs; Cost V17,500; Notes:                               sounds of disturbing organ
            Min Str d6                                                                      pipes.
            After the dwarves’ bloody Sanguine War ended,                           The calliope is Size 5 (Large)
            the imperials who sent aid to the western                    with Handling –2, Top Speed 10 MPH,
            clans began looting the halls of the                        Toughness 10 (4), and Crew 1+5.
VERMILIUM
    148
                                                                                                                ADVENTURES & ARTIFACTS
skill of d12. If failed, the area instead becomes
                                                        DREAM KEEPER
overgrown with thorny vines, considered Difficult
                                                        Weight 1 lb; Cost V500
Ground. Cost V4,000.
                                                        Made from circles of feathers, bones, small
CORNELIA’S ASHES                                        branches, and leaves, and wrapped in string or silk,
Weight 5 lbs; Cost V6,000                               dream keepers are commonly carried by sorcerers
A sacred urn of cast iron containing the ashes of       seeking spiritual protection from haunting dreams.
the vengeful priestess Cornelia, betrayed by her          Boon: Anyone wearing a dream keeper for the
flock of worshippers who were led astray by one         night makes a Spirit roll when they wake. With a
among them.                                             success, they ignore the penalty from their Haunted
  Boon: The urn contains the summon ally power          Hindrance for the remainder of the day. With a
that can be activated once per day using Spirit,        Critical Failure, the artifact ceases to work.
recharging after dawn. Once summoned, Cornelia
                                                        EMBERWING DUSTER
uses the Bodyguard profile, but with the Ethereal
                                                        Weight 5 lbs; Cost V12,500
special ability instead of Armor +2 and Construct.
She is wreathed in ghostly fire, deals flaming          This finely woven, elegantly decorated duster once
attacks, and can set targets on fire. She will attack   belonged to a notorious preacher turned vigilante.
enemies of the one who summons her, though she          She stole this holy heirloom coat from the Temple
will not attack members of the Temple or Order          of the Dawn’s crypts to aid her on her crusade for
unless they are considered corrupt.                     justice. She is known to have flown through the
                                                        sky with flames trailing from her moth’s wings like
  Bane: On a Critical Failure, clouds of ash billow
                                                        a shooting star. The duster is made from the silk
out of the urn creating an area of Dark Illumination
                                                        of ember moths and is covered in the protective
in a Large Blast Template, lasting five rounds.
                                                        prayers of the imperial high priests.
                                                                                                               149
              Boon: The duster provides +1 Armor to the               their head with eloquent delusions at night, and
            torso, arms, and legs, and immunity to fire and           begins each session with one fewer Benny. Finally,
            heat-based attacks. Additionally, the coat has            like the baron, their mask is well-known to the
            10 Power Points and the fly power, activated              inquisitors. The wearer gains the Wanted (Major)
            with Spirit and limited to self. Fly automatically        Hindrance, as the Order continues its search for it.
            activates if the wearer ever falls 4″ (8 yards) or
VERMILIUM
            more, provided the duster has the Power Points,           GATEKEEPER’S KEY
            preventing any fall damage.                               Weight 1 lb; Cost V10,000 if the paired gateway is
                                                                      unknown, or double if it’s known
              Bane: The wearer feels compelled to act
            valiantly in the eye of the Great Star; while                            These artifacts resemble large wind-
            wearing the duster, they gain the Heroic                                   up keys of varying metals and sizes.
            Hindrance during daylight hours.                                              Each is engraved in Archanic
                                                                                           glyphs and skeletal icons that
            EVERLIGHT CANDLE                                                                glow when within one mile
            Weight 1 lb; Cost V2,500                                                         of its paired gateway.
            These stout, sacred candles                                                          Boon: A Gatekeeper’s
            of white wax float inside                                                       Key grants anyone looking
            the Temple of the Dawn,                                                        for its paired gateway +2
            flickering with eternal flame.                                               to rolls made to locate it.
            They are sometimes taken                                                   Additionally, the key can be used
            on holy pilgrimages into the                                            during a Dramatic Task to unlock
            darkest parts of the world to                             any gateway to the Pale, granting +1 to one roll
            light the way of the faithful.                            during the Task. If used with its paired gateway,
               Boon: Once this candle is lit, its                     the bonus is increased to +2.
            flame burns brightly for up to 24 hours, even when
                                                                      GREASEPAINT
            underwater or caught in a strong wind, providing
                                                                      Weight 1 lb; Cost V200
            sunlight and warmth for 5″ (10 yards). The candle
            can also levitate and follow its owner with a Pace        These flammable tinctures are made from crude
            of 6, moving on the owner’s turn. All allies within       oil, a valuable substance also known as black
            the candle’s light add +1 to rolls resisting Fear         vermilium. Each bottle of Greasepaint contains
            and Intimidation. The Everlight Candle can be             the healing power with strength d8, usable only by
            extinguished as a free action.                            clockworks.
    150
they make a roll depending on the tome’s origin:        MOUNTAIN KING ARMOR
  Bane: A Critical Failure results in a mental                          Red Rocker, Clockwork Bar Brawler
overload causing 2d6 damage, ignoring Armor.
                                                                                                                 151
            ROSE                                                    to 500 pounds while only weighing five pounds
            Range 24/48/96, Damage 2d10, AP 4, Shots 1, RoF         themselves, regardless of their contents. Retrieving
            1, Weight 18 lbs; Cost V20,000; Notes: Min Str d8,      an item from the saddlebags requires an action.
            Crossbow Scope, Snapfire                                Living creatures cannot be placed into the bags.
            A number of legendary crossbows exist across the        SHRUNKEN HEAD
            world. Some have been used to tame the Auroras,
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    152
SNAKESKIN PONCHO
TARANTULA HAWK
Range 5/10/20, Damage 3d6, RoF 1, AP 1, Shots 6;
Weight 5 lbs; Cost V15,000; Notes: Min Str d6
Tarantula Hawk is a sixbow of polished black metal
with an ivory handle and bolt chambers that glow
with a pale, ghostly light. It’s said to make the hands
of anyone wielding it as fast as lightning.
                                                          When the user blows into it, the whistle creates a
  Boon: The wielder of this legendary sixbow              horrifying shrieking sound that chills the blood of
ignores 2 points of Multi-Action penalties on any         anyone listening to it.
turn their Action Card is a Spade, provided at least
                                                             Boon: The whistle contains the fear power and
one action taken is a Shooting attack.
                                                          10 Power Points. Activated using Performance,
  Bane: Whenever this sixbow jams on a Critical           it affects all who can hear within a Large Blast
Failure, the wielder takes 3d6 damage.                    Template.
                                                            Bane: On a Critical Failure, the wielder is Shaken
THORN’S CROWN
                                                          as their breathe is sucked out of them.
Weight 1 lb; Cost V5,000
This black, wide-brimmed hat was worn by the              TOTEMHAMMER
witch Ezmerelda Thorn during the Bowfight at              Damage Str+2d10; Weight 10 lbs; Cost V20,000; Notes:
Cremation, but was left behind during her escape.         Two hands, Min Str d10
Today, it is displayed under glass in the Museum of
                                                          This ornate, two-handed maul is carved from
Natural Oddity in the occult section.
                                                          magically infused hardwood. It bears imagery of
  Boon: The hat shrouds its wearer under                  all the guardian spirits of the Clan Confederation
supernatural darkness, concealing their form.             along its handle, ending in a pair of carved wings
Notice rolls made to spot the wearer are made at          at its head. The Totemhammer has the power to
–4, and any attacks made against them, whether in         sunder the earth with spiritual force.
melee or ranged combat, subtract 4 from the total.
                                                             Boon: The wielder’s Fighting die increases one
                                                          die type when they are holding this weapon. Attacks
THU’LOON DEATH WHISTLE
                                                          against solid objects do get bonus damage from
Weight 1/2 lb; Cost V4,000
                                                          raises and can Ace. Additionally, the weapon has
To the outside world, the Thu’loon appear to be a         the havoc power and 10 Power Points. The power
barbaric people who value brutality and bloodlust,        is activated with a Strength roll and has a range of
but they are just as capable of creating beautiful, if    touch (the point where the weapon strikes).
discomforting, works of art. This small whistle is
                                                            Bane: On a Critical Failure during activation, the
made from the skull of a baby condor thunderbird.
                                                          wielder takes 2d10 damage and falls prone.
                                                                                                                 153
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    154
  Bane: A Critical Failure while activating shape          Leaves may be replenished, but the book holds
                                                                                                                155
      VERMILIUM
156
                                  Chapter Nine
                                                                                                                  BESTIARY
                           BESTIARY
      izarre beasts, ferocious monsters, friends         the Harvesting roll in parentheses, as well as
                                                                                                                 157
            BEASTS & MONSTERS                                        BEADED MONSTER
                                                                     These monstrous lizards are commonly found
            Creatures such as bears, cats, horses, raptors,
                                                                     basking under the sun in the southern cactus
            snakes, and wolves are common across the Auroras
                                                                     forests or on the banks of canyon rivers. Their
            in places you would expect to see them. You can
                                                                     black and orange scales warn of their poisonous
            find their profiles in Savage Worlds. Presented here
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    158
BILE FROG                                                 BLIGHTED DRYADS
Bile frogs are the size of small bears, but are covered   A victim who has fully succumbed to the blight
in a thick, viscous slime. They are known to vomit        becomes a shambling monster, driven only by the
acid on their victims before swallowing them              parasitic disease’s instinct to spread and corrupt.
whole. These large, amphibious ambush predators           All that remains of their former self is a skeleton
stalk the swamps at night making hideous noises.          beneath the writhing fungal matter. The oldest and
                                                                                                                   BESTIARY
                                                          foulest of their kind, the hamadryads, are creatures
              BILE FROG PRINCE                            who have taken root and continued to consume
                                                          and grow to gigantic, unrecognizable proportions,
  Colonies of bile frogs and their spawning pools are     attracting other blighted to them to form sickly
  almost always protected by large patriarchs known       sweet, caustic groves of disease.
  as princes. Princes use the Bile Frog profile, but
  have Strength d12+1, Toughness 8, the Resilient                             BLIGHTED
  Ability, and Size 2.
                                                            To make any creature a victim of the blight, take
   Use the Swarm profile in Savage Worlds with              their base profile and give them the following
  Aquatic Pace 10 to represent their vicious tadpoles.      Special Abilities: Fearless, Harvest (Blight Spores
                                                            –1), Infection, Miasmic Aura, Undead, and
Attributes: Agility d6, Smarts d4 (A), Spirit d6,           Weakness (Fire), detailed under Dryad.
  Strength d10, Vigor d8
Skills: Athletics d8, Fighting d6, Notice d6, Stealth
  d8                                                      DRYAD
Pace: 6; Parry: 5; Toughness: 7                           Attributes: Agility d6, Smarts d4, Spirit d4,
Special Abilities:                                          Strength d6, Vigor d4
 • Acid Bile: Bile frogs vomit acid with a range of       Skills: Athletics d6, Fighting d6, Notice d8, Stealth
   6″ (12 yards), causing 2d4 damage, or 3d4 with           d8
   a raise.                                               Pace: 4; Parry: 5; Toughness: 8 (2)
 • Aquatic: Pace 8.                                       Special Abilities:
 • Bite: Str+d4.                                           • Armor +2: Thick, fungal flesh.
 • Harvest (Frogspawn –1): These apple-sized               • Bite/Claws: Str+d4.
   eggs can be preserved into a gumbo, forcing             • Camouflage: Dryads add +2 to Stealth rolls
   Vigor rolls upon consumption. On a success,               when in the wilderness.
   the consumer gains the Semi-Aquatic ability for         • Fearless: Immune to Fear and Intimidation.
   one hour, while Critical Failures result in their       • Harvest (Blight Spores –1): These may be
   taking Fatigue. V100.                                     applied to any bladed weapon, or up to three
 • Harvest (Tongue –1): An elastic bile frog                 rounds of ammunition, as if they were Mild
   tongue can be used to craft a boarwhip with               Poison. Incapacitation from the resulting
   Reach 3. V50.                                             Fatigue follows the rules for Infection. V100.
 • Leap: Bile frogs can jump twice as far as is            • Infection: If anyone Incapacitated by a dryad’s
   normally allowed, and add +4 to damage when               attack or Miasmic Aura fails their Vigor roll,
   leaping as part of a Wild Attack instead of the           they gain the Blighted Hindrance.
   usual +2.                                               • Miasmic Aura: At the end of the dryad’s turn,
 • Low Light Vision: Bile frogs ignore penalties             all adjacent beings must succeed on a Vigor roll
   for Dim and Dark Illumination.                            or suffer Fatigue. This can cause Incapacitation.
 • Size 1: Bile frogs stand nearly 5′ at the shoulder.     • Undead: +2 Toughness; +2 to recover from
 • Swallow: Bile frogs can swallow creatures of              being Shaken; no additional damage from Called
   Size 0 or smaller.                                        Shots; ignores 1 point of Wound penalties;
 • Tongue: A bile frog has a long, dexterous                 doesn’t breathe; immune to poison and disease.
   tongue it uses to catch prey, counting as a single      • Weakness (Fire): Dryads are very flammable,
   Tentacle with a Reach of 3.                               and suffer +4 damage from fire and flaming
                                                             attacks.
                                                                                                                  159
               HAMADRYAD                                              into soldiers at every opportunity to provide their
            Attributes: Agility d4, Smarts d6, Spirit d8,             hive with ferocious defenders.
              Strength d12+5, Vigor d10                                 Blood honey bees march their drones back to
            Skills: Athletics d4, Fighting d8, Notice d10,            their hives, which are hidden in caves, hollowed
              Persuasion d10, Stealth d10                             trees, or abandoned mines, to join the rest of their
            Pace: —; Parry: 6; Toughness: 19 (4)                      mindless laborers. There, they work them to death
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            Edges: Sweep (Imp)                                        before eating them from the inside. The bees make
            Special Abilities:                                        pulp from blood, which is also the source of their
             • Armor +4: Bark-like tissue.                            delicious, rich, deep-crimson honey. Queens are
             • Blight: As a blighted creature, the hamadryad          known to make especially luxurious royal jelly said
               has the following rules from the Dryad profile:        to possess healing properties, and they often bury
               Camouflage, Fearless, Harvest (Blight Spores           themselves in the strongest drones as protection.
               –1), Infection, Miasmic Aura, Undead, and
               Weakness (Fire).                                       DRONE, SOLDIER
             • Branches: Str+d4. Hamadryads have numerous             Attributes: Agility d6, Smarts d4 (A), Spirit d8,
               branches counting as four Tentacles, Reach 3.            Strength d12+2, Vigor d12
             • Fear: Anyone encountering this terrible                Skills: Athletics d8, Fighting d8, Notice d8, Stealth
               creature must make a Fear roll.                          d8
             • Harvest (Tainted Fruit –2): A hamadryad’s              Pace: 8; Parry: 6; Toughness: 10
               rotten fruit can be stewed and eaten before            Edges: Brute
               making a Vigor roll. Success grants the                Special Abilities:
               consumer immunity to all disease for one week.          • Bear Hug: Bears add +2 to Grappling rolls.
               Failure causes Fatigue, and Critical Failure            • Bite/Claws: Str+d6.
               results in acquiring the Blighted Hindrance.            • Drone: +2 Toughness; +2 to recover from
               V250.                                                     being Shaken; no additional damage from
             • Powers: Hamadryads have confusion, entangle,              Called Shots.
               illusion, lower Trait, puppet, and zombie (affecting    • Harvest (Beeswax –1): Can be used to craft
               dryads). They activate these using Spirit, and            candles that burn for twice as long, and is a
               can reach anyone within their grove, which is             required component when Crafting blasting
               usually 24″ (48 yards) across. Power Points: 20.          candles. V25.
             • Size 8 (Huge): Hamadryads stand up to 50′ tall          • Poison: Paralyzing Poison. If a living creature
               with sagging, rotting canopies almost as wide.            is paralyzed by a swarm’s attack, a small swarm
               When motionless, they are indistinguishable               may use an action to take control of their body,
               from decaying fungalwood trees.                           turning the victim into a drone with the Drone
             • Swarm: As an action, the hamadryad can spend              Special Ability.
               a Benny to summon a small cloud of rot flies            • Resilient: Bears can take one Wound before
               from her canopy, using the Small Swarm                    being Incapacitated.
               profile from Savage Worlds. Only one swarm              • Size 2: Bears can stand up to 10′ tall and weigh
               can be active at once.                                    over 1,000 lbs.
                                                                       • Swarm Burst: When a soldier drone is
            BLOOD HONEY BEES                                             Incapacitated, the insects burst from its body
            Blood honey bees are inch-long insects with black            creating a cloud of blood honey bees. Use the
            carapaces, brassy wings, and stingers that feel like         Medium Swarm profile in Savage Worlds with
            sixbow bolts. The swarms paralyze their victims              Paralyzing Poison.
            before burrowing into their flesh to control               • Weakness (Water): If a drone is plunged
            their nervous systems, piloting them like drones.            into water, including through water-based
            Humans are most often taken as workers, whom                 area effect powers and attacks, the bees within
            the bees use as excavation, construction, and                immediately die. The host (if still alive) wakes
            maintenance drones around their nests. Bears find            an hour later Fatigued.
            the bees’ honey irresistible, and the bees turn them
    160
DRONE, WORKER                                           QUEEN
Attributes: Agility d6, Smarts d4, Spirit d6,           Attributes: Agility d10, Smarts d6 (A), Spirit d8,
  Strength d8, Vigor d6                                   Strength 1, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth   Skills: Athletics d6, Fighting d6, Notice d6, Stealth
  d6                                                      d8
Pace: 6; Parry: 5; Toughness: 7                         Pace: 3; Parry: 5; Toughness: 1
                                                                                                                  BESTIARY
Gear: Basic tools (medium Improvised Weapon,            Edges: Command Presence, Fervor, Tactician
  Str+d6).                                              Special Abilities:
Special Abilities:                                       • Bite/Sting: Str+d4.
 • Drone: +2 Toughness; +2 to recover from               • Fast Regeneration: As long as she is in her
   being Shaken; no additional damage from                 royal chamber, a queen may attempt a natural
   Called Shots.                                           healing roll every round, even if Incapacitated,
 • Harvest (Beeswax –1): Can be used to craft              unless Incapacitated by her Weakness.
   candles that burn for twice as long, and is a         • Flight: Queens have a Flying Pace of 12.
   required component when Crafting blasting             • Harvest (Royal Jelly –2): A character who
   candles. V25.                                           consumes one portion of royal jelly must make a
 • Poison: Paralyzing Poison. If a living creature         Vigor check at –2. Success grants the consumer
   is paralyzed by a swarm’s attack, a small swarm         the Slow Regeneration Special Ability for one
   may use an action to take control of their body,        week. Critical Failure results in becoming
   turning the victim into a drone with the Drone          poisoned, detailed below. V500.
   Special Ability.                                      • Hive Mind: As long as the hive’s queen lives,
 • Swarm Burst: When a worker drone is                     all bees and drones under her control are
   Incapacitated, the insects burst from its body          immune to Fear, Intimidation, and the effects
   creating a cloud of blood honey bees. Use the           of beast friend and puppet. She is able to sense
   Small Swarm profile in Savage Worlds with               through each of them. Once she is killed, they
   Paralyzing Poison.                                                            must immediately succeed
 • Weakness (Water): If a drone is                                                on Spirit rolls or fly away.
   plunged into water, including                                               • Poison: Paralyzing poison.
   through water-based                                                     • Size –4 (Tiny): Queens are
   area effect powers and                                                      around three inches long.
   attacks, the bees                                                          • Weakness (Water): A
   within immediately                                                              queen makes a Vigor
   die. The host (if still                                                              roll each round she
   alive) wakes an hour                                                                 is submerged in
   later Fatigued.                                                                          water or perish.
                                                                                                                 161
            BLOOD HUNTERS                                                • Bite: Str+d4.
                                                                         • Harvest (Blood –2): Vampire blood is
            Some blood hunters are strong enough to resist                 considered Lethal Poison to vampires. V200.
            their urges in order to gain power through their             • Infection: If anyone Incapacitated by a blood
            disease; many of those who do lead broods of                   hunter’s bite fails their Vigor roll, they gain the
            weaker-willed vampires. Those who completely                   Blood Lust Hindrance.
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            give into their primal taboos instead become                 • Weakness (Heart): The true way to kill a blood
            rabid, lose control over their abilities, and live the         hunter is to stop the blood flow. A successful
            rest of their wretched lives tormented by thirst.              Called Shot to the heart (–4) of a blood hunter
            Vampires that feed too gluttonously on flesh and               adds an additional +2 to the damage total.
            blood become what the dwarves call a wendigo: a              • Weakness (Sunlight): Blood hunters are
            monstrous aberration that takes on the forms of                weaker when exposed to the light of day. When
            the creatures it consumes.                                     in direct sunlight, they must make a Vigor roll
                “I once saw a creature so horrific I first thought it      every 4 hours to avoid Fatigue.
              was several corpses stitched together and given life.      • Weakness (Vampire Blood): If a vampiric
              It was as big as a mammoth, and had more limbs,              creature drinks the blood of another, they suffer
              antlers, and other body parts than I could count. Its        the effects of Lethal Poison.
              deafening bugle was enough to freeze my blood. I          RABID BLOOD HUNTER
              think that was the only reason the wendigo didn’t         Bloodline: Human
              sense me.”                                                Attributes: Agility d8, Smarts d4, Spirit d6,
                   Django Styles, Imperial Big Game Hunter                Strength d8, Vigor d8
                                                                        Skills: Athletics d8, Fighting d6, Intimidation d8,
                     CREATURES OF THE NIGHT                               Notice d10, Stealth d10, Survival d8
                                                                        Pace: 8; Parry: 5; Toughness: 6
              To make any creature a rabid blood hunter, take           Edges: Alertness, Fleet-Footed, Frenzy
              their base profile and give them the following            Special Abilities:
              Special Abilities: Fast Regeneration, Harvest (Blood       • Bite: Str+d4.
              –2), Infection, Nocturnal, and Weaknesses (Heart,          • Fast Regeneration: Blood hunters may
              Purified Water, Sunlight, Vampire Blood).                    attempt a natural healing roll every round
                                                                           unless their Wounds were caused by purified
               Blood hunter broods are often led by Wild Cards.            water or a shot through the heart.
              Rabid broods, by Wild Card wendigo.                        • Harvest (Blood –2): See Blood Hunter.
                                                                         • Infection: See Blood Hunter.
                                                                         • Nocturnal: Blood hunters have the Special
            BLOOD HUNTER                                                   Abilities Infravision (due to their ability to smell
            Bloodline: Human                                               warm blood) and Environmental Resistance to
            Attributes: Agility d8, Smarts d6, Spirit d8,                  cold and cold-based attacks.
              Strength d6, Vigor d8                                      • Weakness (Heart): See Blood Hunter.
            Skills: Athletics d8, Common Knowledge d6,                   • Weakness (Purified Water): As fully turned
              Fighting d8, Focus d8, Intimidation d6, Notice               blood hunters are supernaturally rabid, purified
              d8, Persuasion d4, Shooting d6, Stealth d8,                  water burns like acid on their flesh. Weapons
              Survival d6                                                  coated in it deal +2 damage to them. If they are
            Pace: 6; Parry: 6; Toughness: 6                                submerged in it, they take 3d4 damage at the
            Hindrances: Blood Lust                                         beginning of each turn, and 3d4–2 damage at
            Edges: Arcane Background (Gifted), Creature of                 the beginning of their first turn after emerging.
              the Night                                                  • Weakness (Sunlight): Rabid blood hunters
            Powers: Boost/lower Trait, empathy, disguise, healing          are weaker when exposed to the light of day.
              (Limitations: see page 83). Power Points: 10.                They suffer 2d4 damage every round when
            Gear: Hunting knife (Str+d4, AP 1), sixbow (Range              under direct sunlight.
              5/10/20, Damage 2d6, RoF 1, AP 1).                         • Weakness (Vampire Blood): See Blood
            Special Abilities:                                             Hunter.
    162
RABID COYOTE                                               imbiber makes a Vigor check. On a success,
Attributes: Agility d8, Smarts d6 (A), Spirit d6,          they gain Environmental Resistance to the
  Strength d6, Vigor d6                                    cold and cold-based attacks for one week, or
Skills: Athletics d8, Fighting d6, Notice d10,             full immunity with a raise. If failed, they gain
  Stealth d8                                               Fatigue. On a Critical Failure, they gain the
Pace: 8; Parry: 5; Toughness: 4                            Blood Lust Hindrance, or suffer from Lethal
                                                           Poison if they already have it. V500.
                                                                                                                  BESTIARY
Edges: Alertness
Special Abilities:                                       • Immunity (Cold): Wendigo are immune to
 • Blood Hunter: Rabid coyotes have the                    cold-based attacks and effects.
   following Special Abilities from the Rabid            • Resilient: Wendigo can take one Wound
   Blood Hunter profile: Fast Regeneration,                before being Incapacitated.
   Infection, Nocturnal, Weaknesses (Heart,              • Size 2: Wendigo grow monstrous in size.
   Purified Water, Sunlight, Vampire Blood).
 • Harvest (Blood –2): See Blood Hunter.                CARRION CRAB
 • Size –1: Coyotes are the size of medium dogs.        Enormous, terrestrial crabs with bone-crushing
 • Speed: d10 running die.                              claws scavenge the deep jungle chasms and
 • Trickster: Coyotes are supernatural tricksters       tropical beaches by night, feasting on the dead and
   that use their strange abilities to disorientate     collecting their remains to build their protective
   prey, convince other predators of larger             shells. Gathering in clustered colonies, they
   numbers, or conceal entrances to their dens.         continue to grow as they age; some old sailors claim
   Packs of five or more rabid coyotes can make         to have seen crabs with shells made from ancient
   a Group Roll using Spirit to activate the illusion   shipwrecks or the skulls of beached white whales.
   power with the Sound Power Modifier.
                                                        Attributes: Agility d4, Smarts d4 (A), Spirit d6,
WENDIGO                                                   Strength d10, Vigor d8
Attributes: Agility d10, Smarts d4, Spirit d8,          Skills: Athletics d8, Fighting d6, Notice d6, Stealth
  Strength d12+3, Vigor d12                               d8
Skills: Athletics d10, Fighting d12, Intimidation       Pace: 4; Parry: 5; Toughness: 11 (4)
  d10, Notice d10, Stealth d10, Survival d10            Special Abilities:
Pace: 8; Parry: 8; Toughness: 10                         • Armor +4: Thick, bony shell covered in broken
Edges: Alertness, Frenzy (Imp), Nerves of Steel            bones, skulls, and driftwood.
Special Abilities:                                       • Claws: Str+d6, Reach 1. Gain +2 to Athletics
 • Abomination: Resembling an amalgam of                   rolls when grappling.
   flesh and bone, a wendigo may have up to two          • Semi-Aquatic: Carrion crabs can hold their
   of the following Special Abilities: Armor +2            breath for up to 15 minutes.
   (leathery skin), Breath Weapon (3d6 damage),          • Size 1: Carrion crabs are sizable, bulky creatures.
   Horns (Str+d6), longer limbs (+1 Reach),
   Wings (flying Pace 24).                              CLOCKWORKS
 • Bite/Claws: Str+d8, AP 2.                            While some sentient clockworks are capable of
 • Blood Hunter: Wendigo represent the final            independent thought, fear, and desire, their more
   stage of blood lust. They have the following         primitive kin are far more common, having stood
   Special Abilities from the Rabid Blood               guard over many of the old world’s factories,
   Hunter profile: Fast Regeneration, Infection,        museums, and tombs for countless centuries.
   Nocturnal, Weaknesses (Heart, Purified Water,        On occasion, through hidden traps or sequential
   Sunlight, Vampire Blood).                            activations, these hulking, mechanical custodians
 • Fear (–2): Anyone encountering a wendigo             reanimate to attack trespassers. Their solid forms
   must make a Fear roll at –2.                         withstand attacks from most modern weapons,
 • Fearless: Immune to Fear and Intimidation.           though time has not been kind to their metallic,
 • Harvest (Blood –2): See Blood Hunter.                skeletal frames, and their rusted, seizing joints
 • Harvest (Heart –2): If the blood of the cold,        reveal their weaknesses.
   accursed heart of a wendigo is drunk, the
                                                                                                                 163
               Colossal golems built to protect more important        CLOCKWORK MACHINIST
            sites are often found embedded into the brick or        Attributes: Agility d6, Smarts d8, Spirit d4,
            iron walls of the ruins they protect, to be released      Strength d10, Vigor d8
            when unwanted guests trigger certain mechanisms.        Skills: Athletics d6, Fighting d6, Notice d6, Repair
               Supporting these humanoid creations are                d8, Stealth d6, Weird Science d8
            arachnid automatons, skittering through their           Pace: 6; Parry: 6 (1); Toughness: 10 (4)
VERMILIUM
            labyrinthine tunnels coated in metallic thread.         Edges: Arcane Background (Weird Science),
            They once consumed waste metal from the factory           Arcane Resistance (Imp), Reautomator
            floors to make their repairing silk, but now            Gear: Ancient staff (Str+d6–1, Parry +1).
            they clear the crushed bones left behind by their       Powers: Boost Trait, healing, smite, zombie
            larger kin. They sit in wait as ambush security,          (Limitations: affects clockworks only) Power
            indistinguishable from piles of rusted scrap.             Points: 20.
                                                                    Special Abilities:
              Machinists are rare leaders among the                  • Armor +4: Thick copper and iron plating.
            clockworks, built to create others of their kind and     • Claws: Str+d4.
            to oversee the ancient automaton factories.              • Clockwork: See Clockwork Colossus.
                                                                     • Construct: See Clockwork Colossus.
            CLOCKWORK COLOSSUS
                                                                     • Fear (–1): Anyone encountering a machinist
            Attributes: Agility d4, Smarts d4, Spirit d4,
                                                                       must make a Fear check at –1.
              Strength d12+5, Vigor d12
                                                                     • Fearless: Immune to Fear and Intimidation.
            Skills: Athletics d4, Fighting d10, Notice d4,
              Repair d4, Stealth d4
            Pace: 6; Parry: 7; Toughness: 18 (4)                       “We are legion.”
            Edges: Arcane Resistance, Sweep (Imp)                                                 Clockwork Mantra
            Special Abilities:
             • Armor +4: Thick copper and iron plating.
             • Claws: Str+d6.
             • Clockwork: If a foe gets a raise while
               performing an Agility- or Strength-
               based Test against a clockwork, the clockwork
               is Stunned instead of Shaken. It does not fall
               prone, but instead stands as lifeless as a statue.
             • Construct: +2 to recover from being Shaken;
               ignores 1 point of Wound penalties; does
               not breathe or suffer from disease or poison;
               can only heal Wounds using Repair with no
               “Golden Hour”.
             • Fear (–2): Anyone encountering a colossus
               must make a Fear check at –2.
             • Fearless: Immune to Fear and Intimidation.
             • Hardy: A second Shaken result does not cause
               a Wound.
             • Resilient: Colossi can take one Wound before
               being Incapacitated.
             • Size 6 (Large): Colossi are at least twice as tall
               as humans and are plated in iron.
             • Slow: Colossi have a d4 running die.
             • Steam: A colossus spews jets of superheated
               steam from a specially adapted mechanism on
               one of their arms, acting as a Breath Weapon
               Special Ability.
    164
CLOCKWORK REVENANT                                       DIRE WOLF
Attributes: Agility d6, Smarts d6, Spirit d4,
  Strength d10, Vigor d8                                 Dire wolves are bred by different halfling tribes for
Skills: Athletics d6, Fighting d8, Notice d6, Repair     use as ferocious mounts. In the wild, they hunt in
  d6, Stealth d6                                         packs led by Resilient alphas.
Pace: 6; Parry: 6; Toughness: 10 (4)                     Attributes: Agility d8, Smarts d6 (A), Spirit d6,
                                                                                                                   BESTIARY
Edges: Arcane Resistance                                   Strength d8, Vigor d8
Gear: Ancient great sword (Str+d10–1).                   Skills: Athletics d8, Fighting d8, Intimidation d8,
Special Abilities:                                         Notice d10, Stealth d8
 • Armor +4: Thick copper and iron plating.              Pace: 10; Parry: 6; Toughness: 6
 • Claws: Str+d4.                                        Edges: Alertness
 • Clockwork: See Clockwork Colossus.                    Special Abilities:
 • Construct: See Clockwork Colossus.                     • Bite: Str+d6.
 • Fear: Anyone encountering a clockwork                  • Pack Tactics: Dire wolves add their Gang Up
   revenant must make a Fear check.                         bonus to Fighting damage rolls.
 • Fearless: Immune to Fear and Intimidation.             • Speed: d10 running die.
 • Hardy: A second Shaken result does not cause
   a Wound.                                              ELK
RUST SPIDER SWARM                                        The deer of the new world are enormous with
Attributes: Agility d10, Smarts d4, Spirit d12,          wide antlers resembling jagged jawbones.
  Strength d8, Vigor d10                                 Attributes: Agility d6, Smarts d4 (A), Spirit d6,
Skills: Notice d6, Repair d10                              Strength d12+2, Vigor d10
Pace: 10; Parry: 4; Toughness: 9 (2)                     Skills: Athletics d6, Fighting d6, Notice d6, Stealth
Edges: Arcane Resistance                                   d8
Special Abilities:                                       Pace: 8; Parry: 5; Toughness: 10
 • Armor +2: Rusted iron plating.                        Edges: Alertness, Fleet-Footed
 • Bite: Rust spiders bite their targets automatically   Special Abilities:
   (unless Shaken) causing 2d4 damage to everyone         • Antlers: Str+d6 (treat as Horns).
   in the template at the end of their turn. Damage       • Size 3: Bull elk stand over 6′ at the shoulder with
   is applied to the least armored location.                antlers just as wide.
 • Clockwork: See Clockwork Colossus.
 • Construct: See Clockwork Colossus.                    GARGOYLES
 • Fearless: Immune to Fear and Intimidation.            Carved from living rock and given unnatural life,
 • Harvest (Thread –1): The spiders’ metallic silk       these huge, grotesque bats were created long ago
   is known for its strength. A successful Repair        by elven sorcerers to guard tombs and crypts, and
   roll yields 5″ (10 yards), or 10″ (20 yards) with a   other sacred sites. Born of flesh without the thick,
   raise, which can be used to craft rope with the       rocky hide they later develop, young gargoyles
   Balanced property without penalty. V50.               resemble naked mole rats with wings. Their skin
 • Poison: The rusted bites of these clockwork           calcifies as they age to become living constructs
   spiders cause tetanus, considered a Mild Poison.      of sentient stone. Fully grown females, known as
 • Scrap Pile: When still, these spiders are             matrons, rule the roost and demand tribute from
   indistinguishable from rusted scrap.                  their colonies.
 • Split: Swarms split into two smaller swarms
   with reduced Blast Template size when                     “I’m told that some matrons develop different
   Wounded. Small swarms are destroyed.                    hides depending on the rocks around their roosts.
 • Swarm: +2 to recover from being Shaken,                 Sandstone, granite, obsidian, I’ve even heard of
   Parry +2. Can only be damaged by area effect            some made of molten rock, able to spew magma
   attacks, or a character can stomp to inflict his        from their fiery jaws.”
   damage in Strength each round.                          Odin Tannen, Manta Blake Mining Company
 • Wall Walker: These swarms can walk on                                                   Foreman
   vertical and inverted surfaces at full Pace.
                                                                                                                  165
            GARGOYLE                                                  GARGOYLE MATRON
            Attributes: Agility d8, Smarts d6, Spirit d6,           Attributes: Agility d6, Smarts d6, Spirit d8,
              Strength d6, Vigor d6                                   Strength d10, Vigor d10
            Skills: Athletics d8, Fighting d6, Intimidation d6,     Skills: Athletics d6, Fighting d8, Intimidation d8,
              Notice d8, Stealth d8                                   Notice d8, Stealth d10
            Pace: 6; Parry: 5; Toughness: 7 (2)                     Pace: 6; Parry: 6; Toughness: 13 (4)
VERMILIUM
    166
                                                                                                            BESTIARY
                                                      • Fear: Anyone encountering a horned serpent
HORNED SERPENT                                          makes a Fear roll.
                                                      • Harvest (Lure –1): A successful harvest of a
This giant constrictor snake lurks in the dark,         horned serpent lure provides a light as powerful
tepid waters of the bayous and jungles, its body        as a lantern that continues to glow in a 4″
covered in red scales and its head protected by a       (eight-yard) radius until the next dawn. In that
crest of wicked horns. One horn in particular has       time, any character can use the lure to gain a
the appearance of a fishing line with a glowing         one-time use of the confusion power with the
lure at its end, which the serpent uses to draw         Area Effect Power Modifier, using a Medium
unsuspecting prey close before it strikes, wrapping     Blast Template. They use their Spirit die as the
itself around its victim and squeezing the life out     arcane skill. Afterwards, the lure is rendered
of it.                                                  inert. V100.
Attributes: Agility d6, Smarts d6 (A), Spirit d10,    • Hypnotic Lure: Horned serpents have 10
  Strength d12+4, Vigor d10                             Power Points and know the confusion power,
Skills: Athletics d10, Fighting d8, Intimidation        using Spirit as their arcane skill.
  d10, Notice d10, Stealth d10                        • Infravision: Halve penalties for Illumination
Pace: 6; Parry: 6; Toughness: 15 (4)                    when attacking warm targets.
Special Abilities:                                    • Size 4 (Large): 40’ long and 3’ thick.
 • Aquatic: Pace 10.                                  • Swallow: Horned serpents can swallow
 • Armor +4: Scaly hide.                                creatures of Size 3 or smaller.
 • Bite/Horns: Str+d6.
 • Constrict: +2 to Athletics and Strength rolls
   made to Grapple.
                                                                                                           167
            HORSE                                                 JUNK MONKEY
            Horses are widespread animals used by humans for      These mischievous, new world monkeys can
            transport. Larger horses are bred for war, while      be found in the southern jungles and across the
            some wild herds exist in the Inner Crescent.          Corallines, occupying vine-covered trees and
            Attributes: Agility d8, Smarts d4 (A), Spirit d6,     abandoned ruins, or the shoulders of salty seafarers.
VERMILIUM
              Strength d12, Vigor d8                              Attributes: Agility d10, Smarts d6 (A), Spirit d6,
            Skills: Athletics d8, Fighting d4, Notice d6            Strength d4–2, Vigor d6
            Pace: 12; Parry: 4; Toughness: 8                      Skills: Athletics d10, Fighting d4, Notice d8,
            Edges: Fleet-Footed                                     Stealth d10, Taunt d6, Thievery d10
            Special Abilities:                                    Pace: 6; Parry: 4; Toughness: 2
             • Kick: Str+d4.                                      Edges: Acrobat, Free Runner
             • Size 2: Typical horses stand between five to six   Special Abilities:
               feet at the shoulder.                               • Arboreal: Monkeys can climb trees at full Pace.
                                                                     Bite/Claws: Str+d4.
            JACKALOPE                                              • Fling Dung: Monkeys can fling their dung to
            Jackalopes were once thought to be strange,              both insult and disgust their targets. This is
            fanciful exhibits created by esoteric taxidermists       represented as an Athletics Test versus Vigor
            and housed in traveling carnivals and museums of         with a range of 3″ (six yards), taking into
            oddity. They are in fact the result of early occult      account Cover, line of sight, etc.
            experimentation by witches looking to create their        • Size –3 (Very Small): Monkeys are not
            own familiars. The first litters escaped a couple              much bigger than cats.
            hundred years ago, and jackalopes have since                • Tinkers: Junk monkeys are fascinated
            spread throughout the world.                             with mechanical objects, and love nothing
                                                                         more than to bend, strain, and break them.
              They resemble large rabbits with horns                        Troops of five or more monkeys can
            of varying shapes and sizes, depending on                            make a Group Roll using Smarts to
            the species, which seem to mimic other                                activate the corrode power with a
            horned creatures living around them. They                                 Range of touch, as long as the
            are carnivorous carrion eaters, though they                                monkeys are within 5″ (10
            are known to group together in droves to                                     yards) of each other.
            bring down prey themselves.
            Attributes: Agility d8, Smarts d6 (A),
              Spirit d6, Strength d4–1, Vigor d6
            Skills: Athletics d6, Fighting d6, Notice
              d8, Stealth d10
            Pace: 8; Parry: 5; Toughness: 2
            Hindrances: Can’t Swim
            Edges: Arcane Resistance, Danger Sense
            Special Abilities:
             • Bite/Horns: Str+d4.
             • Harvest (Paw –2): Jackalope paws are
               said to bring good luck to anyone who
               carries one. A single paw may be harvested
               from each jackalope, bestowing the
               Luck Edge on the carrier for one
               week, until the foot rots
               away. V500.
             • Size –3 (Very Small):
               Jackalopes are about
               the size of bobcats.
    168
LONE HORN                                                MAMMOTH
These large, rare black goats live in the hidden         Giant mammoths thunder across the northern
valleys and high precipices of the northern              tundra in great roving herds, shaking the earth as
Crescent Mountains, revered and respected by the         they go. Some are domesticated by sasquatch tribes,
dwarf clans who see them as omens of death and           which keep them as pack animals and mounts, and
the supernatural. A large male can stand up to five      harvest them for their fur, ivory, meat, and cheese.
                                                                                                                    BESTIARY
feet at the shoulder, with a single curved horn up to    Attributes: Agility d4, Smarts d6 (A), Spirit d6,
four feet long growing from the center of its skull.       Strength d12+8, Vigor d12
Lone horns’ natural weapons are used in dwarven          Skills: Athletics d4, Fighting d6, Intimidation d10,
medicine for healing and have become sought-after          Notice d6
trophies for imperial hunters. The berserkers of         Pace: 8; Parry: 5; Toughness: 17 (2)
the Temple of the Black Goat ride them into battle.      Edges: Sweep
Attributes: Agility d8, Smarts d4 (A), Spirit d8,        Special Abilities:
  Strength d12, Vigor d10                                 • Armor +2: Thick fur and hide.
Skills: Athletics d10, Fighting d8, Notice d6,            • Hardy: This creature does not suffer a Wound
  Stealth d8                                                from being Shaken twice.
Pace: 8; Parry: 6; Toughness: 8                           • Immunity (Cold): Naturally adapted to frigid
Edges: Acrobat, Brute                                       temperatures, mammoths are immune to the
Special Abilities:                                          cold and cold-based attacks.
 • Fast Regeneration: Lone horns may attempt              • Run Amok: Each time a mammoth is
   a natural healing roll every round, even if              Wounded, it must make a Spirit check. On a
   Incapacitated, unless their horn is severed              failure, it is Panicked (see Fear Table, Savage
   (Called Shot at –4).                                     Worlds), and creatures in its path become targets
 • Fear: Anyone encountering a lone horn must               of its Trample Special Ability. At the beginning
   make a Fear check.                                       of each turn while Panicked, the mammoth
 • Harvest (Horn –2): A character may drink fresh           makes a free Spirit check. On a success, it
   water from a successfully harvested lone horn            regains control; failure means it continues its
   ram’s horn and make a Spirit roll. If successful,        rampage.
   they gain the Slow Regeneration Special Ability        • Size 7 (Large): The largest bulls weigh over 15
   for one week. After that character drinks from           tons and stand 15′ at the shoulder.
   it, the horn’s magical properties fade. V500.          • Trample: If a mammoth moves at least 5″ (10
 • Horn: Str+d6, AP 1.                                      yards) in a relatively straight line, it can trample
 • Mountain Goat: Lone horns are native to                  all beings and creatures in its path, provided
   rocky, mountainous regions. They ignore                  they are at least two Sizes smaller. Those in the
   Difficult Ground when in such regions, and               mammoth’s path must Evade or take Str+d8
   they are able to climb rocky surfaces at full Pace.      damage and fall prone. Targets who are not
 • Size 1: Lone horns are the size of ponies.               Shaken may attack the mammoth as it passes as
                                                            per Withdrawing from Melee.
    “There is no sight or sound more terrifying than      • Trunk: Str+d4.
  a horde of Black Goat berserkers thundering down        • Tusks: Str+d8 (treat as Horns).
  the mountainside into battle, screaming like an
  avalanche, and riding their deathless lone horns.”
      Ziggor the Cruel, Lesser Lord of the Black
                                     Goat Clan
                                                                                                                   169
            MARIONETTE TARANTULA
            These terrifying arachnids are too large to create
            typical webs. Instead, they use their powerful legs
            and strong silk to manipulate the limp bodies of
            bound victims below them in an effort to attract
VERMILIUM
    170
RANCH HOG                                                • Pack Tactics: Rats add their Gang Up bonus to
                                                           Fighting damage rolls.
Known colloquially as razorbacks, these massive          • Semi-Aquatic: River rats can hold their breath
pigs have sharp tusks and notoriously mercurial            for up to 15 minutes, and have Pace 6 when in
tempers. Ranchers have begun to breed them                 water.
on vast hog ranches across the prairies, though          • Size –2 (Small): The largest river rats can reach
that hasn’t calmed their nature much. They are             over 50 pounds in weight.
                                                                                                                 BESTIARY
harvested for their meat, fur, leather, butter, lard,
cheese, and milk.                                       RIVER RAT KING
                                                        Attributes: Agility d8, Smarts d6 (A), Spirit d6,
Attributes: Agility d6, Smarts d4 (A), Spirit d8,         Strength d10, Vigor d8
  Strength d12+2, Vigor d10                             Skills: Athletics d8, Fighting d8, Notice d6, Stealth
Skills: Athletics d6, Fighting d4, Notice d6,             d8
  Survival d8                                           Pace: 6; Parry: 6; Toughness: 8
Pace: 6; Parry: 4; Toughness: 11 (1)                    Edges: Frenzy (Imp), Level Headed
Edges: Berserk                                          Special Abilities:
Special Abilities:                                       • Bite: Str+d4.
 • Armor +1: Leathery skin.                              • Plague Bearer: A character Shaken or
 • Every Part of the Boar: Hogs yield one                  Wounded by a rat king must make a Vigor roll
   additional component when harvested.                    at –2 or suffer Fatigue.
 • Hardy: This creature does not suffer a Wound          • Low Light Vision: River rats ignore penalties
   from being Shaken twice.                                for Dim and Dark Illumination.
 • Size 3: Males weigh over 2,000 pounds and             • Pack Tactics: Rats add their Gang Up bonus to
   stand 6′ tall at their bristly, maned shoulders.        Fighting damage rolls.
 • Tusks: Str+d6 (treat as Horns).                       • Resilient: Rat kings can take one Wound
RIVER RATS                                                 before being Incapacitated.
                                                         • Semi-Aquatic: River rats can hold their breath
River rats are a common sight in the Auroran               for up to 15 minutes, and have Pace 6 when in
waterways. A strange hybrid of rat and beaver, and         water.
as large as coyotes, they prowl dank caves, slow-        • Size 2: Rat kings appear to comprise the bodies
moving rivers, and city sewers, building lodges and        of many others of their kind.
dams out of whatever they can scavenge.
  These vile, insalubrious creatures are prone to
supernatural mutation, and it is not uncommon
to find broods containing rat kings: horrifying,
multi-headed conglomerations of flesh, fur, teeth,
and tails.
RIVER RAT
Attributes: Agility d8, Smarts d6 (A), Spirit d6,
  Strength d4, Vigor d6
Skills: Athletics d8, Fighting d4, Notice d6,
  Stealth d8
Pace: 6; Parry: 4; Toughness: 3
Special Abilities:
 • Bite: Str+d4.
 • Disease Carrier: A character
   Shaken or Wounded by a river rat
   must make a Vigor roll or suffer Fatigue.
 • Low Light Vision: River rats ignore
   penalties for Dim and Dark Illumination.
                                                                                                                171
            SABERLION                                                     is not Shaken, but moves half Pace towards the
                                                                          shark, hopefully overboard!
            These big cats sport 12-inch-long, curved teeth for         • Feeding Frenzy: As soon as a shark senses
            bringing down prey, and they often hunt in prides.            blood in the water, from a Wound or scattered
            The most common are slender and tan-colored,                  chum, it benefits from the Frenzy Edge for the
            inhabiting most mountainous and prairie regions,              rest of the encounter.
VERMILIUM
            though coal-colored saberlions have been seen in            • Harvest (Fin –2): The shark’s fin can be
            the Southland Jungles, and spotted, snow-colored              harvested and preserved in the form of a soup.
            variants resembling gigantic lynx are known to                A character who consumes the soup must make
            prowl the Winterlands. They are usually led by                a Vigor check. Success grants them the ability
            maned males with the Resilient Special Ability.               to mimic others’ voices or speech, adding +2 to
            Attributes: Agility d8, Smarts d6 (A), Spirit d10,            all their spoken Language checks for a week. A
              Strength d10, Vigor d8                                      Critical Failure means the consumer is mute for
            Skills: Athletics d10, Fighting d8, Intimidation d8,          the duration. V250.
              Notice d8, Stealth d10                                    • Size 3: The largest siren sharks grow to 20′ long.
            Pace: 8; Parry: 6; Toughness: 7
            Edges: Frenzy (Imp)                                        SKIN WALKERS
            Special Abilities:                                         Skin walkers are weak to azure iron, but the first
             • Bite: Str+d8, AP 2.                                     generation of their kind, the dwarf berserkers of
             • Claws: Str+d6.                                          the Sanguine War, are Invulnerable to all damage
             • Low Light Vision: Saberlions ignore penalties           except that which is caused by it. These beings
               for Dim and Dark Illumination.                          come in two castes: leashed and unleashed.
             • Pounce: Saberlions pounce on their prey to
                                                                          Leashed skin walkers attempt to control their
               bring them down. When making a Wild Attack,
                                                                       animalistic urges. They are physically weaker, but
               they add +4 to their damage instead of +2.
                                                                       are capable of accessing more power, and they can
             • Pride Tactics: Saberlions add their Gang Up
                                                                       still transition between their natural and bestial
               bonus to Fighting damage rolls.
                                                                       forms. A skin walker may use any single profile
             • Size 1: Saberlions are large, stocky cats.
                                                                       desired for their natural form, and they follow the
            SIREN SHARK                                                rules on page 88 for their skin walker form. They
                                                                       have Focus d6 and 15 Power Points, and up to
            Sailors returning to shore tell tales of plaintive cries   three powers normally available to them.
            for help heard out at sea. Those who are foolish
            enough to follow their songs realize, often too late,        Unleashed skin walkers have transformed for
            that they come from horrifying sharks with the             the last time, ceding their powers in favor of pure
            ability to mimic their last meal’s calls for help —        bestial savagery. They are unable to ever change
            in an effort to lure their next one nearer to their        back, even in death, and unlike their lesser kin are
            hunting grounds.                                           capable of spreading their disease.
            Attributes: Agility d8, Smarts d6 (A), Spirit d8,            Packs are usually led by Wild Card alphas.
              Strength d12+4, Vigor d12
            Skills: Athletics d8, Fighting d10, Notice d12,                            CUSTOM SKINS
              Persuasion d8, Stealth d12
            Pace: —; Parry: 7; Toughness: 11                             The profile below represents a wolf form, though it
            Special Abilities:                                           can be altered using the following suggestions.
             • Aquatic: Pace 10.
                                                                          Bear: Increase Strength to d12+3, Toughness to 9,
             • Bite: Str+d8.
                                                                         and Size to 2. Reduce Agility to d6, and make them
             • Cry for Help: A siren shark can target a victim
                                                                         Resilient.
               within 12″ (24 yards) on a quiet night, or 6″ (12
               yards) on a stormy night, imitating the haunting           Saberlion: Add the Frenzy (Imp) Edge and the
               cries for help of its past victims. If the shark          Saberlion’s Pounce Special Ability, and give their
               scores a raise on a Persuasion Test, the target           Bite attack AP 2.
    172
UNLEASHED SKIN WALKER                                    to lay their eggs, becoming corporeal to do so,
Attributes: Agility d8, Smarts d6, Spirit d6,            which results in their body’s consumption by fire.
  Strength d12+2, Vigor d10                              The eggs incubate in the hot ashes before voracious
Skills: Athletics d8, Common Knowledge d6,               caterpillars emerge. Eventually, they spin cocoons
  Fighting d12+2, Intimidation d10, Notice d12,          of fine silk in which to begin their metamorphosis,
  Stealth d10, Survival d10                              glowing from within on the night before they
                                                         emerge as ethereal moths. The halflings of the
                                                                                                                   BESTIARY
Pace: 10; Parry: 9; Toughness: 8
Special Abilities:                                       Forest Nations see ember moths as symbols of
 • Bite/Claws: Str+d8.                                   knowledge, death, and rebirth, following the belief
 • Fast Regeneration: Skin walkers may attempt           that to die is to finally know the truth of life, and
   a natural healing roll every round unless the         that to share wisdom and memory with younger
   Wounds were caused by magical or azure iron           generations is to be reborn. Great fires are carefully
   weapons.                                              made to guide these strange insects during the
 • Fear (–2): Anyone encountering a skin walker          spring, to honor both them and members of the
   must make a Fear check at –2.                         tribe who have passed.
 • Harvest (Hide –2): A successful harvest of skin
   walker hide can be used when crafting clothing        EMBER MOTH SWARM
   or armor to grant the wearer +2 Armor against         Attributes: Agility d10, Smarts d4, Spirit d12,
   skin walker Bite and Claw attacks. V300.                Strength d8, Vigor d10
 • Infection: If anyone Incapacitated by a skin          Skills: Notice d8
   walker’s bite or claws fails their Vigor roll, they   Pace: 10; Parry: 4; Toughness: 7
   gain the Azure Agony Hindrance instead of a           Special Abilities:
   permanent injury.                                      • Ethereal: Ember moth swarms can become
 • Low Light Vision: Ignore penalties for Dim               invisible and immaterial at will and can only
   and Dark Illumination.                                   be harmed by magical attacks or attacks using
 • Size 1: Skin walkers are tall, lean, and muscular.       purified water.
                                                          • Fairy Fire: Swarms of ember moths bite their
SPIRITS                                                     targets automatically (unless Shaken) causing
                                                            2d4 fire damage to everyone in the template
Some spirits were left behind in the Pale after
                                                            at the end of their turn. Damage is applied to
The Bleed and began twisting into malevolent
                                                            the least armored location. Creatures Shaken or
and violent entities as their bitterness and anger
                                                            Wounded can be set alight.
grew through the ages. These ancient beings are
                                                          • Flying Embers: Ember moth swarms have a
incredibly dangerous, but they are normally only
                                                            Flying Pace of 10 and emit light in a 2″ (four-
encountered in the Pale. Some truly powerful
                                                            yard) radius.
ancient spirits rule over specific regions, where
                                                          • Harvest (Cocoon –1): Once harvested, a
they command others of their kind; nearly all of
                                                            mature ember moth cocoon can provide light in
these are Wild Cards.
                                                            a 2″ (four-yard) radius until the next dawn. V25.
   In the mortal realm, spirits are ethereal              • Low Light Vision: Moths ignore penalties for
manifestations of emotion and memory released               Dim and Dark Illumination.
from the physical world; some flicker in and out          • Split: Ember moth swarms can split into two
of existence like a candle in the wind, while others        smaller swarms when Wounded. Reduce the
linger on to haunt their environments. They can             Blast Template one size after a Wound; Small
be reasoned with, but they are narrow-minded                swarms are destroyed.
in their instincts. For these lesser spirits, use the     • Swarm: +2 to recover from being Shaken,
Ghost profile in Savage Worlds, but reduce their            Parry +2, covers a Blast Template of any size.
Fear penalty to –1 and give them Flying Pace 6.             A character with magical boots can stomp to
  Ember moths, known to some as fairies,                    inflict his Strength in damage each round.
are revered by the imperials and are found in             • Weakness (Water): A swarm Shaken by a
iconography across the Empire. During mating                magical water-based attack must succeed on an
season, pregnant moths will fly into an open flame          immediate Vigor check or be banished.
                                                                                                                  173
            SPIRIT, ANCIENT                                          STONE TURKEY
            Attributes: Agility d8, Smarts d8, Spirit d12+2,
              Strength d10, Vigor d12                                These predatory, reptilian birds stalk the southern
            Skills: Athletics d8, Common Knowledge d6,               jungles with clawed, dexterous pinions that allow
              Fighting d10, Focus d10, Intimidation d12,             them to climb trees as skillfully as monkeys.
              Notice d12, Stealth d12, Taunt d10                     Hunting in flocks called rafters, they use the
VERMILIUM
    174
  THUNDERBIRD
Legendary thunderbirds, so named for the sound
their wings make when they fly overhead, soar
over mountains and prairies searching for large
animals such as ranch hogs and small mammoths,
silently snatching them up into the air and taking
                                                                                                                     BESTIARY
them back to their high eyries. Thunderbirds
come in many varieties, resembling great eagles,
owls, condors, or seabirds. They are revered, and
sometimes even worshipped, by people across the
Auroras.
                    TERRORBIRD
  Flightless thunderbirds roam the jungle floor or
  arctic coasts, having lost the ability to fly to become
                                                             • Immunity
  masters of ambush, using their powerful legs to
                                                               (Lightning):
  chase their prey with the speed of a stallion. They
                                                               Thunderbirds are
  use the Thunderbird profile, but without the Flight,
                                                               immune to lightning
  Immunity, or Storm Bird Special Abilities. Instead,
                                                               and electrical attacks.
  they have Pace 12 with a d10 running die.
                                                             • Low       Light       Vision:
                                                               Thunderbirds ignore penalties for
Attributes: Agility d8, Smarts d10, Spirit d12,                Dim and Dark Illumination.
  Strength d12+6, Vigor d10                                  • Size 8 (Huge): Thunderbirds stand 25′
Skills: Athletics d8, Fighting d10, Intimidation               tall with wingspans over 100′.
  d12, Notice d12+2, Stealth d10                             • Storm Bird: Thunderbirds can beat their
Pace: 6; Parry: 7; Toughness: 17 (2)                           wings to generate bioelectrical discharges,
Edges: Frenzy (Imp)                                            sending chain lightning arcing to the ground as
Special Abilities:                                             they swoop close enough to it. This counts as a
 • Apex Predator: Thunderbirds ignore up to 4                  Breath Weapon using a Large Blast Template
   points of Scale penalties when attacking with               centered beneath the bird. Targets wearing
   their claws.                                                metal armor take an additional die of damage.
 • Armor +2: Scaly skin.
 • Bite/Claws: Str+d6, AP 4.                                UNDEAD
 • Fear (–1): Anyone encountering a thunderbird             Tomb raiders tell tales of long-slumbering
   must make a Fear check at –1.                            mummies rising from their burial grounds to slay
 • Fearless: When defending nests, thunderbirds             intruders. Such undead are formidable guardians,
   are immune to Fear and Intimidation.                     protected by powerful magics that prevents the
 • Flight: Thunderbirds have a Flying Pace of 30.           earth from absorbing their spirits, provided they
 • Hardy: This creature does not suffer a Wound             carry out their duties. Many were buried with
   from being Shaken twice.                                 honored warrior nobles or powerful sorcerer
 • Harvest (Feathers –2): Each feather can be               prophets who now command armies of dread
   used when Crafting clothing to grant the                 to protect their relics and treasures. Mummies
   wearer Environmental Resistance to electricity           can also be found in Black Root halfling burial
   and electrical-based attacks. One can also be            grounds, preserved in the peat of the Blighted
   used when Crafting arrows or bolts to apply              Bayous, as well as in some dwarven tombs of the
   the Long-Ranged property without penalty, or             far north, preserved by the sub-zero temperatures.
   when Crafting Artifacts to give arrows or bolts          Feel free to alter the profile below to reflect these
   the smite power with an electrical Trapping.             differences in bloodlines.
   V250.
                                                                                                                    175
               Recent breakthroughs in unregulated weird
            science and outlawed black magic have been able
            to produce similar results, though not as intended.
            Anything reanimated in this manner becomes a
            mindless, undead creature without a spirit to guide
            it, though rigorous and secretive experimentation
VERMILIUM
            MUMMIFIED DEAD
            Attributes: Agility d6, Smarts d6, Spirit d6,
              Strength d8, Vigor d6
            Skills: Athletics d4, Fighting d8, Intimidation d8,
              Notice d4, Shooting d8, Stealth d6                       MUMMIFIED SORCERER
            Pace: 4; Parry: 6; Toughness: 8                          Attributes: Agility d8, Smarts d8, Spirit d10,
            Edges: Arcane Resistance, Brawny                           Strength d10, Vigor d6
            Gear: Macuahuitl (Str+d6).                               Skills: Athletics d6, Common Knowledge d8,
            Special Abilities:                                         Fighting d10, Healing d8, Intimidation d6,
             • Bound Servant: Mummies are bound to their               Notice d8, Persuasion d8, Sorcery d8, Stealth d6,
               place of burial, which they are sworn to protect,       Survival d8
               and may not leave. If they stray outside, they        Pace: 4; Parry: 7; Toughness: 10 (2)
               immediately crumble to dust.                          Edges: Arcane Background (Sorcery), Arcane
             • Claws: Str+d4.                                          Resistance (Imp), Brawny, Command, Fervor
             • Fear: Anyone encountering a mummy must                Gear: Great macuahuitl (Str+d10), bone or snake
               make a Fear check.                                      scale armor (+2), medicine mask (+2).
             • Fearless: Mummies are immune to Fear and              Special Abilities:
               Intimidation.                                          • Bound Servant: See Mummified Dead.
             • Undead: +2 Toughness; +2 to recover from               • Claws: Str+d4.
               being Shaken; no additional damage from                • Fear (–1): Anyone encountering a mummified
               Called Shots; ignores 1 point of Wound                   sorcerer must make a Fear check at –1.
               Penalties; doesn’t breathe; immune to poison           • Fearless: Mummies are immune to Fear and
               and disease.                                             Intimidation.
             • Weakness (Fire): Mummies are very                      • Powers: Mummified sorcerers have the
               flammable, and suffer +4 damage from flaming             following powers: beast friend (desert swarms),
               attacks.                                                 warrior’s gift, and zombie (affecting mummified
                                                                        dead), along with 20 Power Points.
                                                                      • Undead: +2 Toughness; +2 to recover from
               “A powerful sorcerer can change the face of the          being Shaken; no additional damage from Called
              world in their lifetime. A prophet can do so even in      Shots; ignores 1 point of Wound Penalties;
              death.”                                                   doesn’t breathe; immune to poison and disease.
                                                   Elven Proverb      • Weakness (Fire): See Mummified Dead.
    176
TOMB SCORPION                                                to destroy them. Follow the Stomp rules for
Attributes: Agility d8, Smarts d4 (A), Spirit d6,            Gargantuan creatures in Savage Worlds, using a
  Strength d4, Vigor d6                                      Cone Template.
Skills: Athletics d6, Fighting d6, Intimidation d6,      •   Fearless: White whales are immune to Fear
  Notice d8, Stealth d8                                      and Intimidation.
Pace: 6; Parry: 5; Toughness: 5                          •   Hardy: This creature does not suffer a Wound
                                                             from being Shaken twice.
                                                                                                                   BESTIARY
Edges: Frenzy, Quick
Special Abilities:                                       •   Harvest (Ambergris –2): The ambergris of
 • Claws/Stinger: Str+d4.                                    these whales burns like oil, but for four times as
 • Burrow (6″): Blocked only by solid rock.                  long. Alternatively, any character can drink the
 • Fear (–1): Anyone encountering a mummified                oil to gain a one-time use of the environmental
   sorcerer must make a Fear check at –1.                    protection power with the Limitations self and
 • Fearless: Mummies are immune to Fear and                  underwater environments. They use their
   Intimidation.                                             Vigor die as the arcane skill. V250.
 • Glow: These scorpions glow wraith-like in the         •   Immunity (Cold): Whales dive to incredible
   dark. Any attack made against them ignores 2              depths in sub-zero temperatures. They are
   points of Illumination penalties.                         immune to the cold and cold-based attacks.
 • Harvest (Venom –1): A successful harvest of           •   Size 12 (Gargantuan): White whales can reach
   a tomb scorpion’s poison continues to glow in             100’ long, weighing 200 tons.
   the dark for four hours, providing light in a 2″      •   Swallow: White whales can swallow creatures
   (eight-yard) radius. V250.                                and sea vessels of Size 10 or smaller. Swallowing
 • Poison (–2): Scorpion stings carry Lethal                 a vessel is Evaded using the captain’s Boating.
   Poison.                                               •   Tail Lash: Str+d4. The whale may make a free
 • Size –2 (Small): Tomb scorpions can grow                  attack against up to two foes to its rear at no
   larger than lobsters.                                     penalty.
 • Undead: +2 Toughness; +2 to recover from
   being Shaken; no additional damage from Called       WOLVERINE
   Shots; ignores 1 point of Wound Penalties;           Wolverines are small, stocky predators with fierce
   doesn’t breathe; immune to poison and disease.       reputations and claws to back them up.
 • Weakness (Fire): See Mummified Dead.
                                                        Attributes: Agility d8, Smarts d4 (A), Spirit d8,
WHITE WHALE                                               Strength d8, Vigor d8
                                                        Skills: Athletics d8, Fighting d6, Notice d8, Stealth
The titanic, predatory whales of the northern             d6
oceans prey on the larger creatures sharing their       Pace: 6; Parry: 5; Toughness: 4
aquatic kingdom. When these rare creatures              Edges: Berserk
breach through the sea ice to breathe, the scars        Special Abilities:
of great battles can be seen across their blubbery       • Bite/Claws: Str+d6.
hides, evidence of the whalers and leviathans that       • Fearless: Wolverines know no fear.
hunt them.                                               • Hardy: Wolverines do not suffer a Wound
Attributes: Agility d6, Smarts d8 (A), Spirit d12,         from being Shaken twice.
  Strength d12+10, Vigor d12                             • Low Light Vision: Wolverines ignore
Skills: Athletics d6, Fighting d6, Notice d8, Stealth      penalties for Dim and Dark Illumination.
  d6                                                     • Size –2: Despite their ferocity, wolverines are
Pace: —; Parry: 5; Toughness: 24 (4)                       smaller than average dogs.
Special Abilities:
 • Aquatic: Pace 10
 • Armor +4: Blubbery skin and barnacles.
 • Bite: Str+d4.
 • Breach: Whales can hurl themselves up out
   of the water and onto vessels in an attempt
                                                                                                                  177
               WINGED SERPENT                                        Attributes: Agility d8, Smarts d8, Spirit d10,
                                                                       Strength d12+8, Vigor d12
            These creatures are considered mythical beings by        Skills: Athletics d10, Fighting d10, Intimidation
            most, almost never having been seen alive by non-          d12, Notice d12, Stealth d8
            elven eyes. Their hardened scales shine in different     Pace: 8; Parry: 7; Toughness: 20 (4)
            metallic hues, and they spit special venom bearing       Edges: Level Headed
VERMILIUM
    178
                                                                                                                 BESTIARY
                                                                                                                179
                                CHAPTERS                             ENFORCER
                                                                     Bloodline: Human
              Employees of the Blood Iron Company are orcs           Attributes: Agility d6, Smarts d4, Spirit d6,
              with either the Assassin or Bounty Hunter Edge.          Strength d8, Vigor d8
                                                                     Skills: Athletics d6, Common Knowledge d4,
              Brass Spiders are well-connected with law
                                                                       Fighting d8, Intimidation d6, Notice d4,
VERMILIUM
                                                                                                                   BESTIARY
                                                         horns.
known to charge recklessly into combat under the
intoxicating influence of bloody cap mushrooms.          Blue Wolf berserkers cover themselves in woad and
Those that retire from this venerated warrior            strap two sets of claws to their fists. These are used
society are often haunted by addictions.                 in deadly combination with their Martial Artist
   Dwarf sorcerers are spiritual leaders for their       and Two-Fisted Edges. Their warriors use imperial
clan, and many are master carpenters. They               weapons.
offer their blessings to new carvings, spirit poles,     Gray Bear berserkers are permitted to wear heavy
temples, wooden weapons, and workshops,                  wooden armor, and they wield great wooden war
believing the wood still carries energy from its life.   clubs with Strength d10.
DWARF CLANSFOLK                                          Lionesses of the Spotted Lion Pride are skilled
Bloodline: Dwarf                                         archers with Shooting d10, Stealth d10, and the
Attributes: Agility d6, Smarts d6, Spirit d6,            Marksman and Woodsman Edges.
  Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d6,               White Whale warriors are mostly whalers and
  Fighting d8, Intimidation d6, Notice d6,               hunters who have taken up arms. They throw
  Persuasion d6, Shooting d6, Stealth d6, Survival       boomerangs and harpoons from a distance before
  d6                                                     moving in with ivory weapons.
Pace: 5; Parry: 6 or 8 (shield); Toughness: 8 (2)
Hindrances: Stubborn
Edges: Block, Combat Reflexes
Gear: Bow (Range 12/24/48, Damage 2d6, RoF 1),
  war club (Str+d6), wooden armor (+2), dwarven
  shield (+2 Parry), V1d6.
                                                                                                                  181
            DWARF BERSERKER                                                          ELVEN CULTURES
            Bloodline: Dwarf
            Attributes: Agility d6, Smarts d4, Spirit d8,               Tzol’keen nobles, known as serpent warriors, are
              Strength d8, Vigor d10                                    immune to poison and carry poisoned weapons.
            Skills: Athletics d6, Common Knowledge d6,                  Their sorcerers are also immune, and have Weird
              Fighting d10, Intimidation d10, Notice d6,                Science instead of Sorcery, using reclaimed devices
VERMILIUM
              Persuasion d6, Stealth d6, Survival d6                    of the old world. Clockworks are known to fight
            Pace: 5; Parry: 7 or 6 (great war club); Toughness:         alongside them.
              9
                                                                        Thu’loon nobles, known as headhunters, have Blood
            Hindrances: Stubborn
                                                                        Lust, as do their butcher priest sorcerers. They keep
            Edges: Berserk, Bruiser, Marked, Warrior Society:
                                                                        rabid coyotes and blood hunters as shock troops.
              Berserker
            Gear: War club (Str+d6) or dual fighting claws              Vol’doon warriors have Boating d8 and the Steady
              (Str+d8), animal-pelt coat, bloody caps, V2d6.            Hands Edge. Nobles and sorcerers have the Semi
            Special Abilities:                                          Aquatic ability. None in the tribe wear armor.
             • Resilient: Berserkers can take one Wound
               before becoming Incapacitated.
              DWARF SORCERER                                          ELF WARRIOR
            Bloodline: Dwarf                                          Bloodline: Elf
            Attributes: Agility d4, Smarts d8, Spirit d10,            Attributes: Agility d8, Smarts d6, Spirit d6,
              Strength d6, Vigor d8                                     Strength d8, Vigor d6
            Skills: Athletics d6, Common Knowledge d8,                Skills: Athletics d8, Common Knowledge d6,
              Fighting d6, Healing d8, Intimidation d6, Notice          Fighting d8, Intimidation d6, Notice d6,
              d8, Persuasion d8, Repair d8, Sorcery d8, Stealth         Persuasion d6, Stealth d6, Shooting d8, Survival
              d6, Survival d8                                           d8
            Pace: 5; Parry: 5 or 6 (staff); Toughness: 6              Pace: 8; Parry: 6 or 7 (tepoztopilli if used two-
            Hindrances: Stubborn                                        handed) or 8 (shield); Toughness: 8 (2)
            Edges: Arcane Background (Sorcery), Wild Spirit           Hindrances: Taboo (Minor)
            Powers: Beast friend, healing, mind link, slumber,        Edges: Brawny, Counterattack
              warrior’s gift. Power Points: 15.                       Gear: Elven bow and obsidian arrows (Range
            Gear: Staff (Str+d6, +1 Parry), V3d6.                       12/24/48, Damage 2d6, RoF 1), macuahuitl
                                                                        (Str+d6) or tepoztopilli (Str+d6, +1 Parry if used
            ELVES                                                       two-handed), bone or snake scale armor (+2),
                                                                        elven shield (+2 Parry), V1d6.
            Elves use their strength and athleticism to dominate
            their opponents. A typical elven warrior stands           ELF NOBLE
            between six and seven feet tall, a tower of lean          Bloodline: Elf
            muscle. The great warrior cults among the elves           Attributes: Agility d8, Smarts d6, Spirit d8,
            are legendary. Their grizzled war veterans who              Strength d10, Vigor d8
            have seen countless campaigns — and bear the scars        Skills: Athletics d8, Common Knowledge d6,
            to prove it — often act as lords of war or as the elite     Fighting d10, Intimidation d8, Notice d8,
            guards of elven royalty. Sorcerers in elven societies       Persuasion d8, Shooting d10, Stealth d8, Survival
            act as healers, advisers, and overseers dictating the       d8
            season’s hunting grounds. They can be called to           Pace: 10; Parry: 6 (–1); Toughness: 9 (2)
            fight alongside the war parties, strengthening the        Hindrances: Taboo (Minor)
            morale of their warriors.                                 Edges: Brawny, Counterattack (Imp), Fleet Footed
                                                                      Gear: Great macuahuitl (Str+d10), bone or snake
                                                                        scale armor (+2), V2d6.
                                                                      Special Abilities:
                                                                       • Resilient: Nobles can take one Wound before
                                                                         becoming Incapacitated.
    182
  ELF SORCERER                                                       HALFLING CULTURES
Bloodline: Elf
Attributes: Agility d6, Smarts d8, Spirit d10,             Black Root halflings have the Woodsman Edge and
  Strength d8, Vigor d6                                    the Arboreal Special Ability. They have been known
Skills: Athletics d6, Common Knowledge d8,                 to use mummified dead or blighted beings as shock
  Fighting d6, Healing d8, Intimidation d6,                troops in dire circumstances.
                                                                                                                  BESTIARY
  Notice d8, Persuasion d8, Sorcery d8, Stealth d6,
                                                           Forest Nations halflings also have the Woodsman
  Survival d8
                                                           Edge and Arboreal Special Ability, and always
Pace: 8; Parry: 5 or 6 (staff if used two-handed);
                                                           treat imperials as enemies. They make prolific use
  Toughness: 5
                                                           of skull shrooms (see page 74).
Hindrances: Taboo (Major)
Edges: Arcane Background (Sorcery), Wild Spirit            Hollow Nations halflings have the Bad Eyes
Powers: Bolt, environmental protection, farsight,          (Major) Hindrance in sunlight, but they ignore all
  healing, summon ally. Power Points: 15.                  other Illumination penalties.
Gear: Medicine mask (+2), staff (Str+d6, +1 Parry
  if used two-handed), war paint, V3d6.                    Halflings from Halfling Country are usually larger,
                                                           stronger, and carry weapons from other cultures.
  ENGINEER
Engineers are students of arcane science left behind
by the Architects.                                       HALFLING WARRIOR
                                                         Bloodline: Halfling
Bloodline: Human                                         Attributes: Agility d8, Smarts d6, Spirit d6,
Attributes: Agility d6, Smarts d10, Spirit d8,             Strength d4, Vigor d6
  Strength d6, Vigor d6                                  Skills: Athletics d8, Common Knowledge d6,
Skills: Academics d8, Athletics d4, Common                 Fighting d6, Healing d4, Intimidation d4, Notice
  Knowledge d8, Fighting d4, Notice d8,                    d6, Persuasion d6, Shooting d6, Stealth d8,
  Persuasion d4, Repair d8, Shooting d6, Stealth           Survival d8
  d4, Weird Science d8                                   Pace: 6; Parry: 5 or 6 (shield); Toughness: 5 (1)
Pace: 6; Parry: 4; Toughness: 5                          Hindrances: Taboo (Minor)
Hindrances: Curious                                      Edges: Brave, Soldier
Edges: Arcane Background (Weird Science), War            Gear: Short bow (Range 10/20/40, Damage 2d6,
  Machine                                                  RoF 1), spear or tomahawk (Str+d6), hide armor
Powers: Blast, bolt, protection, relief. Power Points:     (+1), halfling buckler (+1 Parry), V1d6.
  20.
Gear: Lab coat, various inventions, V3d6.                HALFLING WOLF RIDER
                                                         Bloodline: Halfling
HALFLINGS                                                Attributes: Agility d10, Smarts d6, Spirit d8,
                                                           Strength d6, Vigor d8
Halfling warriors are small, quick, nimble fighters
                                                         Skills: Athletics d10, Common Knowledge d6,
who can run rings around larger foes. Veterans are
                                                           Fighting d8, Healing d6, Intimidation d6, Notice
permitted to train dire wolves as mounts, adding
                                                           d6, Persuasion d6, Riding d8, Shooting d8,
much needed strength and ferocity to their ranks.
                                                           Stealth d8, Survival d8
The sorcerers of the halfling nations usually act as
                                                         Pace: 6; Parry: 6 or 7 (shield); Toughness: 6 (1)
healers or advisers, but in ominous times they are
                                                         Hindrances: Taboo (Minor)
called to battle.
                                                         Edges: Brave, Frenzy, Rough Rider, Soldier
                                                         Gear: Short bow (Range 10/20/40, Damage 2d6),
                                                           spear or tomahawk (Str+d6), hide armor (+1),
                                                           halfling buckler (+1 Parry), dire wolf, V2d6.
                                                                                                                 183
               HALFLING SORCERER                                    IMPERIAL SOLDIER
            Bloodline: Halfling                                     Bloodline: Human
            Attributes: Agility d8, Smarts d8, Spirit d10,          Attributes: Agility d6, Smarts d4, Spirit d6,
              Strength d4, Vigor d6                                   Strength d8, Vigor d6
            Skills: Athletics d8, Common Knowledge d8,              Skills: Athletics d6, Common Knowledge d6,
              Fighting d6, Healing d8, Intimidation d4, Notice        Fighting d6, Intimidation d6, Notice d6,
VERMILIUM
              d8, Persuasion d8, Riding d8, Sorcery d8, Stealth       Persuasion d6, Repair d6, Shooting d6, Stealth
              d6, Survival d8                                         d4, Survival d6
            Pace: 6; Parry: 5 or 6 (staff); Toughness: 4            Pace: 6; Parry: 5; Toughness: 9 (4)
            Hindrances: Taboo (Major)                               Edges: Soldier
            Edges: Arcane Background (Sorcery), Wild Spirit,        Gear: Repeater crossbow (Range 10/20/40,
              Woodsman                                                Damage 2d8, RoF 1, AP 2), knife (Str+d4),
            Powers: Boost/lower trait, entangle, healing, mind        steel cuirass (+4), steel helm (+4), trail rations,
              reading, shape change. Power Points: 15                 imperial uniform, V1d6.
            Gear: Staff (Str+d4, +1 Parry), skull shroom
                                                                    DAWNGUARD
              (Range 3/6/12, see page 74), V3d6.
                                                                    Bloodline: Human
            IMPERIAL SOLDIERS                                       Attributes: Agility d8, Smarts d6, Spirit d10,
                                                                      Strength d8, Vigor d8
            These profiles represent various soldiers of the        Skills: Athletics d8, Common Knowledge d6,
            imperial legions, of which there are currently            Fighting d10, Intimidation d8, Notice d8,
            13 stationed across the Empire in major cities            Persuasion d8, Repair d6, Shooting d10, Stealth
            and strategic forts. The 1st Legion acts as the           d6, Survival d6
            Dawnguard, sworn to protect the Empress, while          Pace: 5; Parry: 7 or 10 (shield); Toughness: 10 (4)
            the 13th is currently lost in the Pale.                 Hindrances: Vow (Major — protect the Empress)
                                                                    Edges: Counterattack, Extraction, Soldier
                              SPECIALISTS                           Gear: Repeater crossbow (Range 10/20/40,
                                                                      Damage 2d8, AP 2), saber (Str+d6), vermilium-
              Imperial cavalry have Riding d6 and the Rough                           plated cuirass (+4), vermilium-
              Rider and Steady Hands Edges. They carry cavalry                           plated helm (+4), tower shield
              sabers and dawnbreaker sixbows, and ride war                                (+3 Parry), Dawnguard
              horses.                                                                         uniform, V2d6.
              Auxiliary regiments, which make up the majority
              of the imperial armies, may include halfling wolf
              riders, crossbowmen from the dwarf clans, shock
              infantry from the elf tribes, or even outlaws drawn
              from prisons and penal colonies with the promise
              of freedom after their service. Use their own
              profiles but with imperial equipment.
    184
  IMPERIAL OFFICER                                      ORC
Bloodline: Human
Attributes: Agility d8, Smarts d6, Spirit d8,           Most orcs find labor work out of society’s scornful
  Strength d8, Vigor d8                                 sight, but others embrace their condition by
Skills: Athletics d8, Battle d8, Common                 joining traveling carnivals. Some turn to crime
  Knowledge d6, Fighting d8, Intimidation d6,           instead, either joining the Black Hat Society or
                                                        forming violent outlaw gangs.
                                                                                                               BESTIARY
  Notice d8, Persuasion d8, Repair d6, Shooting
  d8, Stealth d6, Survival d6                           Bloodline: Orc
Pace: 6; Parry: 6; Toughness: 10 (4)                    Attributes: Agility d6, Smarts d4, Spirit d6,
Edges: Command, Inspire, Marksman, Soldier                Strength d8, Vigor d8
Gear: Sixbow (Range 5/10/20, Damage 2d6, RoF            Skills: Athletics d6, Common Knowledge d4,
  1, AP 1), saber (Str+d6), steel cuirass (+4), steel     Fighting d6, Intimidation d8, Notice d4,
  helm (+4), captain’s uniform, V2d6.                     Persuasion d4, Shooting d6, Stealth d6
                                                        Pace: 6; Parry: 5; Toughness: 7
INQUISITOR                                              Hindrances: Mean
Inquisitors are masked holy knights of the Order:       Edges: Brawler, Brute, Menacing
skilled, mysterious, and unwavering in their            Gear: Brass knuckles (Str+d6), V1d6.
duty. They sometimes work in small units led by
nameless Wild Cards.                                    PRIESTS
Bloodline: Human                                        Some priests are employed as chaplains in the
Attributes: Agility d8, Smarts d10, Spirit d10,         imperial legions, while reformed cultists taken
  Strength d8, Vigor d6                                 from the overflowing prisons act as temple guards.
Skills: Athletics d8, Common Knowledge d8,
                                                        CULTIST
  Faith d8, Fighting d8, Healing d6, Intimidation
                                                        Bloodline: Human
  d8, Notice d10, Occult d6, Performance d6,
                                                        Attributes: Agility d6, Smarts d4, Spirit d6,
  Persuasion d8, Research d10, Riding d6,
                                                          Strength d6, Vigor d6
  Shooting d8, Stealth d10, Survival d8
                                                        Skills: Athletics d6, Common Knowledge d4,
Pace: 6; Parry: 6; Toughness: 9 (4)
                                                           Fighting d6, Intimidation d6, Notice d6,
Hindrances: Code of Honor, Vow
                                                                  Persuasion d4, Stealth d4
  (Major — Temple)
                                                                Pace: 6; Parry: 5; Toughness: 5
Edges: Arcane Background (Miracles),
                                                              Edges: Arcane Resistance, Marked
  Arcane Resistance, Brave, Champion,
                                                                 Gear: Dagger (Str+d4).
  Inquisitor, Investigator
Powers: Detect arcana, dispel, drain                              FANATIC
  Power Points. Power Points: 10.                                  Bloodline: Human
Gear: Dawnbreaker (Range                                           Attributes: Agility d6, Smarts d4,
  5/10/20, Damage 2d6+1, RoF                                           Spirit d8, Strength d8, Vigor d8
  1, AP 1), inquisitor saber                                        Skills: Athletics d6, Common
  (Str+d8), duster (+1), steel                                          Knowledge d4, Fighting d8,
  cuirass (+4), vermilium star,                                           Intimidation d8, Notice d6,
  vermilium mask, V2d6.                                                   Persuasion d4, Stealth d4
Special Abilities:                                                      Pace: 6; Parry: 6; Toughness: 6
 • Resilient: Inquisitors can take                                                 Edges:           Arcane
   one Wound before becoming                                                           Resistance    (Imp),
   Incapacitated.                                                                    Marked, Sweep
                                                                              Gear:      Flaming    censer
    “My duty is to bring evil out of the                                    (Str+d6, ignores shield bonus,
  shadows and into the light of the Great Star.”              can set targets alight).
                                                                                                              185
               PRIEST                                                  2), great spear (Str+d8, Parry +1, two hands).
            Bloodline: Human                                         Special Abilities:
            Attributes: Agility d6, Smarts d8, Spirit d10,            • Bite/Claws: Str+d6.
              Strength d6, Vigor d6                                   • Resilient: Sasquatch can take one Wound
            Skills: Academics d6, Athletics d4, Common                  before becoming Incapacitated.
              Knowledge d6, Faith d8, Fighting d4, Language           • Size 3: Sasquatches are as large as fully grown
VERMILIUM
              (High Imperial) d8, Notice d6, Persuasion d8,             brown bears when standing.
              Stealth d4                                               SASQUATCH MOUNTAIN KING
            Pace: 6; Parry: 4; Toughness: 5                          Bloodline: Sasquatch
            Hindrances: Vow (Major — Temple)                         Attributes: Agility d8, Smarts d8, Spirit d10,
            Edges: Arcane Background (Miracles), Guiding               Strength d12+4, Vigor d10
              Light                                                  Skills: Athletics d10, Common Knowledge d4,
            Powers: Burst, confusion, healing, light, smite. Power     Fighting d10, Intimidation d12, Notice d6,
              Points: 15.                                              Persuasion d6, Shooting d6, Stealth d10, Survival
            Gear: Holy robes, holy symbol, V3d6.                       d10
            SASQUATCH                                                Pace: 8; Parry: 7 or 8 (spear used two-handed);
                                                                       Toughness: 11
            The great apes of the new world are incredibly           Hindrances: All Thumbs, Taboo (Major)
            dangerous beings when threatened; stronger than          Edges: Brawny, Brute, Command, Chi, Martial
            bears and more cunning than wolves, but peaceful           Warrior, Sweep (Imp)
            when undisturbed. A single ape has the strength of       Gear: Great bow (Range 24/48/96, 3d6, RoF 1, AP
            ten men, and can fight off a hundred before being          2), great spear (Str+d8, Parry +1, two hands).
            brought down. They form tribes around hunter-            Special Abilities:
            gatherer or pastoral practices, craft and carry simple    • Bite/Claws: Str+d8.
            trinkets and weapons, and study martial arts.             • Size 4 (Large): Mountain kings are the largest
                                                                        of their kind.
                          REGIONAL TRIBES                              SASQUATCH SORCERER
                                                                     Bloodline: Sasquatch
              Sasquatch from the western forests and southern
                                                                     Attributes: Agility d8, Smarts d10, Spirit d10,
              jungles are Arboreal. Those from the Winterlands
                                                                       Strength d12, Vigor d10
              often ride mammoths and keep saberlions and snow
                                                                     Skills: Athletics d10, Common Knowledge
              bears as hunting companions. They have Riding
                                                                       d4, Fighting d6, Intimidation d8, Notice d6,
              d6 and Environmental Resistance to the cold and
                                                                       Persuasion d8, Shooting d6, Sorcery d8, Stealth
              cold-based attacks. Hollow Nations Sasquatch are
                                                                       d12, Survival d12
              hairless and have Low Light Vision.
                                                                     Pace: 8; Parry: 5 or 6 (staff); Toughness: 9
                                                                     Hindrances: All Thumbs, Taboo (Major)
            SASQUATCH HUNTER                                         Edges: Arcane Background (Sorcery), Brute,
            Bloodline: Sasquatch                                       Martial Warrior, Wild Spirit
            Attributes: Agility d8, Smarts d8, Spirit d8,            Gear: Staff (Str+d4, +1 Parry), V2d6.
              Strength d12+2, Vigor d10                              Powers: Beast friend, healing, speak language,
            Skills: Athletics d10, Common Knowledge d4,                invisibility. Power Points: 15.
              Fighting d8, Intimidation d10, Notice d6,              Special Abilities:
              Persuasion d6, Shooting d6, Stealth d10, Survival       • Bite/Claws: Str+d8.
              d10                                                     • Size 2: Sasquatch sorcerers are usually smaller
            Pace: 8; Parry: 6 or 7 (spear used two-handed);             than the rest of their kin.
              Toughness: 10
            Hindrances: All Thumbs, Taboo (Major)
            Edges: Brawny, Brute, Martial Artist, Sweep
            Gear: Great bow (Range 24/48/96, 3d6, RoF 1, AP
    186
SWINEHERD                                              INFAMOUS ANTIHEROES
Swineherds and sowboys live lonely lives out on the
                                                       Although your group’s antiheroes may carve out
open plains driving hog herds over vast pastures.
                                                       legendary reputations of their own, the Auroras
Bloodline: Half-Human, Half-Halfling                   already have their fair share of famous names.
Attributes: Agility d8, Smarts d6, Spirit d6,          The following profiles represent the new world’s
                                                                                                                BESTIARY
  Strength d8, Vigor d8                                major players, who can be either friendly or hostile
Skills: Athletics d8, Common Knowledge d6,             depending on your campaign’s needs and your
  Fighting d6, Notice d6, Persuasion d4, Repair d4,    players’ decisions. By all means, use them as a guide
  Riding d10, Shooting d8, Stealth d4                  to create your own cast of colorful characters.
Pace: 6; Parry: 4; Toughness: 4
Hindrances: Stubborn                                     BARTHOLOMEW WEBB
Edges: Rough Rider, Steady Hands
Gear: Repeater Crossbow (Range 10/20/40,               Black Bart is the acting pirate lord of Port
  Damage 2d8, RoF 1, AP 2), boarwhip (Str+d4),         Vermilium, and captain of the Insurrection, one of
  lasso, horse or dire wolf, V1d6.                     the finest ships to ever sail the waves.
                                                         The Insurrection is an old prison ship that uses
TOWNSFOLK                                              the Ship of the Line profile on page 76, armed
Barkeeps, blacksmiths, companions, and farmers         with a dozen ballistae and with a Top Speed of 20
are the everyday heroes of the Outer Crescent. The     MPH with wind in her sails. Her figurehead is an
profile below assumes they are human, but feel free    animated wooden Gargoyle Matron that detaches
to change their bloodline (see page 52).               and flies at Webb’s command. She is crewed by 50
                                                       Veteran Bowslingers and Vol’doon Nobles,
Bloodline: Human
                                                       each with the Steady Hands Edge and Boating d8.
Attributes: Agility d4, Smarts d4, Spirit d4,
  Strength d4, Vigor d4                                Bloodline: Half-Human, Half-Elf
Skills: Athletics d4, Common Knowledge d4,             Attributes: Agility d8, Smarts d8, Spirit d10,
  Fighting d4, Notice d4, Persuasion d4, Repair d4,      Strength d10, Vigor d8
  Shooting d4, Stealth d4                              Skills: Athletics d6, Battle d8, Boating d10,
Pace: 6; Parry: 4; Toughness: 4                          Common Knowledge d10, Fighting d12,
Gear: Light Improvised Weapon (Str+d4), bow              Intimidation d8, Notice d8, Persuasion d8,
  (Range 12/24/48, Damage 2d6) or colonial hand          Repair d6, Shooting d10, Stealth d6
  crossbow (Range 5/10/20, Damage 2d4, AP 1).          Pace: 6; Parry: 11; Toughness: 8 (2)
                                                       Hindrances: Arrogant, Attractive, Code of Honor,
  WITCH                                                  Outlaw (Major)
Those in pursuit of supernatural power, but deemed     Edges: Block, Bonded By Blood and Ink (Children
unworthy of divinity or sorcery, turn to witchcraft.     of Liberty), Charismatic, Command Presence,
For their curiosity, they are labeled outlaws and        Common Bond, First Strike, Frenzy, Inspire,
forced to live lives of secrecy or solitude.             Steady Hands, Trademark Weapon (Imp,
                                                         inquisitor’s saber)
Bloodline: Human                                       Gear: Snakeskin Poncho (Armor +2, fire, see page
Attributes: Agility d6, Smarts d10, Spirit d8,           147), Inquisitor’s saber (Str+d8), dawnbreaker
  Strength d6, Vigor d6                                  (Range 5/10/20, Damage 2d6+1, AP 1).
Skills: Athletics d4, Common Knowledge d6,
  Fighting d6, Notice d6, Occult d8, Persuasion d6,
  Stealth d6, Survival d8, Witchcraft d8
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Outsider (Minor)
Edges: Arcane Background (Witchcraft), Familiar
Powers: Boost/lower Trait, dispel, fear, puppet.
  Power Points: 20.
Gear: Survival tools, various occult items, V1d6.
                                                                                                               187
               COL. CALEB Z. HYDE
            The retired colonel oversees the
            production of the most powerful weapons
            the imperial world has ever known, and he
            is rightly feared because of it. His workshops
VERMILIUM
    188
 • Two Heads Are Better Than One: Kasper and
   Oraster are very different minds forced to walk
                                                           GRAND INQUISITRIX
   the same path. They act as a single character         The Grand Inquisitrix is the shadowy head of the
   on the same Action Card, and get four actions         Inquisition, and a powerful political player.
   between them each round, increasing their               She is always accompanied by her loyal Fanatics
   potential Multi-Action Penalty to –6. They            taken from the Vaults of Zin: desperate prisoners
   benefit from the Level Headed Edge, but if the
                                                                                                                  BESTIARY
                                                         who agree to serve her as elite jailors and guards
   card they are left with is a Club, they begin their   in exchange for freedom from the cells. They are
   turn Distracted.                                      tattooed in High Imperial prayers to shield them
                                                         from malevolent thoughts and magics, and they
  DREXL FENN                                             wield flaming holy censers.
The Clan Confederation’s leader is a small               Bloodline: Human
mountain of a dwarf, with weathered blue skin            Attributes: Agility d8, Smarts d12, Spirit d10,
burned from fire, a glorious blond beard decorated         Strength d8, Vigor d8
with scrimshaw jewelry, and strength beneath             Skills: Athletics d8, Common Knowledge d10,
an obese frame. His tattoos, which represent all           Faith d10, Fighting d10, Healing d8, Intimidation
of the guardian spirits of the clans he protects —         d10, Notice d12, Occult d10, Performance
and appear to move magically before one’s eyes             d8, Persuasion d10, Research d10, Riding d8,
— bestow upon him supernatural skill. He’s as              Shooting d10, Stealth d12, Survival d10
ferocious as a bear and as stubborn as a razorback,      Pace: 6; Parry: 7; Toughness: 10 (4)
but as loyal to his people as a wolf.                    Hindrances: Code of Honor, Vow (Major —
Bloodline: Dwarf                                           Temple)
Attributes: Agility d8, Smarts d8, Spirit d10,           Edges: Ambidextrous, Arcane Background
  Strength d10, Vigor d12                                  (Miracles), Arcane Resistance, Calculating,
Skills: Athletics d6, Battle d10, Common                   Champion, Command Presence, Dodge, Holy
  Knowledge d8, Fighting d10, Intimidation d10,            Warrior, Inquisitor, Investigator, Level Headed,
  Notice d8, Persuasion d8, Stealth d8, Survival d8        Two-Fisted, Two-Gun Kid
Pace: 4; Parry: 7 or 9 (Totemhammer);                    Powers: Detect arcana, dispel, divination (corpse
  Toughness: 14 (3)                                        interrogation), drain Power Points, fear. Power
Hindrances: Loyal, Phobia (Minor — fire), Obese,           Points: 20
  Stubborn, Taboo (Minor)                                Gear: Dual dawnbreakers (Range 5/10/20,
Edges: Brave, Bruiser, Combat Reflexes,                                              Damage 2d6+2, RoF
  Command Presence, Fast Healer,                                                       1, AP 1), inquisitor’s
  Hold the Line!, Iron Will, Sweep,                                                    saber        (Str+d8),
  Trademark Weapon (Imp —                                                            boarwhip (Str+d4),
  Totemhammer)                                                                     duster (+1), steel cuirass
Gear: Mountain King Armor                                                                 (+4), vermilium
  (see page 147), Totemhammer                                                              star, vermilium
  (see page 147), gray bear coat.                                                          mask.
Special Abilities:                                                                      Special Abilities:
 • Guardian Tattoos: Drexl’s                                                          • Jaded: The Grand
   dancing tattoos grant him the                                                         Inquisitrix’s service
   use of the Guardian Spirit                                                            in the Vaults of
   Edge. At the beginning of                                                                Zin have made
   each round, he may select                                                                 her     immune
   any one skill he wishes                                                                   to Fear and
   this Edge to affect,                                                                      Intimidation.
   which he can change the
   following round.
                                                                                                                 189
               INK CLOUD                                            ISABELLE FONTAINE
            Ink Cloud is one of the most feared and respected     Companion; outlaw; barmaid; sheriff; mother.
            warrior nobles of the elven people. Their             These days, this beautiful ex-killer with a heart
            dreadlocks, which run down to their ankles, are       of vermilium avoids confrontation if she can,
            decorated with shells, bones, and vermilium blood     preferring to use a reassuring word or an alluring
VERMILIUM
            beads, and their athletic body appears to have been   smile to keep the peace. However, she won’t
            chiseled out of onyx. When they aren’t romancing      hesitate to put a bolt between the eyes of anyone
            other nobles, or training the next generation of      intending harm to those she loves.
            gladiators, they can be found walking the ocean         She is always accompanied by her deputized
            floor among the shoals and reefs, the only place      doves, who once rode in her gang. Use the Black
            that permits them peace.                              Hat profile with the Red Doves option for them
            Bloodline: Elf                                        (page 179), but give them steel sheriff’s stars and
            Attributes: Agility d10, Smarts d8, Spirit d12,       repeater crossbows, and remove their Blood Lust
              Strength d12+1, Vigor d8                            and Wanted Hindrances.
            Skills: Athletics d10, Boating d10, Common            Bloodline: Human
              Knowledge d6, Fighting d12, Intimidation d10,       Attributes: Agility d8, Smarts d8, Spirit d8,
              Notice d8, Persuasion d10, Stealth d8, Shooting       Strength d6, Vigor d6
              d10, Survival d8                                    Skills: Athletics d8, Common Knowledge d8,
            Pace: 10; Parry: 12; Toughness: 7                       Fighting d6, Intimidation d6, Notice d8,
            Hindrances: Overconfident, Taboo (Major)                Performance d8, Persuasion d10, Repair d6,
            Edges: Aristocrat, Brawny, Brute, Command               Riding d8, Shooting d8, Stealth d6, Survival d6,
              Presence, Counterattack (Imp), Famous, Fleet          Taunt d8
              Footed, Guardian Spirit (Squid: Fighting),          Pace: 6; Parry: 5; Toughness: 6 (1)
              Marked, Master of Arms, Mighty Blow,                Hindrances: Impulsive, Obligation (Major —
              Trademark Weapon (Imp — great macuahuitl),            uphold the law in Serenity, protect her young
              Warrior Society: Gladiator.                           daughter Maximillia), Vengeful (Major)
            Gear: Great macuahuitl (Str+d10), noble robes.        Edges: Bowslinger, Brave, Charismatic, Combat
            Special Abilities:                                      Reflexes, Double-Tap, Infamy, Quick, Retort,
             • Aquatic: Ink Cloud can breathe                       Streetwise, Very Attractive
               and move their full Pace while                     Gear: Repeater crossbow (Range 10/20/40,
               underwater.                                          Damage 2d8, RoF 1, AP 2), knife (Str+d4),
                                                                    leather corset (+1), dress, steel sheriff’s star.
                                                                     LUGARU
                                                                  Lugaru is the original skin walker, the white
                                                                  furred alpha female of the Werewood’s Forsaken,
                                                                           and the most fearsome predator in the
                                                                          Winterlands.
                                                                           Bloodline: Dwarf (unleashed skin
                                                                             walker)
                                                                          Attributes: Agility d10, Smarts d8, Spirit
                                                                           d8, Strength d12+3, Vigor d12
                                                                      Skills: Athletics d8, Battle d10, Common
                                                                      Knowledge d8, Fighting d12+3, Intimidation
                                                                    d10, Notice d12, Persuasion d6, Stealth d10,
                                                                    Survival d12
                                                                  Pace: 10; Parry: 9; Toughness: 10
                                                                  Hindrances: One Eye, Vengeful (Major)
                                                                  Edges: Ambidextrous, Berserk, Command
    190
  Presence, Frenzy (Imp), Hunter-Gatherer                Gear: Sixbow (Range 5/10/20, Damage 2d6, RoF
  (Forest), Inspire, Marked, Tactician, Two-               1, AP 1), hunting knife (Str+d4, AP 1), dress &
  Fisted, Warrior Society: Berserker, Woodsman             leather corset (+1), wanted poster.
Special Abilities:                                       Special Rules:
 • Bite/Claws: Str+d8, AP 2.                              • Bite: Str+d4.
 • Fear (–2): Anyone encountering Lugaru must             • Clockwork Wheelchair: Gray’s wheelchair
   make a Fear check at –2.                                 has Size –1, Handling +1, a Top Speed of 10
                                                                                                                BESTIARY
 • Howl: Lugaru is capable of delivering blood              mph, Toughness 6 and Crew of 1.
   curdling howls that rally her kin and terrify          • Harvest (Blood –2): Vampire blood is
   her foes. Once per encounter, she can make               considered Lethal Poison to other vampiric
   an Intimidation Test versus Spirit against all           creatures. V200.
   targets within earshot.                                • Infection: If anyone Incapacitated by Gray’s
 • Infection: If anyone Incapacitated by Lugaru’s           bite fails their Vigor roll, they gain the Blood
   bite or claws fails their Vigor roll, they gain the      Lust Hindrance.
   Azure Agony Hindrance instead of a permanent           • Weakness (Heart): A successful Called Shot
   injury.                                                  to the heart (–4) of Gray adds an additional +2
 • Infravision: Halve penalties for Illumination            to the damage total.
   when attacking warm targets.                           • Weakness (Sunlight): When in direct
 • Invulnerability: Lugaru can be Shaken                    sunlight, Gray must make a Vigor roll every 4
   normally, but she can only be Wounded by                 hours to avoid Fatigue.
   azure iron weapons and magical attacks.                • Weakness (Vampire Blood): If Gray drinks
 • Size 2: Lugaru stands as tall as a bear.                 the blood of another vampire, she suffers the
                                                            effects of Lethal Poison.
  MADAME MAGALINE GRAY
Gray is the half-elven madam and proprietor
of the Dollhouse, the finest pleasure boat in the
west. After embracing her blood lust, she began
using her profession as a means to feast upon
the vagrants and reprobates who would wander
onto her boat and wouldn’t be missed. She uses
an exquisite, custom-made clockwork wheelchair
to get around, a modern invention which uses the
vehicle profile below.
Bloodline: Half-Elf, Half-Human
Attributes: Agility d6, Smarts d8,
  Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Battle d6, Common
  Knowledge d10, Fighting d4, Focus
  d10, Notice d8, Occult d8, Performance d8,
  Persuasion d8, Stealth d6, Survival d8
Pace: 4; Parry: 4; Toughness: 7 (1)
Hindrances: Blood Lust, Elderly, Jealous
  (Minor), Wanted (Minor)
Edges: Arcane Background (Gifted),
  Attractive, Blood Drunk, Bonded by Blood
  & Ink, Channeling, Command, Creature of the
  Night, Inspire, Streetwise
Powers: Drain Power Points, empathy,
  disguise, healing (Limitations: see page
  83). Power Points: 20.
                                                                                                               191
               MANY BLADES                                                     Hindrances: Bad Eyes (Minor: when
                                                                                    in direct sunlight), Elderly,
            Born of halfling and dwarven parentage,                                 Outsider (Major — among
            Many Blades was raised in Halfling                                      halflings outside his realm),
            Country. As the last truly nomadic                                      Pacifist (Minor), Taboo (Major)
            tribe in the Inner Crescent, her                                   Edges: Arcane Background (Sorcery),
VERMILIUM
    192
Bloodline: Human
Attributes: Agility d8, Smarts d8, Spirit d10,
                                                            QUICK KILLER
  Strength d8, Vigor d8                                   Outlaws are a superstitious bunch. To them, law
Skills: Athletics d8, Common Knowledge d8,                is a creation of those of authority, but there is no
  Fighting d8, Intimidation d8, Notice d8, Occult         law higher than death: an end that awaits all at
  d8, Persuasion d8, Riding d8, Shooting d8,              every corner. In cold jail cells and around hidden
  Stealth d10, Witchcraft d10                             campfires, outlaws tell stories of the Quick Killer,
                                                                                                                    BESTIARY
Pace: 6; Parry: 6; Toughness: 8 (2)                       an eternal bounty hunter and remnant from
Hindrances: Enemy (Major — imperials),                    another age, who comes to collect a criminal’s head
  Haunted, Vengeful (Major), Wanted (Major)               when their time is up — always dead, never alive.
Edges: Arcane Background (Witchcraft), Arcane               Quick Killer was the life’s work of the late
  Resistance, Book of Shadows, Command                    Zacharias Cobb, a former military engineer,
  Presence, Fervor, Hold the Line!, Soldier, Strong       murderer, and corrupt peacekeeper of the industrial
  Willed                                                  town of Machine. Cobb literally poured his blood,
Powers: Burst, darkness, detect/conceal arcana,           sweat, and tears into creating his masterpiece,
  dispel, divination, drain Power Points, environmental   built around a fallen clockwork revenant he had
  protection, healing, message, protection. Power         acquired from the factories. Little did he know that
  Points: 20.                                             this ritual activated Archanical enchantments in
Gear: Custom Dawnbreaker (Range 5/10/20,                  the metal, giving his creation the power of free will.
  Damage 2d6+2, RoF 1, AP 1, shots 10),                   The machine rose against him, slew him where he
  macuahuitl (Str+d6), bone armor (+2), duster            stood, and ventured out into the world to become
  (+1), manacles, component bag, survival tools.          the most notorious bounty hunter in the Empire.
                                                          When the clockwork stranger rides into town, its
  QOSHEEQ                                                 only ever after one thing, and it’ll be sure to leave
Qosheeq is the formidable bodyguard and close             with it. Antiheroes of Veteran Rank or higher with
friend of Elijah Flint Sky. He grew up in a halfling      the Outlaw Hindrance should beware – the lead
fighting pit, where he was able to master the             headed stranger will always find them.
techniques from all manner of bloodlines and              Bloodline: Clockwork
warrior societies. He eventually attained his             Attributes: Agility d8, Smarts d10, Spirit d8,
freedom with the assistance of Flint Sky after he           Strength d12, Vigor d10
was welcomed back to his home country, and the            Skills: Athletics d6, Common Knowledge d8,
two have shared an undying loyalty to each other            Fighting d10, Intimidation d10, Notice d10,
ever since.                                                 Persuasion d6, Repair d10, Shooting d12+2,
Bloodline: Sasquatch                                        Stealth d10, Survival d10
Attributes: Agility d8, Smarts d6, Spirit d8,             Pace: 6; Parry: 7 or 9 (Rose); Toughness: 12 (4)
  Strength d12+4, Vigor d10                               Hindrances: Ruthless
Skills: Athletics d10, Common Knowledge d6,               Edges: Assassin, Bounty Hunter, Bowslinger,
  Fighting d10, Intimidation d10, Language                  Brawny, Dead Shot, Harder to Kill, Marksman,
  (Common Imperial) d4, Language (Dwarvish)                 Menacing, Master (Shooting), No Mercy, Quick,
  d4, Language (Halvish) d4, Notice d6, Persuasion          Streetwise, Trademark Weapon (Imp — Rose)
  d6, Stealth d10, Survival d10                           Gear: Rose (Range 24/48/96, Damage 2d10, RoF
Pace: 8; Parry: 9; Toughness: 10                            1, AP 4; see page 147), ancient great sword
Hindrances: All Thumbs, Loyal (Elijah Flint Sky),           (Str+d10–1), poncho.
  Suspicious (Major)                                      Special Abilities:
Edges: Ambidextrous, Brave, Brute, Block (Imp),            • Armor +4: Thick copper and iron plating.
  Chi, Combat Acrobat, Infamous, Iron Jaw, Fleet-          • Construct: See Clockworks, page 164.
  Footed, Martial Warrior, Sweep, Two-Fisted               • Clockwork: See Clockworks, page 164.
Special Abilities:                                         • Fearless: Quick Killer is immune to Fear and
 • Bite: Str+d4.                                             Intimidation.
 • Claws: Str+d8.
 • Size 3: Qosheeq stands just under 10’ tall.
                                                                                                                   193
               SOL BELLAMY                                         Powers: Blast, blind, burst, confusion, darkness,
                                                                     elemental protection, healing, invisibility, smite, wall
            An officer, gentleman, and famed explorer, Sol           walker, warrior’s gift, zombie. Power Points: 20.
            Bellamy was renowned across the Empire for his         Gear: Black fire censer (Str+2d6, ignores shield
            intellect, bravery, and dashing good looks. After he     bonus, can set targets alight), holy symbol.
            became lost, he was doomed to wander the Pale.
                                                                     WEDNESDAY Q GLASS
VERMILIUM
            Bloodline: Human
            Attributes: Agility d8, Smarts d10, Spirit d10,        Glass is a gaunt and pale human woman with sunken
              Strength d6, Vigor d8                                eyes and elongated fangs she keeps behind her gray
            Skills: Academics d10, Athletics d8, Common            lips. She masks her hairlessness with wigs of white
              Knowledge d10, Fighting d8, Language (all)           hair taken from her mounted trophies, and hides
              d6, Notice d10, Occult d10, Persuasion d8,           her emaciated physique with buckskin clothing.
              Research d8, Shooting d8, Stealth d8, Survival       She affects the persona of an aging huntress in the
              d8, Thievery d8                                      winter years of her life. Now, stronger than ever,
            Pace: 6; Parry: 5 or 6 (boarwhip); Toughness: 7        she hunts the most dangerous game: man.
              (1)
                                                                   Bloodline: Human
            Hindrances: Curious, Greedy (Minor), Haunted,
                                                                   Attributes: Agility d8, Smarts d8, Spirit d10,
              Heroic, Lost Memory (Minor), Phobia (Major —
                                                                     Strength d8, Vigor d8
              spiders)
                                                                   Skills: Athletics d8, Common Knowledge
            Edges: Aristocrat, Attractive, Command, Explorer,
                                                                     d8, Fighting d8, Focus d8, Intimidation d6,
              Improvisational Fighter, Jack-of-All-Trades,
                                                                     Language (Dwarvish) d6, Notice d10, Persuasion
              Luck, Nerves of Steel, Prospector, Scavenger,
                                                                     d8, Shooting d10, Stealth d10, Survival d10
              Scholar (Academics), Soldier
                                                                   Pace: 6; Parry: 6; Toughness: 7 (1)
            Gear: Dawnbreaker (Range 5/10/20, Damage
                                                                   Hindrances: Arrogant, Blood Lust, Bloodthirsty
              2d6+1, RoF 1, AP 1), boarwhip (Str+d4), knife
                                                                   Edges: Alertness, Arcane Background (Gifted),
              (Str+d4), leather jacket (+1).
                                                                     Calculating, Command, Creature of the
            Special Abilities:
                                                                     Night, Giant Killer, Hunter-Gatherer (Forest),
             • Ethereal: As a spirit, Bellamy can become
                                                                     Marksman, Woodsman
               invisible and immaterial at will, and he can be
                                                                   Powers: Boost/lower Trait, environmental protection,
               harmed only by magical attacks.
                                                                     healing, puppet (Limitations, see page 83). Power
              THE HERETIC                                            Points: 20.
                                                                   Gear: Colonial arbalest (Range 15/30/60, Damage
            A corrupted priest and rising leader of the new          2d8+1, RoF 1, AP 4 (azure iron bolts), Snapfire),
            dawn, The Heretic is amassing a cultlike following       Bloody Mary (see page 147), hunting knife
            in the Southland Jungles around the upcoming             (Str+d4, AP 1), buckskin clothing (+1), iron
            eclipse, and what she believes to be the end of the      heart plate (+4 to heart).
            Great Star’s power over humanity.                      Special Abilities:
             For the Heretic’s followers, use the profiles for      • Bite: Str+d4.
            Cultist, Fanatic, and Elf Warrior (Tzol’keen).          • Harvest (Blood –2): Vampire blood is
                                                                      considered Lethal Poison to vampires. V200.
            Bloodline: Human
                                                                    • Infection: If anyone Incapacitated by Glass’s
            Attributes: Agility d6, Smarts d8, Spirit d10,
                                                                      bite fails their Vigor roll, they gain the Blood
              Strength d8, Vigor d8
                                                                      Lust Hindrance.
            Skills: Academics d8, Athletics d4, Common
                                                                    • Weakness (Heart): A successful Called Shot to
              Knowledge d8, Faith d10, Fighting d6, Language
                                                                      Glass’s heart (–4) adds +2 to the damage total.
              (High Imperial) d10, Notice d8, Persuasion d10,
                                                                    • Weakness (Sunlight): When in direct
              Stealth d6, Survival d6
                                                                      sunlight, Glass must make a Vigor roll every 4
            Pace: 6; Parry: 6; Toughness: 6
                                                                      hours to avoid Fatigue.
            Hindrances: Driven, Wanted (Major)
                                                                    • Weakness (Vampire Blood): Glass considers
            Edges: Arcane Background (Miracles), Command,
                                                                      vampire blood to be Lethal Poison.
              Heretic, Unholy Warrior
    194
  ZERO WOLVERINE
The leader of the halflings who have chosen to
stay and fight, Zero Wolverine is the most skilled,
fearless, and uncompromising warrior among
his people. He is slight but muscular, stands an
imposing four and a half feet tall, and bears a grim
                                                        BESTIARY
countenance burdened by his duty. He wears a
headdress of leaves, thorns, and blossoms that
change with the seasons of the forest.
Bloodline: Halfling
Attributes: Agility d12, Smarts d8, Spirit d10,
  Strength d8, Vigor d10
Skills: Athletics d12, Battle d8, Common
  Knowledge d8, Fighting d12, Healing d8,
  Intimidation d8, Notice d8, Persuasion d8,
  Stealth d10, Survival d8
Pace: 8; Parry: 8 or 10 (tomahawks); Toughness:
  7
Hindrances: Bloodthirsty, Enemy (Major —
  imperial humans), Mute, Taboo (Major), Vow
  (Major — liberate his country)
Edges: Ambidextrous, Brave, Brawny, Command
  Presence, Extraction (Improved), Fervor,
  Fleet-Footed,       Inspire,   Marked,
  Trademark         Weapon       (Imp,
  Tomahawks), Two-Fisted, Two-
  Gun Kid, Woodsman
Gear: Zero Wolverine’s Tomahawks
  (see page 147), headdress, raven skull
  necklace.
Special Abilities:
 • Arboreal: Zero Wolverine
   can climb trees at full Pace.
                                                       195
                                                                                    INDEX
            Page numbers listed in red lead                           Blue Flame Distillery............. 122                  Elf............................................... 54
            to the Game Master’s section of                           Brass Spiders.....................15, 113               Halfling...................................... 55
VERMILIUM
    196
Coralline Archipelago.............. 9, 97                    Combat...................................... 62       G
Coral Palace............................10, 99               Engineer.................................... 85       Game Master’s Gazetteer............. 95
Council of Gray Amber............. 110                       Power........................................ 63      Garden of Rust.....................12, 123
Crafting......................................... 41         Priest.......................................... 87   Gargoyles.................................... 165
    Properties.................................. 42          Professional............................... 63            Gargoyle.................................. 166
Crafting Adventures.................. 133                    Skin Walker.............................. 89              Gargoyle Matron.................... 166
                                                                                                                                                                           INDEX
    Antagonist............................... 135            Social......................................... 64    Gateways..................................... 119
    Complication.......................... 136               Sorcerer..................................... 90      General Goods.............................. 69
    Locale...................................... 136         Weird......................................... 65         Animals..................................... 71
    Objective................................. 134           Witch........................................ 91          Services & Lodging.................. 71
Crafting Artifacts....................... 145            Elijah Flint Sky........................... 114               Clothing.................................... 70
    Boons & Banes........................ 146            Elk................................................ 165       Common Equipment............... 69
Crafting Encounters.................. 138                Elven Weapons............................. 68                 Food & Drink........................... 71
Cruo River.................................... 21        Elves............................................ 182     Ghost Tribe..........................11, 124
Cult of the Wendigo.................. 109                    Elf Noble................................. 182        Gilded Palace................................ 23
Curios............................................ 80        Elf Sorcerer............................. 183         Grand Inquisitrix................117, 189
Currency....................................... 67           Elf Warrior............................. 182          Gray Bear Clan........................... 107
                                                         Empire...............................6, 16, 111
D                                                        Empress Adara Aurelia.......... 7, 112
                                                                                                                   Great Deserts........................11, 124
                                                                                                                   Great Star.................................... 112
Dawn of Man............................ 6, 97            Encounter Notes........................ 142               Grimloq The Wanderer............ 126
Dire Wolf.................................... 165        Engineer................................85, 183
Diseases....................................... 128      Equipment.................................... 67          H
Dolores Reed.............................. 102           Equipment Notes......................... 68               Halfling Country..............6, 22, 114
Doom That Came to Serenity...... 7,                      Etzavira....................................... 126       Halflings...................................... 183
105
                                                         Eventide’s Exodus........................... 6                Halfling Sorcerer.................... 184
Drexl Fenn......................7, 108, 189
                                                         Exotic Items.................................. 68             Halfling Warrior.................... 183
Drifter......................................... 121
                                                                                                                       Halfling Wolf Rider............... 183
Duels.............................................. 36   F                                                         Haunted Pines.......................33, 108
Duke Seth Zahn.......................... 113             Feral Clan.................................... 109        High Needles.........................12, 122
Dusk.......................................12, 124       Firefly Ind..................................... 28       High Priest Obraham................. 112
Dwarves...................................... 181        Fireriver Tribe........................... 100            Hindrances.................................... 58
    Dwarf Berserker..................... 182             Forbidden Glade......................... 103              Hog Ranches................................. 22
    Dwarf Clansfolk..................... 181             Forbidden Lore............................ 95             Hollow Nations....................26, 100
    Dwarf Sorcerer....................... 182            Forest Nations......................28, 104               Horned Serpent.......................... 167
E                                                        Forsaken Clan.......................32, 108               Horse........................................... 168
                                                         Fort Adara.............................25, 125            Hugo Crane................................. 103
Echoes of History......................... 95
                                                         Fort Kandar.................................. 30          Hunger Bay..................................... 7
Edges............................................. 61
                                                         Fort Solitude.........................33, 107             Hunger Bay Trading Co..7, 33, 107
    Background............................... 61
                                                         Frigid Wastes............................. 109            Hunter’s Palace.....................34, 109
    Blood Hunter............................ 84
                                                                                                                                                                          197
            Hunting & Gathering................... 43               Lost Colony......................7, 30, 102              P
                Gathering.................................. 44      Lugaru.................................109, 190          Pale Rider............................124, 192
                Hunting..................................... 43
                                                                    M                                                        Patch, The..................................... 20
    198
Ruins & Artifacts.......................... 37            Temple of Light................6, 17, 112               Werewood.................................... 34
                                                          Temple of The Black Goat........ 108                    White Whale.............................. 177
S                                                         The Auroras.................................... 9       White Whale Clan...............33, 109
Saberlion..................................... 172        The Bleed...................................... 96      Wildcat Oil Co............................. 12
Sacrament of the Everlight.. 87, 112                      The Fade..................................... 122       Wild Eye Saloon......................... 116
Sanguine War.........................7, 108               The Heretic................................. 194        Wildwood.............................28, 102
                                                                                                                                                                          INDEX
Sasquatch..................................... 186        The Iris........................................ 115    Winged Serpent......................... 178
    Sasquatch Hunter................... 186               The Iris.......................................... 22   Winterlands..........................31, 107
    Sasquatch Mountain King..... 186                      The Order.........................6, 18, 116            Witch....................................90, 187
    Sasquatch Sorcerer................. 186               The Pale...................................... 118      Witchwood................................. 108
Scholars’ Quarter.......................... 20            Thu’loon Kingdom..............12, 123                   Wolf K. Flywheel....................... 123
Sequoia Sky................................... 30         Thunderbird............................... 175          Wolverine................................... 177
Serenity.............................7, 31, 105           Thundertusk Tribe.................... 110               Wu Cassidy................................. 123
Setting Rules................................. 41         Townsfolk................................... 187
Seven Leaves............................... 115           Trade............................................. 68   X
Siren Shark................................. 172          Transportation............................. 39          Xol’tan......................................... 114
Skills.............................................. 58
Skin Walker.................................. 88
                                                          Traveling....................................... 38
                                                                                                                  Y
                                                          Turoq Qong.................................. 98
Skin Walkers.............................. 172                                                                    Yellow Bat Clan.......................... 110
                                                          Tzol’keen Kingdom..............25, 126
    Unleashed Skin Walker......... 173                                                                            Yuma Feng.................................. 111
T                                                         W
Temple District............................ 24            Wednesday Q. Glass...........109, 194
                                                          Weird & Wild............................... 83
199