TEXT: APOCALYPSE
  A POST APOCALYPTIC FANTASY 
  SETTING FOR SAVAGE WORLDS
  
  CREDITS
  1
  APOCALYPSE
  Credits
  Written and Developed by Scott Marchand Davis
  Edited by Mitch A. Williams
  Art Direction, Graphic Design and Layout by Scott Marchand Davis and Joy Marchand Davis
  Illustrated by Yihyoung Yi, Rachael Anderson, Joy Marchand Davis, and Scott Marchand Davis
  Additional Illustrations Sourced from Pixabay.com under Creative Commons 0 licence
  To Joy, without whom neither this adventure nor Happy Monster would exist.
  www.happymonsterpress.com
  Playtesters: Steven Hartwell, Jung Soo Kim, Joy Marchand Davis, Cliff Matheson, Frankie Miranda,  
  Brendan Niemira, Bob Smith-Peterson,  Ron Supino, Brian Tashjian
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group 
  at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinna-
  cle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to 
  the quality, viability, or suitability for purpose of this product.
  Material within this product is reproduced with permission from Pinnacle Entertainment Group from 
  the Savage Worlds core rules and the Fantasy Companion (Second Edition), available at www.peginc.
  com.
  All other material © 2018 Happy Monster Press
  
  Contents
  2
  The Four•—20
  Iset•—20
  Edward•—21
  The Church of the Four•—21
  The Five•—22
  Stein•—22
  Turlough•—22
  Tivoli•—23
  Vered•—23
  Iuno•—23
  Post-Apocalypse Society•—24
  Boston and Environs Gazetteer•—25
  Ruins•—25
  Boston•—25
  Major Features:•—25
  Lowell•—26
  Major Features:•—26
  Salem•—26
  Major Features:•—26
  Nashua•—27
  Major Features:•—27
  Keene•—27
  Isetian Communities•—27
  Charlestown•—27
  Major Features:•—28
  Peterborough•—28
  Major Features:•—29
  Plymouth•—30
  Major Features:•—30
  Canaltown•—30
  Major Features:•—30
  Rahelian Imperial Communities•—31
  Worcester•—31
  Major Features:•—31
  Groton•—31
  Major Features:•—32
  Orange•—32
  Major Features:•—32
  Turloughite Communities•—32
  Haverhill•—32
  Major Features:•—33
  Manchester•—33
  Major Features:•—33
  York•—33
  Major Features:•—34
  Taps•—34
  Wilderness Areas•—34
  Gamemaster Lore•—35
  CONTENTS
  Credits•—1
  The Ruins of Boston, Year 491 After 
  the War of the Gods•—4
  INTRODUCTION•—5
  HISTORY SINCE THE APOCA-
  LYPSE•—5
  BUILDING CHARACTERS AFTER 
  THE APOCALYPSE•—6
  Character Build Overview•—6
  1. Concept•—6
  2. Edges and Hindrances•—6
  3. Races•—6
  4. Attributes•—6
  5. Skills•—6
  6. Money and Derived Statistics•—6
  Races•—6
  Occupations•—9
  Character Names•—10
  SETTING RULES•—11
  Serious Doubt•—11
  Early Black Powder•—11
  New Edge: Quick Loader•—11
  Tongues of the Gods•—11
  Knowledge Skills•—11
  Arcane Background Changes•—11
  Arcane Background: Psionics•—12
  Arcane Background: Magic•—12
  Arcane Background: Miracles•—12
  Arcane Background: Ritualist•—12
  Power Lists by Church•—12
  Heroes of Peterborough•—14
  August Fiero, Sherzi Musketeer•—14
  Brianna Kling, Bastelin Tinker Mage•—14
  Lady Viriginia Hill, Human Psionic•—15
  Peter Burnes, Adharcan Treasure Hunter•—15
  Lewis Hawkins, Aleulama Priest of Iset•—15
  Argelia Fluharty, Tannain Mercenary•—16
  Fran Stern, Illuminated Champion of Iset•—16
  Ronald Smith, Inganna Wizard•—16
  Equipment•—17
  The Nine Gods•—20
  
  Contents
  3
  True History•—35
  Motivations of the Nine•—36
  Other Factions•—37
  Hooded Lanterns•—37
  Church of the Four•—37
  Apocalypse in Your Neighborhood•—37
  Plot Point Campaign: The Undying 
  Prophecy•—38
  Party Setup•—38
  Expedition – The Ruins of Lowell •—39
  Expedition - Charlestown Diplomacy•—44
  Mystery – the Missing Texts (Recommended for 
  Seasoned Characters)•—47
  Mystery – Those Who Would be Gods (Recom-
  mended for Veteran Characters)•—48
  Expedition – Ringe (Recommended for Veteran 
  Characters)•—50
  Exile (Recommended for Veteran Charac-
  ters)•—52
  Expedition – Salem (Recommended for Veteran 
  Characters)•—52
  Ritual Aftermath (Recommended for Veteran 
  Characters)•—54
  Final Battle (Recommended for Veteran Char-
  acters)•—55
  Savage Tales•—56
  Boston – The Stones of Power (Recommended 
  for Novice Characters)•—56
  Manchester – Deadly Diplomacy (Recommend-
  ed for Seasoned Characters)•—58
  Wilderness – The Ancient Tribe (Recommend-
  ed for Seasoned Characters)•—60
  Charlestown – The Frame (Recommended for 
  Seasoned Characters)•—62
  Adversaries and Allies•—65
  Allies•—65
  Enemy Wild Cards•—65
  The Groton Four•—67
  Enemy Extras•—68
  Random Encounter Table•—76
  Adventure Generator•—77
  Index•—78
  
  INTRODUCTION
  4
  Joan Campion peered through the cracked brick of the ancient wall. No immediate danger materi-
  alized, and she beckoned the others forward. Her husband, James, drifted forward without a sound, 
  keeping as much of his considerable bulk in the shadows as possible.  Behind him, the four-armed 
  bastelin Geraldine Foster hefted a long, cylindrical device to her shoulder and trained it at the square 
  ahead.  On her helmet, an ancient diadem glowed with a faint purple light, showing that her night 
  vision spell was active.  At the rear, the lean form of the adharcan Lightbringer Karen Ashe raised a 
  sword in one hand and the book-and-scales symbol of the goddess Iset in the other.  They were ready.
  The quartet burst into the square at a dead run, making for the ancient walled citadel on the other 
  side.  A weathered stone sigil over the half-collapsed gate showed a firebird supported by a broken 
  scroll reading “Harvard Univ”. The gate itself had long rusted to brown streaks on the flagstone, and 
  posed them no barrier as they flew in, splitting into pairs on each side and surveying the ruined build-
  ings within.  “Ogrin!” yelled Geraldine, unleashing a tornadic burst of air from her Dyson cylinder at 
  the six creatures emerging from a burrow under one of the ruins.  Jane dropped behind a stone bench 
  and drew her pistol, cocking the flint and taking careful aim, as Karen muttered an invocation to Iset 
  and lashed out with a bolt of frozen air. Beyond these creatures lay a trove of ancient technology - if 
  they could reach it alive.
  The Ruins of Boston, Year 491 After the War of 
  the Gods
  
  INTRODUCTION
  5
  INTRODUCTION
  Children of the Apocalypse is set in a post-apocalyptic alternate Earth, where magic is not just real but 
  everyday, and where the relics of the ancient technological society fuel powerful magical artifacts. It is 
  a world where gods are real... and omnipresent.
  HISTORY SINCE THE APOCALYPSE
  Fran Stern bent to her notebook as Professor 
  Campion continued her lecture. “We have identi-
  fied multiple hostile species in Boston, but no or-
  ganized force has been able to take and hold the 
  area. Definitive sightings include ogrin, tannain, 
  giant spiders and insects of various sorts, and at 
  least two dragons.”
  “Dragons,” thought Fran. “Now that would be a 
  glorious fight.”
  Roughly 500 years ago, the gods went to war.  Var-
  ious sects and historians have multiple theories 
  or doctrines about why the war started, but the 
  results were catastrophic.  Almost all intelligent 
  beings perished in the war, and the pre-war civi-
  lization collapsed in a matter of a few years.  The 
  survivors fled to remote areas where they could 
  establish farmsteads and try to rebuild.  While 
  technology was far advanced before the war, post-
  war society reverted to a combination of primi-
  tive muscle-powered technology and scavenging.  
  Gradually, and with the help of the surviving gods, 
  old skills were rediscovered and the population of 
  survivors increased. New city-states have arisen, 
  expanding into dominions that cover much of the 
  land.
  In the area around the great ancient ruin of Bos-
  ton, four powers have risen to contest for the ruin 
  itself and the surrounding lands.  The Protector-
  ates of Iset, beloved of the Goddess of Justice and 
  Learning, form a loose confederation of city states, 
  each centered on a Greatschool devoted to educat-
  ing scholars, artisans, adepts, and soldiers to serve 
  their cities.  The Rahelian Empire, devoted to the 
  Goddess of Law and War, has been expanding 
  from its base in the southwest and has begun to 
  collide with the Protectorates, sometimes peace-
  fully, sometimes less so.  In the lands between the 
  Empire and the Protectorates are undead-haunt-
  ed ruins and enclaves of adharcans, followers of 
  the Demon God Turlough.  Boston itself is a no-
  man’s land filled with creatures of all sorts. It is so 
  dangerous a ruin that no faction has been able to 
  achieve any kind of lasting control of the territo-
  ry. Boston’s rich troves of ancient artifacts are the 
  greatest attraction in the area to aspiring treasure 
  hunters and Tinker Mages.
  Children of the Apocalypse requires the Savage 
  Worlds core book; the Savage Worlds Fantasy 
  Companion is also strongly recommended for ad-
  ditional spells and magic items.
  
  BUILDING CHARACTERS
  6
   
  BUILDING CHARACTERS AFTER 
  THE APOCALYPSE
  Character Build Overview
  1. Concept
  The best way to start off your character build is 
  by deciding on a concept. Is your character a bold 
  adventurer seeking glory? A sly treasure hunter 
  out for gold? A devoted follower of one of the gods 
  seeking to spread her faith? A scholar burning to 
  uncover the secrets of the ancients? Knowing your 
  character’s basic concept allows you to select the 
  right Edges, Hindrances, and Traits to reflect that 
  idea.
  2. Edges and Hindrances
  First, select any Hindrances you feel reflect your 
  character’s concept. You can select as many Hin-
  drances as you like, but only one Major and two 
  Minor Hindrances provide additional points for 
  character build. A Major Hindrance is worth two 
  points, and each Minor worth one. Next, select 
  any Edges you think would reflect your character’s 
  unique strengths. Each Edge costs two points, and 
  remember that human characters also get one 
  edge free, so a Novice level character can have at 
  most three Edges, more often two.
  3. Races
  Players can choose any of the eight new races below 
  for their character - each provides unique benefits 
  and drawbacks. Players can also play as a Human, 
  receiving an extra Edge at character creation.
  4. Attributes
  Each character has five base attributes: Agility, 
  Strength, Vigor, Spirit, and Smarts. All characters 
  start with a d4 in each attribute, and the ability to 
  make 5 attribute increases, so for example a char-
  acter could have a d6 in each attribute to start, or 
  leave one at d4 and increase another to d8, or even 
  have one at d12, one at d6, and the rest at d4. Note 
  that some races provide an attribute bonus, which 
  does not count for these points, and also that two 
  points from Hindrances can be used to raise one 
  Attribute an additional die. Remember to make
  sure your attribute purchases meet the require-
  ments of your Edges.
  5. Skills
  Characters start with 15 skill points to spend. Each 
  die of a skill requires one point if the die is less than 
  or equal to the linked Attribute, and two points if 
  the die is greater. For example, if Campion has a 
  d8 in Smarts, the total cost for each die of the No-
  tice skill would be 1 point for d4, 2 points for d6, 
  3 points for d8, 5 points for d10, and 7 points for 
  d12. As with attributes, some races provide skills 
  for free without spending skill points, and it is im-
  portant to make sure skill requirements for your 
  edges are met. One point from Hindrances can be 
  traded for one skill point.
  6. Money and Derived Statistics
  All characters have a Pace of 6 and Charisma of 
  0 unless altered by an Edge, Hindrance, or racial 
  characteristic. A character’s Toughness is equal to 
  half his Vigor die plus 2 (e.g. a d6 Vigor results in a 
  5 toughness), plus any effects from Edges or Hin-
  drances. Similarly, a character’s Parry is equal to 
  half her Fighting die plus 2. Characters start with 
  $50 unless affected by an Edge or Hindrance, and 
  may spend that money immediately. Characters 
  also start with a basic set of gear from the Great-
  school (armor, weapons) provided for their use as 
  part of their service. This gear should be consis-
  tent with the character’s skills and Edges.
  Races
  The Nine Races, with the exception of humans, 
  each trace their origin to one of the Nine Gods. 
  Only Iuno, Goddess of Death and Disease, did not 
  create a race in her image – her people are the un-
  dead.
  Human
  Humans are by no means a majority in the world, 
  but they are a common race.  Humans follow the 
  standard Fantasy Companion description.  As be-
  fits their racial versatility, they can be found in 
  
  BUILDING CHARACTERS
  7
  nearly any habitat or occupation, but they are par-
  ticularly noted for water going trades such as fish-
  ing and sailing.
  Aleulama
  Iset’s love of learning and justice man-
  ifested in the aleulama, a race of hu-
  manoids blessed with profound gifts of 
  knowledge and an innate sense of truth 
  and falsehood.  Aleulama stand about 
  5’10” on average, with pale blue skin and 
  white hair.  They tend to congregate 
  in cities and pursue lives of schol-
  arship, often including magical or 
  psionic study.  Aleulama typically live 
  100-120 years.
  Gift of Knowledge: Aleulama 
  start with a d6 in Smarts and 
  a d6 in Notice, with a +2 to de-
  tect lies
  Cold Affinity: Aleulama are 
  vulnerable to heat and take a 
  -4 penalty to resist heat effects 
  and +2 on heat damage.
  Illuminated
  Edward the Lightbring-
  er created luminous 
  beings as his chosen 
  people.  The Illumi-
  nated appear as float-
  ing humanoids simi-
  lar to mermaids, but 
  made of pure, glow-
  ing, solid light.   The 
  specific hue of each Il-
  luminated varies, with 
  every possible shade rep-
  resented.  Their light 
  dims but does not vanish when they 
  sleep.  Illuminated have a natural af-
  finity for magic and tend towards pro-
  fessions like clergy and mage that al-
  low them to use it.  Most Illuminated 
  are on the short side, with 5’4” being average, but 
  often levitate to seem taller.  Illuminated gener-
  ally live around 200 years.  While made of light, 
  Illuminated can wear armor and be damaged by 
  physical attacks.
  Unearthly: Illuminated hover above the ground 
  and may move at their Pace without touching the 
  ground. As a result, they are unaffected by most 
  types of Difficult Ground (but do suffer falling 
  damage).
  Empowered: Illuminated start with 5 extra power 
  points when they select any Arcane Background 
  except Weird Science.
  Strange: Because of their great differences from 
  other humanoid races, Illuminated have -2 Cha-
  risma with non-Illuminated.
   Bastelin
       The bastelin are four-armed masters of 
  artifice.  Jonas, God of Tinkers and Scien-
  tists, gifted them with exceptional skills 
  at craftsmanship, and their extra 
  arms can also make them for-
  midable warriors.  Bastelin tend to 
  be city-dwellers, working on complex 
  mechanisms in manufactories, and 
  also often take up Tinker Magery (Weird Science).  
  Bastelin are also large, averaging around 6’6”.  
  Bastelin lifespans are comparable to humans.
  Multidextrous: Bastelin have no penalty for off-
  hand actions with any of their four limbs.
  
  BUILDING CHARACTERS
  8
  Craftmaster: Bastelin start with a d6 in Repair and 
  in Knowledge (Engineering).
  Insatiable Search for Knowledge: All bastelin are 
  Curious.
  Ritters
  Rahel’s created race, the ritters, are born 
  to warfare.  Tough and strong, they are of-
  ten employed as shock troops or heavy 
  cavalry in battle. Most take up careers 
  involving the use of their strength.  
  Ritters tend to average around 6’3” in 
  height and are completely hairless.  
  Assuming they do not fall in combat, 
  ritters usually live around 80-90 
  years.
  Warrior by Birth: All ritters are 
  Brawny and start with Strength d6.
  Big and Slow: Ritters have a Pace of 5.
  Bully: Ritters tend to have an innate 
  sense of superiority, and as a result 
  suffer a -2 to Charisma.
  Sherzi
  The trickster god Stein created a race 
  of great beauty and wit, but often con-
  cealing treachery.  This reputation hurts 
  most sherzi who try to lead honest lives, 
  and it is no wonder that many turn to 
  shady dealings.  If in legitimate careers, 
  sherzi are often entertainers or perform-
  ers of some kind.  They have angular 
  features and are uniformly slender and 
  willowy, with brightly colored hair of ev-
  ery possible shade, nearly always worn long.  
  They average around 5’8” in height. Sherzi 
  generally live around 100 years.
  Stunning: Sherzi have a +2 to Charisma because 
  of their sheer attractiveness, despite their untrust-
  worthy reputation.
  Witty: Sherzi start with a d6 in Spirit.
  Fragile: Because of their slender build, sherzi sub-
  tract 1 from their Toughness.
  Adharcan
  The adharcans, sometimes known as beastmen, 
  come in many sizes and colors, but all have 
  one thing in common – the Horns of Tur-
  lough, three protrusions from their fore-
  heads indicating their membership in 
  this strange race.  Adharcans generally 
  keep to themselves and are rarely seen in 
  Isetian or Rahelian communities.  They 
  range in height from 4’6” to over 7’ tall.  
  Adharca have a typical lifespan of 140 
  years.
  Enemy of Civilization: All Adharca have 
  a -2 to Charisma outside their own 
  lands.       
  Survivor: Adharca have a d6 in Survival 
  and a d6 in Tracking, and receive a +1 
  to Toughness.
  Tannain
  The hideous tannain are the most feared 
  of all the races.  The Demon God Vered 
  created them as dark minions to wreak 
  his own revenge on the world at large, 
  and they are masters of many foul crea-
  tures.  Dark grey in color and oozing green 
  ichor from cracks in their skin, these crea-
  tures are shunned by all civilized peoples.  
  Tannain typically stand around 6’9” tall.
  Horrifying: Tannain have Charisma -4 to 
  other humanoids.
  Masters of Monsters: Tannain have the Beast 
  Master Edge and start the game with a mon-
  strous ally.
  Hardened Shell: Tannain skin is rigid and 
  tough, giving them an Armor of +2 that stacks 
  with worn armor.
  Inganna
  While tannain are feared, Tivoli’s inganna are of-
  ten more dangerous, because of their ability to 
  blend in to society.  Inganna are externally indis-
  tinguishable from humans, and often live among 
  them unnoticed.  Their need for living flesh to sur-
  vive often leads them down various dark paths, 
  as humanoid flesh is by far the most satisfying to 
  
  BUILDING CHARACTERS
  9
  their intrinsic hunger.  Inganna usually live to 
  around 120 years.
  Flesh Eater: Inganna must consume at least 4 
  ounces of living flesh each day, or take a lev-
  el of Fatigue.  They are also have the Blood-
  thirsty Hindrance.
  Deadly Beauty:  All Inganna are at-
  tractive, granting a +2 on Charisma, 
  and have a d6 in Persuasion.
  Vicious Claws: Inganna can pro-
  duce claws for feeding that do 
  Str+d6 damage and that ooze a 
  toxin that requires a Vigor roll to 
  avoid paralysis for 2d6 rounds if 
  they succeed in Shaking or Wounding a 
  target with an attack.
  Occupations
  Characters may occupy a number of roles 
  prior to (or even during) their adventuring 
  career.  These roles can provide a +2 bonus 
  to Common Knowledge rolls for topics re-
  lated to their profession, and might also influ-
  ence character Edges (e.g. Thief for Treasure 
  Hunters). Typical careers for Children of the 
  Apocalypse include:
  Peasant/Serf:  The social status of those 
  who till the land varies from dominion to 
  dominion, but all face the hard work of wringing 
  crops from the soil and tending herds to produce 
  dairy and meat.  The majority of humanoids work 
  the fields, providing food to villages and cities 
  alike.  Humans, aleulama, and bastelin are most 
  commonly found among the peasantry.
  Craftsman:  Craftsmen make the everyday items 
  that support trade and farming; they include car-
  penters, blacksmiths, weavers, millers, brewers, 
  miners, masons, and other medium-skill trades.  
  Bastelin often make their living through craft.  
  Craftsmen can be found in villages, towns, and 
  cities alike, as well as specialized communities fo-
  cused on a natural resource (e.g. mining towns).  
  Most craftsmen belong to guilds and follow a path 
  from apprenticeship through journeyman to mas-
  ter.
  Forager/Hunter/Logger:  Forestry-based 
  professions include foraging for berries, mush-
  rooms, and the like; hunting and trapping for 
  meat, leather, and furs; and logging for timber.  
  Individuals willing to operate in these roles far 
  from civilization must be brave and in-
  dependent, as most wilderness areas are 
  far from safe.  Humans and ritters fre-
  quently take up forestry trades.
  Wagoneer/Boatman:  Trade re-
  quires transportation, and wagons 
  and barges form the bulk of the trans-
  portation networks in Children of the 
  Apocalypse.  Wagoneers and boat-
  men tend towards both worldliness 
  and lack of culture; they are hard 
  workers and hard people.  Humans 
  tend to gravitate to these professions.
  Fisherman:  Fishing provides a rich source 
  of protein for many parts of the post-apoca-
  lypse world, as well as other useful products 
  such as oils.  Fishermen, like foragers, tend 
  to be hardy and independent folk, as the 
  rivers, lakes, and seas are no safer than the 
  wilderness.  Most fishermen are humans or 
  bastelin.
  Merchant:  Merchants come in two basic va-
  rieties – ones operating a stationary enterprise 
  and travelling merchants going from town to 
  town.  Both tend to be well-off and well-con-
  nected in their areas of operations.  Aleulama 
  and sherzi are commonly found among mer-
  chants.
  Artisan:  Artisans are highly skilled craftsmen 
  and engineers catering to the upper levels of so-
  ciety.  Painters, sculptors, architects, finesmiths, 
  armorers, furniture makers and the like provide 
  luxury goods and important services to nobles and 
  wealthy families, as well as to city-states or domin-
  ions.  Many bastelin become artisans, and Illumi-
  nated are not unusual as well.
  Scholar:  The benign gods and goddesses all val-
  ue learning to a greater or lesser extent, so schools 
  and Greatschools are commonplace in most towns 
  and cities.  Scholars both teach and study, at-
  tempting to unlock new arcane secrets or unravel 
  the mysteries of the pre-apocalypse civilization.  
  
  BUILDING CHARACTERS
  10
  Scholars may be of any race, but Illuminated are 
  particularly inclined towards scholarship.
  Treasure Hunter:  The ruined cities of the 
  pre-apocalypse civilization still hold many trea-
  sures, including ancient artifacts that Tinker 
  Mages can empower into a variety of wondrous 
  devices.   The profession of treasure hunter is, if 
  not honored, at least respected – treasure hunters 
  tend to be cautious, sly, and not above a little chi-
  canery in obtaining their goods.  Treasure hunters 
  are most commonly human, sherzi, or ritter.
  Soldier:  The city-states and dominions of the 
  world do not always coexist peacefully.  Most 
  maintain standing armies as well as training mi-
  litia from the peasant and craftsman classes.  A 
  soldier in a standing army will be well-trained and 
  equipped, but also duty bound to his or her sta-
  tion; some become adventurers upon completing 
  an obligated enlistment.  Soldiers can come from 
  any race, although Illuminated and sherzi rarely 
  take up arms.
  Agent:  Conflict between dominions does not al-
  ways occur on the field of battle.  Rulers, noble 
  houses, and even rich merchants and church-
  es conduct warfare in the shadows, by means of 
  agents who acquire information and conduct 
  sabotage, smear campaigns, and even the occa-
  sional assassination.  Most agents will not admit 
  that they worked in this field, identifying instead 
  as some high travel profession.  Sherzi often find 
  themselves in the role of agent, but any race might 
  have an agent in play.
  Diplomat:  Diplomacy is the continuation of 
  war by other means, and most city-states and do-
  minions maintain embassies at adjacent courts 
  to advance their own interests.  Aleulama are 
  well-known for their leaning towards diplomacy, 
  but many races take part in diplomatic relations.  
  Diplomats tend to be drawn from educated class-
  es, which can include the children of the nobility, 
  wealthy merchants, clergy, or those individuals 
  who managed to pass entrance exams to a Great-
  school.
  Noble:  Most city-states and dominions are ruled 
  by a noble family; some larger dominions may 
  have lesser nobility within them as well.  Nobles 
  live off taxes and levies from their domain, and 
  vary widely in their ethics and sense of duty to 
  their subjects.  Younger children of the nobility 
  often end up in an appropriate local church, or in 
  some cases take up soldiering or even adventur-
  ing.  Members of any race can be nobles, although 
  it is an exceedingly rare occurrence for sherzi.
  Charlatan:  Most charlatans work their scams in 
  cities and towns, although a few travel from village 
  to village preying on credulous peasants.  Charla-
  tans range from subtle masterminds manipulat-
  ing nobles to simple con men working a three-cup 
  scam, but all practice deception and persuasion to 
  make their living.  Charlatans come from all rac-
  es except aleulama, although Illuminated usually 
  have larger concerns than petty larceny.
  Thief:  People of all races and backgrounds take 
  up thievery, some out of desperation and some 
  out of avarice.  The organized Rogue’s Congrega-
  tions make an effort to draw in thieves in cities 
  and towns, although there are usually exceptions.  
  Thieves typically specialize in pickpocketing and 
  other sleights of hand, robbery, or burglary.  Sher-
  zi are often thieves.
  Acolyte:  With the Nine Gods present and active 
  in the world, religion is a major part of life in most 
  cultures.  As a result, affiliation with a church is a 
  respected role – assuming the church itself is re-
  spectable.  An acolyte is an initiate into a church, 
  performing various tasks in worship services and 
  assisting the higher level clerics.  Generally aco-
  lytes have not learned any Miracles, but this path 
  is often the first step towards acquiring those pow-
  ers.  Acolytes come from every race.
  Character Names
  Character names in the campaign follow the con-
  ventions of contemporary North America for all 
  races.  A typical adventuring party might include 
  a ritter named Elizabeth Johnson, an aleulama 
  named Lisa Kowalski, a bastian named Steve Carl-
  son, and a human named Arthur Peabody.  More 
  fanciful names are possible, but it is just as unusu-
  al to find an Illuminated named Glorfindel, Dark-
  drake, or Rathamarokos as it would be to find such 
  a name in a typical American elementary school 
  class.
  
  SETTING RULES
  11
  SETTING RULES
  “I understand, my lady.”  Professor Cobb looked 
  at Lady Virginia with serious annoyance.  “You’re 
  convinced that psionics are the root of all other 
  magic powers.  But if that were the case, why are 
  they so limited?”
  Serious Doubt
  Because magic and the gods are relatively rou-
  tine encounters, the Doubting Thomas hindrance 
  counts as a Major Hindrance. A character with the 
  Doubting Thomas hindrance must make a Fear 
  check at the GM’s discretion whenever a particu-
  larly magical event occurs.
  Early Black Powder
  Technology has recovered to the level of early 
  black powder firearms; however, these weapons 
  are still rare, and cost 10 times the standard Sav-
  age Worlds prices.
  New Edge: Quick Loader
  With this Edge, a character can load a black pow-
  der weapon in one round instead of two.
  Tongues of the Gods
  Nearly all sentient races in the campaign share 
  a common language generally known as Com-
  mon Speech.  Other languages must be taken as 
  Knowledge skills. Available languages are Adhar-
  can (Irish Gaelic), Rougich (speech of the Rogue’s 
  Congregations and clerics of Stein,  German), High 
  Speech (religious language of Iset and the Church 
  of the Four, Arabic), and Wartalk (religious lan-
  guage of Rahel’s Towers, Hebrew).
  Knowledge Skills
  Useful knowledge skills in the post-apocalyptic 
  world include Local Environs, Battle, Arcana, Re-
  ligion, Law, History, Medicine, Engineering, and 
  Nature. Engineering is used for siegecraft, includ-
  ing operation of siege weaponry.
  Arcane Background Changes
  Post-apocalyptic users of arcane backgrounds are 
  known as adepts. Certain arcane backgrounds 
  function differently in the world after the apoc-
  
  SETTING RULES
  12
  alypse.  Arcane Background: Superpowers is not 
  permitted.  Unless otherwise noted, all other Ar-
  cane Backgrounds function normally.
  Arcane Background: Psionics
  The psionics arcane background receives 15 power 
  points but has a limited set of available powers: 
  beast friend, blast, blind, bolt, confusion, disguise, 
  divination, farsight, fear, mind reading, puppet, 
  slumber, speak language, stun, telekinesis, tele-
  port. All psionic powers have no trappings.
  Arcane Background: Magic
  Magicians can define the trappings of their powers 
  at the time of casting and may use healing magics.
  Arcane Background: Miracles
  Arcane Background: Miracles provides 4 starting 
  abilities, but they are limited to those listed for the 
  associated deity (see below).
  Arcane Background: Ritualist
  Arcane Background: Ritualist provides five start-
  ing powers.
  Arcane Background: Tinker Mage (Weird 
  Science)
  The raw materials for Tinker Magery are arti-
  facts from the ancient civilization that fell over 
  500 years ago.  As the result of the potency of this 
  ancient magic, Tinker Mage devices start with 15 
  Power Points.
  Power Lists by Church
  Lists of available powers and the specific associ-
  ated spell names for worshippers of each of the 
  Nine Gods and the Church of the Four are below.  
  Each god has a characteristic set of trappings; the 
  Church of the Four borrows spells from each of the 
  four benign gods with the associated trappings.
  Lorewarden of Iset (trappings are air/force-
  based): Ward of Iset (armor), Animal Lore (beast 
  friend), Wind Arrow (bolt), Iset’s Blessing (boost/
  lower trait), Shield of Air (deflection), Sense/Hide 
  Magic (detect/conceal arcana), Dispel Magic (dis-
  pel), Control the Four(elemental manipulation), 
  Invisible Net (entangle), Life’s Ward (elemental 
  protection), Windsteed (fly), Cure (healing), Il-
  lumine (light), Fog of Ignorance (obscure), Com-
  mand (puppet), Alter Aspect (shape change), 
  Tongues (speak language), Hammer of the God-
  dess (stun), Vortex (telekinesis), Apparition (tele-
  port)
  Judge of Rahel (trappings are cold-based):  Ice 
  Mail (armor), Wall of Ice (barrier), Beast Mas-
  ter (beast friend), Frost Wind (blast), Arrow of 
  Ice (bolt), Rahel’s Blessing (boost/lower trait - 
  Strength, Vigor and combat skills only), Razor 
  Burst (burst), Freezing Mist (deflection), Sense/
  Hide Magic (detect/conceal arcana), Dispel Mag-
  ic (dispel), Chains of Frost (entangle), Life’s Ward 
  (environmental protection), Aspect of Dark-
  ness (fear), Wings of the Goddess (fly), Orb of 
  Brilliance/Blizzard (light/obscure), Cat’s Grace 
  (quickness), War Beast’s Form (shape change 
  - fighting animals only), Rahel’s Wrath (smite), 
  Swift Charge (speed)
  Lightbringer of Edward (trappings are fire/ac-
  id-based): War Wisdom (analyze foe), Dismissal 
  (banish), Wall of Flame (barrier), Firefan (blast), 
  Acid Arrow (bolt), Flaming Armor (damage field), 
  Sense/Hide Magic (detect/conceal arcana), Dis-
  pel Magic (dispel), Edward’s Curse (drain power 
  points), Elemental Mastery (elemental manipu-
  lation), Life’s Ward (environmental protection), 
  Size Matters Not (growth/shrink), Aspect of 
  Mystery (intangibility), Firefountain (jet), Wiz-
  ard’s Hand (legerdemain), Torch/Cloud of Smoke 
  (light/obscure), Swift Action (speed), Aid of Ed-
  ward (summon ally), Spider Crawl (wall walker)
  Brightworker of Jonas (trappings are earth/
  metal-based): Stoneskin (armor), Wall of Iron 
  (barrier), Razorstorm (blast), Force Missile (bolt), 
  Jonas’ Wisdom (boost/lower trait - Smarts or 
  Spirit only), Earth-hide (burrow), Mind of Mad-
  ness (confusion), Blade Barrier (damage field), 
  Owl’s Vision (darksight), Shield of Faith (deflec-
  tion), Sense/Hide Magic (detect/conceal arcana), 
  Dispel Magic (dispel), Jonas’ Aid (divination), 
  Life’s Ward (environmental protection), Wings of 
  Stone (fly), Cure (healing), Mighty Cure (great-
  er healing), Passwall (intangibility), Lamp/Dust 
  Storm (light/obscure), Swift Flight (quickness), 
  Mercy Bolt (stun), Helpful Spirit (telekinesis)
  Priestess of the Four: Stoneskin (armor), Ar-
  row of Ice (bolt), Blessing of Iset (boost/lower 
  trait), Razor Burst (burst), Shield of Air (deflec-
  tion), Sense/Hide Magic (detect/conceal arcana), 
  
  SETTING RULES
  13
  Elemental Mastery (elemental manipulation), 
  Dispel Magic (dispel), Life’s Ward (environmen-
  tal protection), Wings of Stone (fly), Cure (heal-
  ing), Mighty Cure (greater healing), Torch/Cloud 
  of Smoke (light/obscure), Command (puppet), 
  Alter Aspect (shape change), Tongues (speak lan-
  guage), Swift Charge (speed), Mercy Bolt (stun), 
  Helpful Spirit (telekinesis)
  Deathsworn of Iuno (trappings are necroman-
  tic): Wall of Decay (barrier), Illswarm (blast), Iu-
  no’s Rage (curse), Cataract (blind), Death Arrow 
  (bolt), One with the Grave (burrow), Aura of Doom 
  (damage field), Iuno’s Eyes (darksight), Shroud 
  (disguise), Dispel Magic (dispel), Speak to Dead 
  (divination), Ghoul Touch (drain power points), 
  Skeletal Finger (draining touch), Field of Corps-
  es (entangle), Death’s Horror (fear), Ghost Form 
  (intangibility), Lichyard Fog (obscure), Sword of 
  Rot (smite), Unholy Dead (zombie)
  Jester of Stein (trappings vary – see spell 
  name): Trickster’s Wit (analyze foe), You Rolled 
  Low (banish), Wall of Rats (banish), Stein’s Fa-
  vor (bless), Stein’s Laughter (curse), Darken Eyes 
  (blind), Spin the Wheel (boost/lower trait), Fire 
  in a Crowded Hall (confusion), Thief’s Eyes (dark-
  sight), Missed Me! (deflection), Trickster’s Nose/
  It Did Not Happen (detect/conceal arcana), Who 
  Me? (disguise), Dispel Magic (dispel), Where’s the 
  Gold? (farsight), Trickster’s Escape (fly), Quiet 
  as a Mouse (shrink), Walls are No Bar (intangi-
  bility), Can’t See Me! (invisibility), Look Ma, No 
  Hands! (legerdemain), Nobody Home (obscure), 
  Deft Hands (quickness), Trickster’s Gambit (shape 
  change), Clumsy Guardsman (slow), Easy Pick-
  ings (slumber), Gecko Hands (wall walker)
  Bloodwarden of Turlough (trappings are 
  generally fire-based): Ironskin (armor), Animal 
  Lore (beast friend), Fire Arrow (bolt), Turlough’s 
  Gift (boost/lower trait), Fireguard (deflection), 
  Sense/Hide Magic (detect/conceal arcana), Dis-
  pel Magic (dispel), Fire Trap (entangle), Hunt-
  er’s Fire (environmental protection), Firestorm 
  (fly), Cure (healing), Torch/Smoke Cloud (light/
  obscure), Dominate (puppet), Beast Form (shape 
  change), Tongues (speak language), Slavetaker 
  (stun), Hand of Fire (telekinesis), Firestep (tele-
  port), Death is No Bar (zombie)
  Chaosbringer of Vered (trappings are general-
  ly biological): Weak Point (analyze foe), Dismissal 
  (banish), Wall of Asps (barrier), Lord of Monsters 
  (beast friend), Spider Swarm (blast), Viper Arrow 
  (bolt), Vermin Cloud (damage field), Sense/Hide 
  Magic (detect/conceal arcana), Dispel Magic (dis-
  pel),  Adaptation (environmental protection), En-
  large/Diminish (growth/shrink), Cloud of Fleas 
  (intangibility), Blood Fountain (jet), Vered’s 
  Sleights (legerdemain), Torch/Cloud of Smoke 
  (light/obscure), Dominion (puppet), Harpy’s 
  Swiftness (speed), Master of Monsters (summon 
  ally), Spider Crawl (wall walker)
  Master/Mistress of Tivoli (trappings are gen-
  erally darkness-based): Tivoli’s Insight (analyze 
  foe), Shadow Cloak (armor), Wall of Darkness 
  (barrier), Orb of Nightfall (blast), Word of Pain 
  (curse), Blindfold (blind), Night Arrow (bolt), 
  Torment Touch (lower trait), Night Thorns (dam-
  age field), Darksight (darksight), Sense/Hide 
  Magic (detect/conceal arcana), Aspect of the 
  Goddess (disguise), Dispel Magic (dispel), Dark 
  Whip (draining touch), Bonds of Tivoli (entan-
  gle), Tivoli’s Aura (fear), Slave’s Balm (healing), 
  Cloud of Shadow (obscure), Thought Dominion 
  (mind reading), Mistress’s Word (puppet), Slave’s 
  Tongues (speak language), Master’s Hand (tele-
  kinesis)
  
  Heroes of Peterborough
  14
  Heroes of Peterborough
  August Fiero, Sherzi Musketeer
  August has been army-mad since he first 
  saw a contingent of the Peterborough 
  Guard march through his farming ham-
  let.  Over the objections of his farmer par-
  ents, he hitched a ride into Peterborough 
  and presented himself at the guard post 
  for training.   After completing his initial 
  training, his guard sergeant marked his po-
  tential, especially at marksmanship, and 
  recommended him for advanced training at 
  the Greatschool.  Not long after, however, 
  word reached August of the deaths of his 
  parents in a tannain attack on his village. 
  August descended into drink and barely 
  completed his training at the Greatsch-
  ool; now his only wish is to avenge himself 
  on the tannain who destroyed his family.
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Shooting d10, Fighting d6, Gam-
  bling d6, Stealth d8, Climbing d6
  Cha: +2; Pace: 6; Parry: 6/5; Toughness: 4
  Hindrances: Death Wish, Habit - Alcohol 
  (Minor), Vengeful - Tannain (Minor)
  Edges: Quick Loader (Reload musket in 
  one round)
  Gear: Brown Bess musket (10/20/40, 
  2d8, ROF 1, AP 1, 2 actions to reload), 
  bayonet (Str+d6, 2H, Reach, Parry+1)
  Brianna Kling, Bastelin Tinker 
  Mage
  For many years, Brianna has been fascinated by 
  the artifacts of the ancient world that her parents’ 
  trade caravan encountered in its travels through-
  out the Rahelian Empire and the Isetian Protec-
  torates.  Undersized and a bit socially inept, she 
  always felt like a bit of an outsider in the caravan.  
  In Peterborough, she encountered a Tinker Mage 
  from the Greatschool who showed her some of the 
  wonders possible to create from these 
  artifacts, and she was hooked.  Now 
  she wants nothing more 
  than to collect as many of 
  these artifacts as possible, 
  and render them into won-
  ders of magic like her finest 
  creation, the Battle Buddy ™.
  Attributes: Agility d6, Smarts 
  d8, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Weird Science d8, 
  Fighting d4, Repair d8, In-
  vestigation d6, Notice d6, 
  Knowledge (Arcana) d8
  Cha: 0; Pace: 6; Parry: 5/4; 
  Toughness: 5/4
  Hindrances: Small, Greedy (Mi-
  nor), Quirk (Talks to Self)
  Edges: Arcane Background: 
  Weird Science, New Power
  Note on Statistics Blocks: In some statistics blocks, Parry 
  or Toughness will appear with two values (e.g. August Fie-
  ro’s Parry of 6/5). The first value includes normally-carried 
  equipment and normally-present armor, while the second 
  is the value without armor or equipment. For example, Au-
  gust’s Parry is 5 from his Fighting skill of d6, but when he is 
  using his primary weapon, a Brown Bess musket with bayo-
  net, he receives a +1, taking Parry to 6.)
  Gear: Leather armor (+1 Torso/
  Limbs), spear (Str+d6, 2H, Reach, 
  Parry +1), tool kit
  Powers (10 PP each): Lightwand 
  (light), Battle Buddy (summon ally)
  
  Heroes of Peterborough
  15
  Lady Viriginia Hill, Human Psionic
  Lady Virginia is the heir to a noble fam-
  ily with holdings north of Peterborough. 
  When she showed signs of psionic gifts, 
  sending her to the Greatschool was the ob-
  vious choice.  As a pampered heiress, Lady 
  Virginia never had to do any manual work, 
  and so is completely inept at it; she views it 
  as work for inferiors.  She also subscribes 
  to an unpopular school of thought 
  that psionics is the most funda-
  mental of all the arcane disciplines, 
  which simply adds to her aristocrat-
  ic arrogance.
  Attributes: Agility d6, Smarts d8, 
  Spirit d4, Strength d6, Vigor d6
  Skills: Psionics d10, Riding d6, 
  Fighting d6, Persuasion d4, Knowl-
  edge (History) d6, Knowledge 
  (Religion) d6, Taunt d6
  Cha: 0; Pace: 6; Parry: 6/5; Tough-
  ness: 6/5
  Hindrances: Arrogant, Stubborn, 
  All Thumbs
  Edges: Arcane Background: Psionics, 
  Noble
  Gear: Leather armor (+1 Torso/
  Limbs), pot helmet (50% chance of 
  +3 Head), rapier (Str+d4, Parry +1), 
  flintlock pistol (5/10/20, 2d6+1, ROF 
  1, 2 actions to reload)
  Powers (15 PP): fear, stun, blind
  Peter Burnes, Adharcan Trea-
  sure Hunter
  Peter has always known what he want-
  ed out of life – wealth, and lots of it.  
  Born to a family of weavers, he spent 
  his youth running with a dangerous 
  crowd – some say worshippers 
  of the trickster god Stein.  On 
  attaining adulthood, he immedi-
  ately applied to the Greatschool to study at the feet 
  of the great treasure hunters of the Campion fam-
  ily.  Peter has an enormous hunger for knowledge 
  and a nearly equal hunger for treasure.  From the 
  troubles of his youth, he is hesitant to start a 
  fight, and tends to fight defensively when he 
  can – but do not mistake that hesitancy for 
  lack of skill.
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d4, Vigor d6
  Skills: Notice d6, Repair d8, Fight-
  ing d6, Knowledge (History) d6, 
  Lockpicking d6, Stealth d6, Inves-
  tigation d6, Survival d6, Tracking 
  d6
  Cha: -2; Pace: 6; Parry: 7/5; 
  Toughness: 6 
  Hindrances: Curious, Greedy 
  (Minor), Pacifist (Minor)
  Edges: Alertness, McGuyver
  Gear: Buckler (Parry +1), rapi-
  er (Str+d4, Parry +1), lockpicks
  Lewis Hawkins, Aleulama Priest 
  of Iset
  Lewis is a wandering aleulama who 
  has been serving Iset’s will for near-
  ly 80 years, and has met her in 
  person several times.  While ut-
  terly devoted to his mistress, 
  he also has a pragmatic view 
  of her and is highly focused 
  on accomplishing the 
  tasks she sets.  As such, 
  he approaches danger-
  ous situations with 
  patience and cau-
  tion, because he will 
  not permit his mis-
  sion to fail.
  Attributes: Agility d6, Smarts d8, 
  Spirit d8, Strength d4, Vigor d4
  Skills: Persuasion d6, Miracles d10, 
  Intimidation d4, Fighting d4, Shoot-
  ing d4, Healing d6, Knowledge (Re-
  ligion) d8, Riding d6, Investigation 
  d8, Notice d6 (+2 to detect lies)
  
  Heroes of Peterborough
  16
  Cha: 0; Pace: 5; Parry: 6/4; Toughness: 5/4
  Hindrances: Elderly, Cautious, Hard of Hearing 
  (Minor)
  Edges: Arcane Background: Miracles
  Gear: Rapier (Str+d4, +1 parry), sling (4/8/16,  
  ROF 1, Str+d4), buckler (+1 parry), 20 sling 
  stones
  Powers (10 PP): Wind Arrow (bolt), Sense/Hide 
  Magic (detect/conceal arcana), Shield of Air (de-
  flection), Cure (healing).
  Argelia Fluharty, Tannain Mercenary
  Life in an isolated swamp village didn’t suit Arge-
  lia “Flu” Fluharty, and she left home at an early 
  age to join a mercenary company.  Fresh from the 
  battle between Peterborough and Groton, she has 
  developed a reputation as a vicious fighter, wield-
  ing an axe in each hand with blinding speed.  Flu 
  is looking to build her reputation and offered her 
  services to the Greatschool’s Chancellor of Acqui-
  sitions.  Flu is highly excitable, and therefore has 
  a really hard time keeping secrets.  Despite her 
  Tannain origins, she and her crocotta companion 
  MacTavish have become a trusted part of Peter-
  borough’s Greatschool community.
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  Strength d8, Vigor d6
  Skills: Fighting d10, Shooting d8, Throwing d8, 
  Intimidation d6, Boating d4, Swimming d4
  Cha: -4; Pace: 6; Parry: 7; Toughness: 9/5
  Hindrances: Bloodthirsty, Big Mouth, Quirk (Ac-
  cent)
  Edges: Beast Master, Ambidextrous, Two Fisted
  Gear: Chain hauberk (+2), pot helm (+3), axe (2) 
  (Str+d6), bow (12/24/48,  ROF 1, 2d6), 10 arrows, 
  whetstone, flint and steel, crocotta companion 
  (MacTavish)
  Fran Stern, Illuminated Champion of Iset
  Those illuminated who choose religious service are 
  always devoted warriors for their gods, and Fran is 
  no exception.  Her inner fire burns especially hot 
  against the devotees of Tivoli, who slew her old-
  er brother horribly 13 years ago.  She has devoted 
  herself to the study of arms, attending the Great-
  school of Perburgh to build her ability and appren-
  tice with some of the best fighters in the land.  She 
  has sworn an oath of poverty until her brother’s 
  death is avenged.  Serious, driven, and motivated, 
  she has few friends, but holds that handful very 
  close.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d8, Miracles d6, Persuasion d6, 
  Intimidation d6, Riding d6, Throwing d6, Climb-
  ing d6
  Cha: -2; Pace: 6; Parry: 7/6; Toughness: 8/5
  Hindrances: Code of Honor, Poverty, Vengeful 
  (Minor, Tivoli)
  Edges: Arcane Background: Miracles,  Champion
  Gear: Plate corselet (+3), pot helm (+3), longsword 
  (Str+d8), buckler (Parry +1), whetstone, flint and 
  steel, 2 torches
  Powers (15PP): Iset’s Blessing (boost trait), Ward 
  of Iset (armor), Illumine (light), Cure (healing).
  Ronald Smith, Inganna Wizard
  Unlike most Inganna, Ronald lives openly, having 
  “come out” to his comrades on their first expedi-
  tion.  He has also converted and shows every sign 
  of devout worship of Iset, arch nemesis of his god-
  dess of origin, which helps the locals of Peterbor-
  ough to accept his necessity of daily consumption 
  of living flesh (he generally eats fish or chicken).  
  Because of his flesh-hunger, he generally has one 
  or two live chickens in his pack at all times.
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Spellcraft d8, Knowledge (Ar-
  cana) d6, Intimidate d6, Investigation d6, Notice 
  d6, Streetwise d6, Persuasion d6
  Cha: +2; Pace: 6; Parry: 5; Toughness: 6/5
  Hindrances: Loyal, Curious, Quirk (Chickens)
  Edges: Arcane Background: Magic,  Power Points
  Gear: Leather armor (+1), longsword (Str+d8), 
  backpack, journal, Vicious Claws (p. 9)
  Powers (15 PP): armor, bolt (frost), elemental 
  manipulation
  
  Equipment
  17
  Equipment
  “That’s a nice-looking musket you’ve got there,” Brianna rumbled to August as the Sherzi carefully 
  scrubbed out the bore with his ramrod and a coarse cloth.
  August grunted. “Betty here has seen a lot of action. Like to see more, where we’re headed. So long as 
  it’s Tannain scum.”
  “Like our boon companion Argelia, you mean?” asked Lady Virginia.
  “Best she stay out of my sights,” August muttered, just loud enough for the other two to hear.
  Adventuring Gear
  Item                                       Cost ($)   Weight          Item                                       Cost ($)   Weight
  Backpack 
  Bedroll
  Blanket
  Candle (provides light in 
  2” radius)
  Canteen
  Crowbar 
  Flask (ceramic) 
  Flint and Steel 
  Grappling Hook 
  Hammer 
  Lantern (provides light in 
  4” radius) 
  Lockpicks 
  50
  25
  10
  1 
  5 
  10
  5
  3
  100
  10
  25
  200
  2
  4
  4
  1
  1
  2
  1
  1
  2
  1
  3
  1
  Manacles
  Oil (for lantern; 1 pint)
  Quiver (holds 20 arrows/
  bolts)
  Rope (10”)
  Shovel
  Soap
  Tool Kit
  Torch (1 hour, 4” radius)
  Whistle
  Whetstone
  15
  2
  25
  10
  5 
  1
  200
  5 
  2 
  5
  2
  1
  2
  15
  5
  1/5
  5
  1
  –
  1
  
  Equipment
  18
  Clothing                                       Food
  Item                                       Cost ($)   Weight          Item                                       Cost ($)   Weight
  Hiking Boots 
  Normal Clothing 
  Formal Clothing 
  Winter Cloak
  Winter Boots 
  100
  20
  200
  200
  100
  –
  –
  –
  3
  1
  5
  15+
  10
  1
  –
  5
  Cheap Tavern Meal
  Good Meal (restaurant)
  Trail Rations (5 meals; 
  keeps 1 week)
  Animals and Tack                                
  Item                                       Cost ($)   Weight 
  Horse
  War Horse 
  Saddle
  Elaborate Saddle
  War Horse Barding (+3)
  Mule
  300
  750
  10
  50
  1250
  250
  –
  –
  10
  10
  30
  –
  Hand Weapons
  Item                                  Damage     Cost ($)          Weight     Notes
  Blades and Flails
  Bastard sword
  Dagger
  Great Sword
  Flail
  Great Flail
  Katana (ancient)
  Light Flail
  Long Sword
  Rapier
  Short Sword
  Axes and Mauls
  Axe
  Battle Axe
  Great Axe
  Maul
  Warhammer
  Pole Arms
  Halberd
  Lance
  Pike
  Staff
  Spear
  Str+d8
  Str+d4 
  Str+d10 
  Str+d6 
  Str+d8
  Str+d6+2 
  Str+d4
  Str+d8 
  Str+d4 
  Str+d6
  Str+d6
  Str+d8 
  Str+d10 
  Str+d8 
  Str+d6
  Str+d8 
  Str+d8
  Str+d8 
  Str+d4
  Str+d6
  350
  25
  400 
  200
  600
  1000 
  150
  300 
  150 
  200 
  200
  300
  500
  400
  250
  250
  300
  400
  10
  100
  10
  1 
  12
  8 
  25
  6 
  6
  8
  3
  4
  2 
  10 
  15 
  20
  8
  15 
  10
  25
  8
  5
  Parry –1, can be wielded in two hands 
  for +1 damage
  Parry –1, 2 hands
  Ignores Shield Parry and Cover bonus
  AP 2 vs. rigid armor, –1 Parry, 2 
  hands, ignores Shield/Weapon Parry 
  or Cover bonus
  Ignores 1 point of Shield/Weapon Par-
  ry or Cover bonus
  Includes scimitars
  Parry +1
  Includes cavalry sabers
  AP 1, Parry –1, 2 hands
  AP 2 vs. rigid armor, Parry –1, 2 
  hands
  AP 1 vs. rigid armor (plate mail)
  Reach 1, 2 hands
  AP 2 when charging, Reach 2, only 
  usable in mounted combat
  Reach 2, requires 2 hands
  Reach 1, 2 hands
  
  Equipment
  19
  Armor and Shields
  Item                                       Bonus    Cost ($)          Weight   Notes
  Leather
  Reinforced Leather
  Chain Hauberk
  Reinforced Chain
  Plate Corselet
  Plate Arms
  Plate Leggings
  Pot Helm
  Steel Helmet
  Small Shield(Buckler)
  Medium Shield
  Large Shield
  +1
  +2/+1
  +2
  +3/+2
  +3
  +3
  +3
  +3
  +3
  -
  -
  -
  50
  200
  300
  700
  400
  200
  300
  75
  150
  25
  50
  200
  15
  20
  25
  40
  25
  10
  15
  4
  8
  8
  12
  20
  Covers torso, arms, legs
  Covers torso, arms, legs; 1 point of 
  Armor bypassed if hit with a Raise
  Covers torso, arms, legs
  Covers torso, arms, legs; 1 point of 
  Armor bypassed if hit with a Raise
  Covers torso
  Covers arms
  Covers legs
  50% coverage for head shots
  Fully enclosed, covers head
  +1 Parry
  +1 Parry, +2 Armor to ranged shots
  +2 Parry, +2 Armor to ranged shots
  Ranged Weapons
  Item                                Range           Damage   Cost ($) Weight Min Str  Notes
  Muscle-Powered
  Axe, Throwing
  Bow
  Crossbow
  Longbow
  Knife/Dagger
  Sling
  Spear
  Black Powder
  Flintlock Musket
  Blunderbuss
  Flintlock Pistol
  Siege
  Ballista
  Bombard
  Bore
  Catapult
  -- Boulder
  -- Incendiary
  Ram, Frame Mounted
  Ram, Hand-Carried
  Siege Tower
  Trebuchet
  -- Boulder
  -- Incendiary
  3/6/12
  12/24/48
  15/30/60
  15/30/60
  3/6/12
  4/8/16
  3/6/12
  10/20/40
  10/20/40
  5/10/20
  25/50/100
  50/100/200
  -
  50/100/200
  50/100/200
  -
  -
  -
  25/50/100
  25/50/100
  Str+d6
  2d6
  2d6
  2d6
  Str+d4
  Str+d4
  Str+d6
  2d8
  1-3d6
  2d6+1
  3d8
  3d8
  2d6
  4d6
  2d10
  2d6
  2d6
  -
  3d8
  2d10
  75
  250
  500
  200
  25
  10
  100
  3000
  3000
  1500
  Bonus
  +3
  +2
  +3
  +3
  +3
  +2
  +2
  +2
  +2
  +2
  2
  3
  10
  5
  1
  1
  5
  15
  12
  3
  Crew
  2
  3
  6
  6
  6
  6
  12
  12
  4
  4
  d6
  d6
  d8
  d6
  d6
  d6
  Reload
  1
  2
  -
  2
  2
  -
  -
  -
  1
  1
  AP2; 1 action to reload
  2 actions to reload
  2 actions to reload; 3d6 
  damage at short range, 
  2d6 at medium, 1d6 at 
  long
  2 actions to reload
  AP4
  Black powder, HW
  AP 10, HW
  AP10, MBT, HW
  LBT
  AP6, HW
  AP4, HW
  Pace 3, 30 troops
  AP4, SBT, HW
  MBT
  Incendiary siege weapons give everything in the impact area a chance of catching fire.
  Rams and bores increase damage +1d6 per turn up to 4d6.
  
  THE NINE GODS
  20
  The Nine Gods
  Lewis Hawkins sipped his tea and gestured with the mug. “Now, Iset holds my oath and faith, as is 
  good and proper for an aleulama, but I’ve walked this earth many years. I’ve encountered noble fol-
  lowers of all of the four - and black priests of Iuno and Tivoli as well.  Stein? Well, I’ve lost a few games 
  of chance that I suspected weren’t as chancy as all that, so perhaps his followers too.”
  The number of gods living before the War of the Gods is unknown, but in the aftermath, nine survivors 
  emerged and began the reconstruction of civilization, each in his or her own way. The gods are not 
  distant presences - they appear regularly to their worshippers to provide guidance and direction, but 
  almost never intervene directly with their own powers.
  The Four
  Iset
  Goddess of Justice and Learning
  Colors: Blue and silver
  Symbol: Scales with a book on each pan
  Clergy: Lorewardens
  Iset is the patron goddess of many cities, and represents learning, wisdom, and just rule.  Her do-
  mains tend to be relatively peaceful, but the punishments for heresy, especially worship of the devil or 
  demon gods, can be harsh.  Legends tell of Iset taking Jonas and Edward as lovers, and of her rivalry 
  with Rahel and bitter hatred of Turlough and Tivoli. Relics of Iset often include books and scrolls, but 
  relic weapons are not unheard-of.
  
  THE NINE GODS
  21
  to Stein, and has an established rivalry with Iset.  She is also a ruthless foe of Turlough.  Rahel’s Judges 
  focus on bringing civilization and order to the wild places of the world, by force if need be, and often 
  involve themselves in the politics and expansion efforts of their home cities. Rahelian relics generally 
  run to weapons and armor.
  The Church of the Four
  Colors: Blue, gold, green and red
  Symbol: A square with one side in each color
  Clergy: Priests/Priestesses of the Four
  Edward
  God of Mages and Psychics
  Colors: Gold and blue
  Symbol: Staff with a star at one end
  Clergy: Lightbringers
  Edward is the patron of mages and psychics, of mystics of all sort.  Myth states that he created the first 
  spells and taught them to the first wizards.  Edward is reputed to be Iset’s lover and strong right hand, 
  but rarely acts as patron of any known cities in his own right.  Edward’s Lightbringers are often con-
  cerned with recovering lost knowledge of the ancient world, as well as with researching new spells and 
  applications of magic.  Edward is known as a bitter enemy of Iuno and Vered. Edward’s relics generally 
  consist of powerful crafted magic items, often with a permanent glow.
  JONAS
  God of Tinkers and Alchemists
  Colors: Green and grey
  Symbol: Crossed hammer and wand
  Clergy: Brightworkers
  Of the Four, Jonas is perhaps the most mysterious, rarely appearing to even his most devout worship-
  ers. Acolytes and temples of Jonas are rare, and legends of his deeds sparse.  He is reputed to be the 
  second of Iset’s lovers and to have a romantic relationship with Edward as well. Jonas is known to be 
  the patron of tinkers, alchemists, and engineers of all sorts, but his relations with the other gods are 
  unclear.  Relics of Jonas appear usually as relics of the ancient world, empowered with permanent abil-
  ities.
  Rahel
  Goddess of Law and War
  Colors: Red and silver
  Symbol: Gavel
  Clergy: Judges
  Rahel is the most warlike of the Four, and her cities tend to expand aggressively.  A loose assemblage of 
  Rahelian cities forms the Rahelian Empire, but the cities within the empire struggle against each other 
  about as often as against outsiders.  Rahel is the patron of law and war, and her cities tend to be orderly 
  and well-defended, sometimes at the expense of the people living in and around them.  Rahel is married 
  
  THE NINE GODS
  22
  The Church of the Four worships all four of the divine gods and goddesses, with some Priests favoring 
  one or the other but no bias on the part of the Church as a whole.  As a result, the Church and the Priest-
  esses form a bridge between the Isetian and Rahelian cities, and often act as mediators or speak for an 
  end to conflicts.  Priests also pursue the study of many topics and often train teachers for children’s 
  schools in the more advanced areas.  
  The Five
  Stein
  God of Luck and Greed
  Colors: Grey and silver
  Symbol: Coin
  Clergy: Jesters
  Stein is the least malevolent of the Five, more of a trickster and mischief-maker than a malign influ-
  ence.  Stein has few open followers, although merchants and other tradesmen often toss a coin in his 
  honor when wishing for luck on a deal.   However, most large cities have a Rogue’s Congregation, a 
  secret assemblage of thieves, assassins, and confidence artists, where Stein’s Jesters reign.  Stein is Ra-
  hel’s husband, but does not support her efforts - indeed, legends say that he often frustrates her ambi-
  tions in the hopes that she will pay him more attention.  Stein has no reputed enemies among the gods, 
  but all are suspicious of his capricious nature. Stein has few relics; those known include dice and coins.
  Turlough
  Demon God of Tyrants and Blood War
  Colors: Orange and red
  Symbol: Bloody ax
  Clergy: Bloodwardens
  Turlough is the patron god of the adharcans, and charges them with conquest and rule of the ancient 
  cities.  His Bloodwardens promote conquest and warfare against the humanoid races, and he is the pa-
  tron of many cities.  Turlough is reputed to have an adharcan wife of great stature and power, and also 
  to be the occasional lover of Vered, and as the latter to have some command of Vered’s monsters.  He is 
  an enemy of all of the Four, but especially of Iset and Rahel, whom he views as rivals for control of land 
  and resources. Turlough’s relics include axes, skulls of slain enemies, and hides with magical properties.
  
  THE NINE GODS 23
  Tivoli
  Devil Goddess of Lust and Torment
  Colors: Purple and gold
  Symbol: Whip
  Clergy: Dark Masters/Mistresses
  Tivoli is patroness of lust, torment, and perversion.  She is never worshiped openly, but her acolytes 
  are found hidden within the power structures of many cities, pandering to the dark desires of the 
  elites.  Tivoli has reputedly slept with all of the Nine except Iset, and is obsessed with compelling Iset to 
  her bed for that reason. Tivolian relics generally include instruments of torture.
  Vered
  Demon God of Beasts and Destruction
  Colors: Green and red
  Symbol: Jagged fang
  Clergy: Chaosbringers
  Vered’s domain is monsters, and he has few worshipers among humanoids or adharcans; even many 
  tannain choose to follow the saner worship of Turlough.  Legends describe Vered as capricious and 
  mad, delighting in chaos and destruction, and filled with hatred for beauty and grace. Vered has few 
  relics, and those known generally consist of humanoid skulls.
  Iuno
  Devil Goddess of Disease and Death
  Colors: Black and grey
  Symbol: Black skull
  Clerics: Deathsworn
  Iuno is the most feared of the Nine, and legend holds her responsible for the great plagues and destruc-
  tion that annihilated the ancient world.  She is the patroness of the undead, her Deathsworn building 
  armies of skeletons, zombies, and more fearsome creatures to command the ruins she helped create. 
  Iuno’s relics are usually medical instruments of the ancients, imbued with deadly curses.
  
  GAZETTEER
  24
  Post-Apocalypse Society
  The presence and influence of the Nine Gods has 
  a profound influence on the society of Children of 
  the Apocalypse.  In many regions, rulers are part 
  of an official religious system in which religious 
  law informs secular practice.  Most people follow 
  one or more gods faithfully; agnostics and atheists 
  are rare indeed.  The least religious stance that one 
  normally encounters is a belief that the business 
  of the gods is their own, and people should man-
  age their own lives.  Even this degree of unbelief, 
  however, can cause social shunning in many com-
  munities.
  The patron god of a dominion or city-state has a 
  great deal of influence over the social structure, 
  industries, ambitions, and legal processes in that 
  area.  Isetian cities tend to emphasize learning 
  and order, but also to punish forays into forbid-
  den knowledge or worship of the devil and demon 
  gods harshly.  Isetian cities are more egalitarian 
  than most, with the ruler (“Lord Protector”) cho-
  sen from prominent families by the church.  They 
  generally have a wide range of trades and empha-
  size self-sufficiency.
  Edwardian cities are rare, but tend to have some 
  of the best psychic and magic practitioners.  Most 
  are hidden and practice deliberate isolationism, 
  even though it deprives them of many goods that 
  other cities have routinely available.  They make 
  up for this lack with the extensive use of powers.  
  Their ruler, “The Senior”, is chosen from the most 
  experienced adepts in the city.  Laws emphasize 
  non-interference with others, and The Senior has 
  the ability to exile offenders, which is the most 
  common punishment.
  Jonasite cities are also far less common than Ise-
  tian.  They attract artificers and tinker mages, and 
  their leader, a “Guildmaster”, is chosen from and 
  by the heads of the various guilds.   They foster in-
  dustry, trading finished products for raw materials 
  furnished by Isetian or Rahelian cities.  The legal 
  code in Jonasite cities tends to be very similar to 
  that of Isetian cities.
  Rahelian cities emphasize conquest, whether by 
  military or commercial means.  They are aggres-
  sively capitalist and generally maintain dispropor-
  tionately large standing armies compared to other 
  cities.  Law codes tend to be harsh.  Most Rahelian 
  cities in the East belong to the Rahelian Empire, 
  and their rulers’ titles follow a feudal hierarchy 
  from Barons up to the Emperor himself.
  Turloughish cities tend to be adharcan strong-
  holds.  They are rough but often honorable sorts, 
  with ritual combats as a major form of worship.  
  Turlough’s followers tend to the warlike, but also 
  support order; they have been known to ally with 
  Rahelian or Isetian cities from time to time.  Most 
  Turloughish cities are located in ruins, and mon-
  ster husbandry is a major occupation for them.
  None of the other gods have large dominions un-
  der their sway, although occasional strongholds or 
  small fiefs might follow them.  Iuno’s dominions 
  are lands of the dead, usually ruled by a powerful 
  necromancer or liche.  Stein’s are thieves’ hide-
  aways or keeps of robber barons.  Any territory 
  holding allegiance to Vered will be ruled by power-
  ful monsters and extremely hostile to humanoids.  
  Tivoli almost always prefers to operate in secret, 
  but occasionally might support a hidden fortress 
  not unlike the Edwardian cities.
  The equalizing power of magic and the leading 
  role of female gods has reduced the difference in 
  gender roles post-apocalypse; while warriors tend 
  a bit more towards male, rulers, merchants, and 
  adepts of all sorts are fairly evenly split between 
  men and women.  Noble titles like Lord or Baron 
  are considered genderless. Social standing tends 
  to follow learning and wealth, with the propor-
  tional importance of each varying from domain to 
  domain.
  
  GAZETTEER 25
  Boston and Environs Gazetteer
  Ruins
  Boston
  The ruins of Boston are a battlefield; adharcan, un-
  dead, and humanoid forces have all tried to claim 
  control over them at one time or another, and none 
  has succeeded in driving out the concentration of 
  Vered’s beasts that still occupy the city.  Dragons 
  and drakes are some of the most formidable oppo-
  nents there, but many other monsters occupy the 
  city.  Currently, the adharcans of Haverhill, the 
  undead of Salem, and the Isetians of Plymouth all 
  mount expeditions to the city on a regular basis, 
  but none has built the strength to capture it once 
  and for all.  Boston lies on the coast on a broad 
  harbor, and was most likely a port city in the an-
  cient world.  Many towering structures still stand, 
  occasionally crumbing into ruin as their supports 
  fail.
  Major Features:
  Charles River: the Charles cuts through the center 
  of the ruin, spanned by two bridges that still stand 
  – barely.  The Charles is widely rumored to be poi-
  soned by the ancient plague that destroyed Boston 
  and most consider its waters unsafe to drink.
  Dragongard: in one of the larger remaining 
  structures about a mile inland from the harbor, a 
  dragon rules a small cult of tannain.  The tannain 
  have a community in an adjacent ruin and guard 
  the only land-based access to the dragon’s tower.
  Eldhall: this ancient low-slung complex of struc-
  tures near the waterfront is reputed to contain a 
  priceless artifact, but the density of hostile crea-
  tures nearby is so large that no adventurers or 
  treasure hunters have ever returned from an ex-
  pedition to explore it.
  The Obelisk: across the river from Boston is an 
  ancient obelisk of enormous size.  The purpose 
  and origin of this obelisk remains a mystery.
  Bethcen: this complex of structures further in-
  land from Dragongard contains a wide range of 
  ancient artifacts, many of significant power for 
  Tinker Mages.  Despite a significant infestation 
  of zombies, the site is a popular target for trea-
  sure hunters.
  The Mire: near Eldhall is a great mire surround-
  ed by crumbling ruins.  Giant creatures inhabit 
  the mire, hunting in the nearby ruins and posing 
  a major hazard to explorers.
  
  GAZETTEER
  26
  Lowell
  The ruins of Lowell have been emptied of most of 
  their treasures as well as most of their adversar-
  ies; the ruins are in sufficiently poor shape that, 
  thus far, no organized group has chosen to occupy 
  them.   A few items of value may be hidden here 
  and there among the ruins, however.
  Major Features:
  Merrimack River: the Merrimack runs north of 
  Lowell, dividing it from the smaller ruin known as 
  Dracut.  The Merrimack is a large and relatively 
  swift river, and most bridges that once spanned it 
  have collapsed. The only remaining span is High-
  bridge, controlled by the adharcans of Haverhill. 
  Boating is the common method to cross the riv-
  er. The large monsters that occupy the Merrimack 
  make swimming dangerous.
  Ancient Library: among a cluster of ruins just 
  south of the Merrimack is an ancient library.  
  While its purpose is clear from the shelving and a 
  few remaining rotten scraps of books, the contents 
  have long since succumbed to the ravages of time.
  The Pit: this large building on the river appears to 
  once have been a coliseum for gladiatorial battle 
  or similar entertainment.  The Pit gets its name 
  from a group of Turloughite adharcans that briefly 
  inhabited Lowell about 80 years ago and used the 
  Pit for judicial and religious combat.
  Fort Apt: in the center of Lowell, surrounded by 
  the muddy remains of ancient moats, the remains 
  of fortress walls guard a small island.  The history 
  of Fort Apt is lost, but it appears to be an impro-
  vised creation, using materials from the surround-
  ing ruins to build walls.  The moats, however, seem 
  older and may have been present at the time of the 
  War of the Gods.
  Salem
  Salem is one of the most dangerous areas outside 
  Boston.  Ruled by the Liche Queen, an ancient un-
  dead Deathsworn of Iuno, the ruins contain large 
  numbers of zombies, skeletons, ghouls, and oth-
  er necromantic creations, as well as a number of 
  humanoid necromancers and Deathsworn.  Over 
  her centuries of occupancy, the Liche Queen has 
  directed her minions to build fortifications around 
  the core of the ruins, making Salem almost im-
  pregnable.
  Major Features:
  Fortress walls: the outer walls surrounding Salem 
  are a hodgepodge of different materials, making 
  them easier than usual to scale; at their top, how-
  ever, regular undead patrols watch for uninvited 
  visitors.
  Liche Queen’s Vault: the Liche Queen herself in-
  habits a hidden vault on the Isle of Many Winters 
  at the northeast corner of Salem.  Her guards and 
  attendants are always present in the vault.  Ru-
  mors persist of a major hoard of treasures and ar-
  tifacts that the Liche Queen has accumulated over 
  her long life. (See page 53 for statistics on the Li-
  che Queen.)
  
  GAZETTEER 27
  Iuno’s Hall: at the western end of Salem is a large 
  temple, one of the few in the world devoted to 
  Iuno.  In this temple captured or slain humanoids 
  are converted into the Liche Queen’s undead min-
  ions.
  Lynnwood:  In this hilly territory southwest of Sa-
  lem, a group of aleulama have settled after their 
  original home was destroyed by Haverhill forc-
  es.  Their settlement is hidden magically and phys-
  ically, but they do hunt and scout the surrounding 
  area.
  Essex: Essex is a small village northeast of Salem; 
  it answers to no deity but there are clerics of Jonas 
  and Edward in the town.
  Nashua
  A powerful necromancer of Iuno has recently tak-
  en up residence in Nashua, having tried and failed 
  to secure a foothold in Boston.  The necromancer, 
  Allen Vincent, is consolidating control over the lo-
  cal undead and looking for fresh bodies to increase 
  his forces, and has therefore taken to raiding both 
  Peterborough and Manchester.  He has nearly 
  2000 skeletons and zombies under his command, 
  as well as several ghost blades, nearly 100 ghouls, 
  75 wights, and 40 young vampires.  He also has a 
  personal bodyguard of 10 grave guardians and 3 
  corpse golems.  His major current ambition is to 
  create a liche as a viceroy, and he is seeking infor-
  mation on suitable magic-users that he could cap-
  ture and sacrifice to that end.
  Major Features:
  The Falls: the necromancer’s base of operations is 
  in a small fort adjacent to a waterfall on the Nash-
  ua River.  The falls and the adjacent lake act as a 
  natural barrier on two sides, and the approach on 
  the other is a mix of marsh and woodlands.
  Allen Vincent
  Attributes: Agility d6, Smarts d10, Spirit d8, 
  Strength d4, Vigor d6
  Skills: Fighting d4, Intimidation d6, Knowledge 
  (Arcana) d6, Notice d8, Spellcasting d10, Persua-
  sion d6, Knowledge (Religion) d6, Boating d4, 
  Riding d6
  Pace:6; Parry: 4; Toughness: 7/5
  Powers (30 PP): Wall of Decay (barrier), Illswarm 
  (blast), Death Arrow (bolt), Aura of Doom (dam-
  age field), Iuno’s Eyes (darksight), Dispel Magic 
  (dispel), Speak to Dead (divination), Ghoul Touch 
  (drain power points), Skeletal Finger (draining 
  touch), Field of Corpses (entangle), Death’s Hor-
  ror (fear), Unholy Dead (zombie)
  Gear: Mace (Str+d6), chain mail (+2), helm (+3), 
  spellbook
  Labyrinth: the center of Nashua is a twisted laby-
  rinth of crumbled structures lying along the south-
  ern banks of the Nashua River.  This labyrinth was 
  once home to a variety of monsters, but Vincent 
  has driven most out in a bid to secure the site for 
  his undead.
  Keene
  This smaller ruin on the Asheulot River has re-
  cently become the home of a small tannain cult 
  who combine worship of Vered with veneration of 
  a being known only as “The Undying”.  This cult 
  has begun to raid the nearby Greatroad between 
  Peterborough and Charlesport as well as some of 
  the outlying farms of Peterborough.
  Isetian Communities
  Charlestown
  Colors: blue and red 
  Arms: blue and red vertical stripes
  Charlestown is a larger city of 60,000, surround-
  ed by a number of fort towns and villages.  The 
  city is split between a high and low town, with the 
  low town running along the riverbank of the Con-
  necticut and the high town above it on a series of 
  bluffs.  Lord Protector Melinda Rawls, a powerful 
  psychic, rules the city and maintains a significant 
  armed force to patrol the frontier (200 knights, 
  400 light cavalry archers, 600 light infantry, 400 
  crossbowmen, 200 musketeers).  Charlestown is 
  not currently beset by any significant opponents - 
  Peterborough to the south, Hanover to the north, 
  and Londonderry to the west are all solidly Isetian 
  territory.  To the east, the ruins of Concord are an 
  adharcan holding, but their numbers are limited - 
  it is basically an outpost of Haverhill.  Melinda is 
  therefore interested in adding Peterborough to her 
  
  GAZETTEER
  28
  dominion as the easiest way to expand Charles-
  town’s protectorate. 
  Merchant interests are opposed to any sort of ac-
  quisitive war because of the potential disruption 
  to trade in the south, down the Connecticut, which 
  passes through Rahelian territory on the way to 
  the sea.  The Tinker’s Guild wants to preserve ac-
  cess to the ruins of Boston, and would support Pe-
  terborough in any conflict (although they would 
  also support maintaining control of the city).  The 
  military supports intervention in military matters, 
  as they feel their troops are growing stale.
  Major Features:
  Protector’s Council: the Protector’s council pro-
  vides advice and aid to the Lord Protector in gov-
  erning Charlestown.  The council consists of two 
  representatives of the merchant class (Kyle Smith 
  and Helen Townsend), the senior Lorewarden of 
  the Shrine of Iset (William Pinkerton), the head of 
  the Brotherhood of Tinkers (Mary Michaud), the 
  head of the Church of the Four (Eileen Fogaren), 
  and the Captain-General of the army (Lawrence 
  Masterson).
  Rogue’s Congregation: Charlestown boasts one 
  of the larger and more active Rogue’s Congrega-
  tions in the area.  Rumor says that those wishing 
  to contact the Rogues or contract for their services 
  should ask for “Short Tom” at a tavern known as 
  the Surly Wench.
  Inn of the Three Dragons: This large inn is the 
  common stop for nobles, adventurers, and wealthy 
  merchants visiting the city, and is well-known for 
  its secret-recipe spicy sausages.
  Charlestown Greatschool: Like all large Isetian 
  settlements, Charlestown boasts a Greatschool, 
  a training ground for warriors, treasure hunters, 
  and adepts of all sorts.  Charlestown’s Greatschool 
  is particularly known for the quality of education 
  of its Tinker Mages.
  Charlesport: Downriver from Charlestown is 
  Charlesport, a small fortified town that provides 
  a base for ferries running from the Old West Road 
  to Charlestown proper.  Charlesport also provides 
  services for merchant barges and ships traveling 
  to and from the Rahelian cities further downriver.
  The Bells: The Bells is a waterfall lying between 
  Charlestown and Charlesport.  A modest settle-
  ment supports a newly-built series of locks allow-
  ing small- to medium-sized vessels to transit from 
  the upper to lower river.
  Peterborough
  Colors: blue and gold
  Arms: gold shield with blue river and brook
  This city of 20,000 is nestled in a shallow valley 
  along the banks of the Contoocook River.  The Old 
  City is walled, with the river and the Nubanusit 
  Brook forming natural moats on two sides.  The 
  third side is a broad arc rising uphill, and just 
  inside this arc is the Protector’s Keep, where 
  Lord Protector Andrew Hobart makes his resi-
  dence.  The River Gate opens on a bridge across 
  the Contoocook, while the Brook Gate opens on a 
  similar, but shorter bridge across the Nubanusit- 
  the latter is protected by a small gate-fort on the 
  opposite bank.   Two landward gates open, one fol-
  lowing each upstream road.
  Market Town lies on the opposite bank of the Con-
  toocook.  Market Town contains shops, farmer’s 
  markets, and inns and taverns for the less-pros-
  perous, as well as small river docks for skiffs and 
  barges.  In earlier years, barges coming upriv-
  er from the nearby ruin of Jaffrey carried a wide 
  range of materials for recycling. Today, Jaffrey’s 
  wealth is largely plundered, and the river trade is 
  modest.  The Old North Road runs through Mar-
  ket Town, one of the roads of the ancients.  To the 
  north, it leads past many farms into wilderness 
  and then to ruined Concord. To the south, it in-
  tersects with the Old West Road, which leads past 
  the allied towns of Dublin and Marlborough to the 
  ruins of Keene.  A fork in the Old North Road leads 
  to the allied domain of Charlestown, whose Pro-
  tector is also a follower of Iset.  To the east, the Old 
  East Road leads to the undead city of Nashua via 
  the outpost town of Wilton. The Old South Road 
  leads eventually to many ruins as well as the Ra-
  hel-controlled city of Groton.  Skirting Nashua by 
  day allows an approach to Dracut, the city across 
  the river from the great ruin of Lowell.
  Across the Brook Gate lies New Town, where the 
  Greatschool occupies a walled compound just 
  north of the old road.  New Town is the dwelling 
  place of nobles and clergy, and also boasts the 
  
  GAZETTEER 29
  Peterborough
  1
  2
  3
  4
  5
  Old East Road
  Old West Road
  Old South Road
  Peterborough Landmarks    1. Protector’s Keep
  2. Church of the Four          3. Shrine of Iset
  4. Greatschool                      5. Market Square
  First Hall of the Four and the Shrine of Iset.
  The Protector maintains a significant armed force 
  of 150 knights, 250 light cavalry archers, 300 pike-
  men, 400 light infantry, 200 crossbowmen, and 
  50 musketeers, about half of which are distributed 
  around the domain in nodal fortifications.  At pres-
  ent, another quarter are camped on the southeast 
  frontier because of ongoing raids from Groton. A 
  state of hostilities somewhere short of war exists 
  between Peterborough and Groton.  The Protector 
  also maintains multiple adepts of various sorts in 
  support of the city and the army.
  Humans, aleulama, and bastelin form the bulk of 
  the citizens of Peterborough, with many ritters 
  dwelling outside the city in the broader domain.  A 
  small colony of sherzi lives upriver of the city and 
  occasionally trades with the city as well. The Lord 
  Protector considers them part of his protectorate.
  Several orders and guilds provide professional 
  support for adepts and warriors.  The Order of the 
  River is the Shrine of Iset’s military arm, while the 
  Lorewardens are the corresponding clergy.  The 
  Order of the Shield is a knightly order specific to 
  Peterborough.  The Judges of Rahel have a pres-
  ence in the town, and the Brotherhood of Tinkers 
  includes both acolytes of Jonas and practicing 
  Tinker Mages.  The Lightbringers are the clergy of 
  Edward, and the Order of Light the assemblage of 
  Mages.  The Seekers are the guild of psychics.
  Major Features:
  Peterborough Greatschool: The Greatschool trains 
  squires, scouts, soldiers, clergy, mages, tinker mag-
  es, and psychics, as well as more general scholars 
  and loremasters of all sorts.  It was founded by the 
  Lorewardens of Iset not long after the construc-
  
  GAZETTEER
  30
  tion of the first hillfort at Peterborough, as survi-
  vors of the plague gathered around more secure 
  points with access to farmlands.  All those trained 
  at the Greatschool must serve the Lord Protector 
  for a year and a day, and many continue in his ser-
  vice long after. 
  Border towns: Marlborough and Wilton guard the 
  outer limits of Peterborough’s dominion along the 
  Old West and Old East Roads respectively.   Both 
  are garrison towns surrounded by a supporting 
  village and farmlands, and both have a knight and 
  a company of regular troops stationed there to 
  keep the peace.
  Ringe: Ringe is typical of many small villages that 
  exist along the periphery of Isetian communities; 
  a small village with a population of 350 and ruled 
  by a squire, it ekes out a moderate existence south-
  west of Peterborough proper and has little interac-
  tion with the large cities around it. The village has 
  a longstanding rivalry with the nearby Rahelian 
  village of Ashton.
  Plymouth
  Colors: blue and silver
  Arms: a silver stone on a blue field
  Plymouth lies on the coast south of Boston and 
  holds around 35,000 inhabitants.  The surround-
  ing area includes a great deal of marshland.   The 
  town is sheltered from the open water by a large 
  sandbar, providing safe anchorage for small ships, 
  although the harbor itself is shallow.  Plymouth 
  has had less concern about military forces, and so 
  its armed forces are smaller than typical for other 
  Isetian communities in the area (50 knights, 200 
  light cavalry archers, 200 pikemen, 300 light in-
  fantry, 250 crossbowmen, and 50 musketeers).   In 
  the past, Plymouth contended for control of Bos-
  ton, but aside from a few scouting missions to en-
  sure no one else has settled there, Lord Protector 
  Katherine Smith has opted to leave the ruins be.
  Plymouth’s walls encompass the harbor and the 
  adjacent land up to a small lake but much of the 
  settlement extends beyond the walls into the sur-
  rounding pine forests.  The boggy and sandy soil is 
  poor for farming but aquaculture combined with 
  ample fisheries provide Plymouth with sufficient 
  foods.  The Plymouth Greatschool is more religious 
  than most and focused on turning out Priestesses 
  of the Four more than warriors or other adepts.
  Major Features:
  The Wooded Way: Plymouth lies along a Greatroad 
  they have named “The Wooded Way”.  The Wood-
  ed Way provides a clear passage to the outskirts of 
  Boston as well as south to Canaltown.  Plymouth’s 
  contingent of light cavalry archers spends the bulk 
  of its time patrolling this road.
  The Stone of Plymouth: Legend says that the 
  founders of Plymouth located the settlement by 
  the glow of this stone.  While its glow has faded 
  with the years, the stone is still a powerful mag-
  ical artifact. Rumors say that it generates a mon-
  ster-repelling aura around the city.
  Canaltown
  Colors: blue and grey
  Arms: a grey bar on a blue field
  Canaltown began as a colony of Plymouth, built in 
  the shadow of the ruins of an ancient bridge span-
  ning a massive canal of the ancients.  Over time, it 
  became a prosperous Isetian community. Because 
  it lacks the traditional Greatschool, Canaltown 
  students instead attend school at Plymouth.  To-
  day, the community numbers around 12,000 in-
  habitants, with a town guard of 300 pikemen.  
  With Plymouth to the north and the canal to the 
  south, Canaltown has been a secure community 
  for most of its existence, and as a result, has be-
  come a center for multiple industries, including 
  weaving, smithing, and tanning.
  Major Features:
  New Bridge: Canaltown engineers have managed 
  to construct a chain bridge spanning the canal us-
  ing the ancient bridge footings.  The chain bridge 
  is only a few years old, and sees most of its use by 
  hunters and scavengers seeking for game or goods 
  south of the canal.
  Smokes: The industrial section of Canaltown, 
  known as Smokes, lies along the canal itself, be-
  low the town proper.  The district is notorious 
  for cheap, questionable food; terrible smells; and 
  
  GAZETTEER
  31
  rough-and-ready law enforcement by the various 
  craft guilds.
  Rahelian Imperial Communities
  Worcester
  Colors: Red and gold
  Arms: A gold bridge on a red field
  The Duke of Worcester, Janet Reardon, rules a 
  large territory from her seat in the formerly ru-
  ined city.  The city itself is quite large, pushing 
  100,000 people, and the Duke’s focus is mainly 
  on scheming for greater influence in the broader 
  Empire.  The Duke maintains a regular military of 
  nearly 3000 soldiers (including a whopping 300 
  musketeers and 250 knights), and can muster 
  more than 10,000 peasant levies if needed.  She is 
  wary of the Count of Orange, who has been taking 
  covert action against her for some time, and has 
  little interest in Groton, which she views as some-
  thing of a flyspeck.  All faiths (including the hid-
  den ones) are well-represented in Worcester, and 
  many adventurers use it as a jumping-off point 
  for exploration of the ruins of Boston, Providence, 
  and Hartford.
  Major Features:
  Lake Quinsigamond: The eastern border of 
  Worcester is a long, slender lake running north to 
  south.   The southern outlet joins the Blackstone 
  River, which flows to the ruins of Providence.  The 
  many streams and brooks feeding the lake provide 
  rich farmland east of Worcester.
  Ducal Palace: The palace of the House of Rear-
  don is a large reclaimed complex of ruins lying in 
  the center of the western shore of Lake Quinsiga-
  mond.  A fortified causeway bridge provides direct 
  access to the eastern shore from the palace; two 
  other bridges for general use span the lake on ei-
  ther side of the walled compound.
  Greatroad: A Greatroad runs along the western 
  border of Worcester, but there is little traffic along 
  it other than local farmers, as one end runs to the 
  sea through largely unpopulated territory and the 
  other into dense wooded hills to the north. 
  Groton
  Colors: red and black
  Arms: black sword on red field
  Groton is the principal city of the Barony of Gro-
  ton, which owes allegiance to the Duke of Worces-
  ter, herself owing allegiance to the Rahelian Em-
  peror.  The Empire is necessarily a bit of a loose 
  assemblage  and local nobles are expected to han-
  dle their own disputes.  Groton has around 33,000 
  people, and musters a significant armed force of 
  200 knights, 300 light cavalry archers, 400 pike-
  men, 500 light infantry, 300 crossbowmen, and 
  150 musketeers.  Levies can produce a force of 
  
  GAZETTEER
  32
  another 3000 peasant infantry as well.  Groton’s 
  Baron, Elizabeth Ross, is limited in her expansion 
  by the undead of Lowell to the east and Rahelian 
  nobles to the west (Count of Orange) and south 
  (Duke of Worcester), and therefore looks to Pe-
  terborough territory as the natural direction of ex-
  pansion.  Groton maintains a significant spy net-
  work in Peterborough, including some who would 
  be willing to conduct assassinations and sabo-
  tage.  The Judges of Rahel exercise great influ-
  ence in Groton, and have nearly stamped out the 
  Rogues’ Congregation there. They have not been as 
  effective at eliminating a cell of Tivoli-worshippers 
  hidden in the city.  Merchants in the city live in 
  fear of the Judges and the Baron and do not exert 
  much political influence.  The only countervailing 
  force in the city is the Church of the Four, which 
  does have significant followers and is attempting 
  to temper the Baron’s ambitions.
  Groton lies on the southern reaches of the Nashua 
  River, providing access to the north and southeast.  
  Nearly all of the city is walled thanks to a program 
  of construction initiated by Baron Elizabeth’s fa-
  ther, the late Baron George.   The surrounding 
  area is a mix of hills and marsh, permitting a wide 
  range of farming.  A small number of iron mines 
  are present in the hills; this allows Groton a native 
  steel industry.
  Major Features:
  Tower of Fogaren: This tower has been home to 
  the wizards of the Fogaren family line for longer 
  than Groton has stood.  Indeed, the first Baron of 
  Groton fought one of the wizards of the line and 
  defeated him to take possession of the area.  The 
  Fogarens are cheerful sorts for wizards and one 
  or more can generally be found in one of Groton’s 
  taverns at any given time.
  Court of Rahel: Groton’s Rahelian church is a par-
  ticularly splendid specimen built during a period 
  when the Barony had found major riches on ex-
  peditions to Boston.  The stained glass windows 
  include glass salvaged from Boston itself, and the 
  Court’s vaults reputedly hold a relic of her power.
  Orange
  Colors: Red and orange
  Arms: Quartered red and orange
  The County of Orange is one of the oldest Rahe-
  lian settlements in the area; it predates not only 
  Groton but Worcester as well.  Originally, it was 
  an independent Rahelian dominion led by a Lord, 
  but the arrival of the much larger Rahelian empire 
  led to a series of skirmishes and negotiations and 
  eventually to the absorption of Orange into the 
  empire as a County.  The central city of Orange 
  has roughly 65,000 inhabitants, most outside the 
  ancient fortifications.  Orange relies on mobile, ag-
  gressive forces rather than static walls for protec-
  tion, and further conscripts adepts of all sorts for 
  military use.  Rumors suggest that the conscripts 
  are controlled by both magical means and mun-
  dane use of hostages and the like.
  In addition to conscripted adepts, the city’s armed 
  forces consist of 500 light horse archers, 300 
  knights, 300 mounted musketeers, and 1000 
  mounted crossbowmen.  These forces patrol the 
  County to prevent any hazards reaching the vul-
  nerable center of the territory.
  Orange straddles the Millers River, a tributary of 
  the Connecticut, and what fortifications it has are 
  on a nearby hill.  The County stretches far to the 
  east and west, following the rivers until it butts up 
  against Groton on the east.
  Major Features:
  Fort Orange: The original fortifications of the 
  County of Orange lie on a low hill east of the city 
  center; the ancient hill-fort is now used primari-
  ly for recruit training of Orange’s large mounted 
  force
  Horse Market: Orange is well-known for its excel-
  lent horse breeding and merchants from all over 
  the area visit the covered horse market on the west 
  side of town.
  The Barracks: The conscripted adepts all live in 
  the Barracks, a stone block building just north of 
  Orange.  The building is quite ominous and a wide 
  range of rumors describe the goings-on inside.
  Turloughite Communities
  Haverhill
  Colors: Red and black
  Arms: Black severed head on a red field
  
  GAZETTEER 33
  Haverhill is the largest Adharcan community in 
  the Boston region, as well as the oldest.  Its ori-
  gins are lost in history, but of all the Turloughite 
  communities in the area, it has done the most to 
  improve the ruins in which it makes its home.  
  Haverhill’s ruin lies along the Merrimack River, 
  one of the largest rivers in the area, and its territo-
  ry extends both north and south of the river.   The 
  current ruler, Queen Candice, is noted for her cru-
  elty. Her depredations on her own people prompt-
  ed the founding of Manchester.  Some rumors 
  suggest she truly follows Tivoli, not Turlough, but 
  the Bloodwardens of Turlough remain a dominant 
  presence in the city.
  Haverhill has a substantial armed force, although 
  recent excursions into Boston have depleted it 
  somewhat.   Its forces include 500 mounted raid-
  ers, 800 polearm infantry, 500 crossbowmen, and 
  1200 light infantry raiders.  Of these, approxi-
  mately a quarter are stationed in Concord, a ruin 
  to the northwest set up as an outpost to counter 
  any expansion in Manchester, and perhaps even-
  tually as a base to conquer it.
  Major Features:
  The Warrens: Among three lakes in the center of 
  Haverhill is a large warren of low buildings.  This 
  warren is the heart of Haverhill, and includes the 
  residences of most of the generals, clergy, and oth-
  er higher-level functionaries.  The Queen’s resi-
  dence is a large tower on the edge of the largest 
  lake.
  Highbridge: The workers of Haverhill carefully 
  maintain this ancient bridge over the Merrimack 
  River.  It is the only crossing of the Merrimack 
  between Manchester and the sea, and thus a key 
  strategic benefit (and risk) for Haverhill’s military.
  Manchester
  Colors: Red and orange
  Arms: Red flames on an orange field
  The self-styled Prince Taskill is an ambitious war 
  leader  who broke loose from the adharcan king-
  dom of Haverhill to establish his own rule in the 
  ruins of Manchester.  His forces eliminated mon-
  sters and undead to conquer the city. In the sev-
  eral years since then, he has been focused on con-
  solidating his rule.  Under arms, he has 200 ogrin 
  heavy infantry, 500 light infantry, 300 wolf riders, 
  and an elite force of 100 Guards including many 
  adepts of various stripes.  The Bloodwardens of 
  Turlough have some presence in the town, but not 
  much, and no undergrounds have had time to es-
  tablish themselves.  Taskill sees Peterborough as a 
  long-term threat but his focus is more on expand-
  ing into Concord than attacking to the West.
  Major Features:
  The Grand Arena: This ancient amphitheater has 
  been repurposed as a battleground for ritual com-
  bat to honor Turlough.  The ribs of a former roof 
  arc over some of the seats and the interior grounds 
  have been filled with sand to provide good footing.
  Hall of the Hunt: This hall was built from the na-
  tive pines and serves as both throne and banquet 
  room for Taskill.  Taskill’s hunting parties provide 
  a wide range of game for the tables, and he often 
  throws lavish feasts for his people.
  The Pens: This large and ancient structure’s orig-
  inal purpose is unknown but Taskill’s people now 
  use the long, low building as housing for their 
  mounts and herd animals.
  York
  Colors: Red and grey
  Arms: Grey warhammer on a red field
  Smaller than Haverhill but larger than Manches-
  ter, York stands between the environs of Boston 
  and the northern dominions of adharcans.  This 
  seaside citadel encircles a small natural harbor. 
  The York adharcans are unusually comfortable 
  with seagoing pursuits, feeding much of the pop-
  ulation on fish and whales.   York’s ruler, a war-
  rior named Ronan Highwater, is a canny survivor 
  of many political infights and has been playing 
  off Queen Candice’s fears of the larger hordes of 
  adharcans and tannain to the north as a means of 
  maintaining his city’s independence of Haverhill.
  Ronan’s forces include 600 pikemen, 300 light 
  infantry skirmishers, 300 mounted raiders, 200 
  crossbowmen and a small force of 50 musketeers.  
  He also maintains several coastal raiding ships, 
  each with a small force of marines aboard.  The 
  city itself is walled, including fortifications just in-
  side the wharf district.
  
  GAZETTEER
  34
  Major Features:
  Fort Neddy: This fortress sits on the cape above 
  York Harbor, commanding the approaches to the 
  harbor and providing a large light for navigational 
  assistance for York’s ocean-going ships.  The for-
  tress is the primary base for the York army.
  Northern Greatroad: Just west of York, this gre-
  atroad runs north into the adharcan dominions 
  and it would be a logical invasion route in either 
  direction, with the fortifications of York proving 
  an asset or obstacle depending on the invader’s 
  ability to enlist Ronan’s aid.
  Taps
  Taps bills itself as an “Adventurer’s Town” - in re-
  ality it is at least as much a safe harbor for brig-
  ands as a base of operations for adventurers seek-
  ing treasure in Boston.  Taps is a fort consisting 
  of a large inn, stables, tavern, and general store 
  (no black powder available, all supplies 2x nor-
  mal cost), all run by a pair of retired sherzi wiz-
  ards.  The town welcomes anyone solvent and 
  doesn’t ask many questions about how they got 
  that way. The wizards ruthlessly enforce their rule 
  of no bloodshed within the walls.  Travelers taking 
  the Greatroad south from Haverhill will see plac-
  ards advertising Taps’ services, including the im-
  plied eponymous beer.   Just about any sort of ad-
  venturer may be found in Taps and it is a common 
  meeting place for parties of adventurers braving 
  either nearby Salem or more distant Boston in 
  search of artifacts.
  Wilderness Areas
  The wilderness surrounding Boston is a mix of 
  bogs and forest, with the forest itself a mix of decid-
  uous and conifer trees, all leavened with a healthy 
  allowance of rocks.  The flood plains around the 
  many rivers and creeks, including the bogs, are de-
  cent farmland.  Most of the area has a varying den-
  sity of ancient ruins but the majority of these are 
  merely depressions in the ground where founda-
  tions once stood, with an occasional scrap of met-
  al, ceramic, or brick the only indication of their 
  former structures.  The wilderness areas grow in-
  creasingly dangerous with distance from civilized 
  towns, with a wide range of creatures inhabiting 
  the area.  Known dangers include harpies, wolves, 
  bandits, jabber birds, and ghouls, with the occa-
  sional dragon or drake sighting as well (see the Al-
  lies and Enemies section for details).
  
  Gamemaster Lore 35
  Gamemaster Lore
  True History
  The world before the fall was essentially identical 
  to 21st century Earth.  In 2027, a group of eugeni-
  cists from a company called Neurowide Biologics 
  sought to enhance intelligence by means of a ret-
  rovirus piggybacked onto a seasonal flu bug, but 
  were unable to obtain approval for clinical trials. 
  They opted instead for clandestine testing on refu-
  gees from the Mediterranean Wars. 
  Unfortunately, the virus mutated, and proved le-
  thal to over 90% of the world’s population.  In a 
  handful of people, however, the retrovirus took 
  and their offspring possessed phenomenal psion-
  ic powers – enough to warp the laws of the uni-
  verse.  All of these beings spent their childhood in 
  the chaos of collapsing civilization - each reacted 
  to this upbringing in his or her own way.  Some be-
  came obsessed with their own survival and com-
  fort at all costs; others sought to rebuild civiliza-
  tion, some by any means, some with themselves at 
  the top, and some to benefit those around them.  A 
  few focused obsessively on their own abilities, 
  seeking to understand them.  Some of them found 
  inspiration in fantasy literature and role-playing 
  games, and as a result, the reality warping powers 
  of the gods became accessible to trained mortals, 
  forming the basis of all types of magic.  Some indi-
  viduals also had lesser versions of these abilities, 
  and trained as psionic adepts.
  This tiny population of immensely powerful be-
  ings quickly came into conflict.  Much of Europe 
  and Africa was devastated by warfare among god-
  like beings with questionable sanity.  A few were 
  destroyed at tremendous cost, often in mutual de-
  struction.  The survivors, the Nine, agreed to lim-
  it their direct action in the world to proxies, out 
  of the fear of the results of a direct conflict.  The 
  plague actually preceded the War of the Gods, but 
  history (strongly influenced by the Nine) recorded 
  things differently.  Over the ensuing half millen-
  nium, the Nine (some more than others) carefully 
  monitored the rediscovery of technology, limiting 
  the biological sciences to ensure that genetic en-
  gineering technology would never present them 
  with a new generation of rivals.
  
  Gamemaster Lore
  36
  Despite the truce, the Nine continue to maneuver 
  for advantage, and most have never given up on 
  the idea of wiping out some or all of their rivals.  
  In approximately 497 A.W.G. (After the War of 
  the Gods), Iset discovered the existence of a pro-
  to-god, an immortal called “The Undying” who 
  had been foretold as a harbinger of the death of 
  gods.  Iset began researching this prophecy, with 
  an eye to ensuring that only her enemies among 
  the gods perished...
  Motivations of the Nine
  After the War of the Gods, the Nine agreed on a 
  non-intervention pact.  They would not act direct-
  ly against each other or their principal followers; 
  their conflicts would play out using proxies.  With 
  only a handful of exceptions, the Nine have main-
  tained this pact over more than 500 years; howev-
  er, they have more than made up for it by manipu-
  lating mortals to do battle on their behalf.
  Iset is the most benign of the Nine, focused on re-
  building a just civilization devoted to the well-be-
  ing of all creatures.  As such, she often finds herself 
  opposed by all of the rest of the Nine in one way or 
  another; to balance the scales, she has taken both 
  Jonas and Edward as lovers, so that they rarely 
  oppose her and often provide support.  Iset is also 
  one of the most interventionist of the Nine, and 
  appears in person frequently to her supporters. 
  Jonas suffers from Asperger’s syndrome, and is 
  obsessed with gadgetry and technology.  Because 
  of his neuro-atypicality, he has difficulty reading 
  people and tends to latch on to a particular proj-
  ect or task with almost complete focus. He is the 
  patron of alchemy and weird science, and lends 
  those abilities to any who share his bent for tech-
  nical learning.  He rarely appears to even his more 
  devoted worshippers, preferring instead to wan-
  der ruined centers of learning searching for new 
  and interesting gadgets. 
  Rahel’s plans are for conquest of the world through 
  order and force, and she has disguised her lack of 
  concern for the humanoids around her by present-
  ing herself as a goddess of law as well as war.  How-
  ever, her respect for order by far outweighs her in-
  terest in the quality of life within that order, and 
  her adherents practice methodical, ruthless con-
  quest.  She interacts regularly with the leaders of 
  her cult and of her aligned cities, and is married 
  to Stein.
  Iuno is the maddest of all the Nine; she became 
  obsessed with death after her family was wiped 
  out by raiders in her late adolescence.  She used 
  her abilities to raise her family, creating the first 
  undead.  Iuno believes that the dead should inher-
  it the earth, and her high devotees work to raise 
  many undead in ruined cities, establishing an ev-
  er-larger empire of death.  Iuno cares little for the 
  living other as fodder for her unnatural creations.
  Edward is a high-functioning autistic man, who 
  was the most fascinated with his own reality-warp-
  ing abilities.  As a result of his autism, he has diffi-
  culty forming relationships with other beings, and 
  tends to be very reserved. He connects very strong-
  ly on an emotional and romantic level with Jonas, 
  but also has a longstanding relationship with Iset. 
  Edward established through force of will the basic 
  rules by which magic operates to this day, and is 
  delighted with watching people explore the rules 
  and systems he created.  He supports Iset firmly 
  and spends a fair amount of time keeping Jonas 
  out of trouble. 
  Stein grew up scavenging for survival, and as a re-
  sult is entirely focused on his own material com-
  forts.  While he is married to Rahel, he secretly 
  wishes she would give him more attention and so 
  enjoys undermining her schemes when he can.  He 
  dislikes her orderly version of the world, and loves 
  scoundrels, thieves, and con men.  While he has 
  no overt church, he has established “Rogue’s Con-
  gregations” in most cities governed by Iset, Rahel, 
  or Turlough. 
  Turlough is the third of the Nine who has a ma-
  jor interest in creating a world order.  He is also 
  one of only two of the Nine born with non-human 
  features, and more closely resembles an unusual-
  ly handsome and large adharcan.  Turlough pro-
  motes conquest, rapine, and pillage by the ad-
  harcans he resembles.  He uses similar methods 
  to Rahel but actually regards the adharcans with 
  more sympathy, and allows them a considerably 
  better life than the majority of serfs in Rahel’s do-
  mains.  Turlough is bisexual and generally keeps 
  an adharcan wife, but also has a longstanding sex-
  ual relationship with Vered. 
  Vered is the other non-human-appearing of the 
  Nine, with a bizarre reptiloid appearance, and 
  is also physically the smallest of the Nine.  He 
  greatly resembles a taller-than-average lizard/
  
  Gamemaster Lore 37
  man with more human features.  Because he was 
  shunned as a child, he has devoted much of his life 
  to creating and unleashing monsters to torment 
  all the peoples of the world.  Only a few of these 
  creatures have ever rebelled against his authori-
  ty, notably the handful of good dragons.  Vered is 
  prone to sexual relations with his creations, in ad-
  dition to his long-standing relationship with Tur-
  lough.  Few humanoids worship Vered. 
  Tivoli’s obsession is her own pleasure, and she sees 
  all sentient beings including the Nine as avenues 
  to that end.  She is a sadomasochist and sexual 
  omnivore who has seduced every one of the Nine 
  except Iset over the last five hundred years, and as 
  a result is obsessed with finding a way to compel 
  Iset into her hands to “complete the set”.  She also 
  boasts of having shared pleasure or pain with ev-
  ery sentient species on earth.  Cultists of Tivoli are 
  hidden in most large cities, conducting forbidden 
  rites in imitation of their mistress. 
  Other Factions
  Hooded Lanterns
  The Hooded Lanterns are a secret society dedicat-
  ed to preserving the knowledge of the pre-plague 
  civilization and to working to preserve humanity’s 
  free will in the face of the gods.  Hooded Lanterns 
  go to great lengths to preserve ancient texts and 
  some even have maintained electrical power to 
  store and duplicate digital records.  Within the 
  Lanterns are two distinct factions, one of which 
  (the Purists) completely eschews the use of any 
  arcane powers out of principle, and the other (the 
  Pragmatists)  which uses them to further the ends 
  of the organization.   Hooded Lanterns have a so-
  phisticated long-range communication network 
  encompassing everything from preserved ham ra-
  dio to carrier pigeons, and can be found in nearly 
  every major city.
  Church of the Four
  The Church of the Four is an ecumenical organi-
  zation with ties to both the Shrines of Iset and the 
  Towers of Rahel.   As such, the Church often finds 
  itself playing the role of middleman between war-
  ring Isetian and Rahelian communities.
  Apocalypse in Your Neighborhood
  Setting Children of the Apocalypse in a future ver-
  sion of Earth provides gamemasters with the op-
  portunity to develop adventures set specifically in 
  their own regions.  The influence of the Nine is felt 
  everywhere, and one sheet adventures or even the 
  full adventure path could potentially be set in oth-
  er parts of the world.
  In the base setting, language has remained rela-
  tively static as a result of the ongoing presence of 
  the gods - they speak 21st century English, there-
  fore so do their worshippers.  Gamemasters wish-
  ing to surprise their players with the nature of the 
  world can, however, alter the language to present 
  an illusion of a different world.
  As a general rule, familiar names should be altered 
  as they might have been through “lazy” speech  
  (Chi-CA-go to CA-ga, BOS-ton to Bast).  Personal 
  names can fit local customs, using present-day lan-
  guage.  Alternate languages are actually preserved 
  old Earth languages (Old Speech – modern En-
  glish; High Speech – Arabic; Wartalk – Hebrew; 
  Adharcan – Irish Gaelic; Roguich – German); 
  these languages stayed in use because the Nine 
  originally spoke them.    For non-English-speaking 
  regions, Old Speech should be an archaic form of 
  the local language.  Campaigns set in Europe, the 
  Middle East, and central Asia should reflect the 
  widespread destruction  caused by the War of the 
  Gods in these regions.  
  
  The Undying Prophecy
  38
  Plot Point Campaign: The Undying 
  Prophecy
  Party Setup
  The characters in the Undying Prophecy begin 
  as Novices just finished with their training at the 
  Greatschool in Peterborough.  As repayment for 
  their schooling, they are bound to serve the Lord 
  Protector for a year and a day, so their early ad-
  ventures arrive as orders.  However, the prestige 
  they gain through success in their first two expe-
  ditions allows them some latitude to pursue areas 
  of interest, and the Lord Protector will generally 
  agree to short leaves of absence unless some crisis 
  grips Peterborough. These leaves of absence allow 
  for additional adventures (see the adventures be-
  low) to build character experience levels for the 
  core campaign.
  Each of the characters also has a special bene-
  fit that plays into the broader story.   Depending 
  on the size of the party, these benefits should be 
  handed out in order as shown below, and the story 
  adjusted as needed if some elements are missing.
  Undying:  This benefit will not become known 
  to the character until he or she is incapacitat-
  ed.  Three rounds after incapacitation, the charac-
  ter is completely healed without scarring or other 
  ill effects.  The character also does not age.
  Ancestral Weapon: The character’s father or 
  mother hands down a bastard sword that has been 
  in the family for several generations.  The weap-
  on begins as a +2 Fighting weapon; at Seasoned, 
  it adds +2 damage.  At Veteran, it adds Improved 
  Sweep, Improved First Strike, or Improved Block 
  - the selection is in that order based on whether 
  the character already has that benefit.  At Heroic, 
  it grants the player the Boost Strength power with 
  Spellcasting skill d10 and 10 power points.  At Leg-
  endary, it goes to +3 on Fighting and damage, and 
  grants the Smite power with the Sonic trapping 
  using the same skill and power points as Boost 
  Strength.  The weapon’s name is “Arrad” (accent 
  on the second syllable).
  Ancient Artifact:  The character’s grandfather 
  passes down a mysterious artifact retrieved from 
  far Boston.  The artifact is in the form of a leather 
  bracelet with a cracked metal and crystal square in 
  the middle.  The artifact begins by conferring a +2 
  Notice bonus by producing an arrow in the crystal 
  whenever the character looks for something.  At 
  Seasoned, the artifact adds Danger Sense (if the 
  character has Danger Sense, add Combat Reflexes 
  or Steady Hands instead).  At Veteran, it adds Im-
  proved Luck (if the character already has Luck or 
  Improved Luck, the benefit stacks).  At Heroic, it 
  grants the Light and Speak Language powers with 
  Spellcasting skill d10 and 10 power points.  At 
  Legendary, it adds the Boost Smarts and Boost 
  Spirit powers using the same Spellcasting skill, 
  and grants 10 more power points.  The artifact is 
  known as the Bracer of Sung.
  Friends in High Places: The character has a close 
  relative who is a senior Lorewarden of Iset, ac-
  tive in the Shrine at Peterborough.  The relative 
  is a veteran level Miracles caster with appropriate 
  miracles, which he or she will use on the party’s 
  behalf.
  Hooded Lantern:  The character is secretly a mem-
  ber of the Hooded Lanterns, and has access to 
  their network of information.  Treat this as a Con-
  nections edge, but one that cannot be used overtly, 
  even with the rest of the party.
  Iset’s Favor:  The character has drawn Iset’s spe-
  cific attention and affection, presumably by good 
  deeds and character.  As a result, the character can 
  use a +2 bonus on any knowledge check once per 
  day, and receives 5 additional power points.  Any 
  activities that compromise this favor will remove 
  the benefit.  This benefit can be adjusted for other 
  gods as needed.
  
  The Undying Prophecy 39
  Expedition – The Ruins of Lowell 
  Peterborough
  The characters are assigned to a small expedition 
  seeking ancient texts in the ruins of Lowell.  They 
  are provided with maps of the ruins, including the 
  rough location of the cache of texts, and a route 
  to the city.  Accompanying the characters is a pair 
  of ritter scouts/light infantry familiar with the 
  route, a Lightbringer of Edward (in command), 
  a mage, a sergeant of the Protector’s Guard, five 
  crossbowmen, and five light infantrymen (sword 
  and shield).  The characters are provided with 
  starting gear appropriate to their profession and 
  have a day’s leave in Peterborough before depart-
  ing.  The journey will be about 45 miles and take 
  about 3 days; pack mules will carry supplies and 
  provisions.
  Human Alba Foley, Lightbringer of Edward
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Climbing d4, Faith d6, Fighting d6, Guts 
  d6, Healing d4, Notice d6, Persuasion d8, Riding 
  d4, Swimming d4
  Pace: 6 Parry: 6/5 Toughness: 7/5
  Hindrances: Heroic; Poverty, Vengeful (minor)
  Edges: Arcane Background (Miracles), Holy War-
  rior
  Gear: Spear (Str+d6 Parry +1, Reach 1, 2 hands), 
  chain armor (+2)
  Powers (10 PP): Cure (healing), Acid Arrow (bolt), 
  Life’s Ward (environmental protection)
  Human Deion Reyes, Mage
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d4, Vigor d8
  Skills: Fighting d6, Intimidate d4, Investigate d6, 
  Knowledge(Magic) d8, Notice d6, Persuasion d6, 
  Spellcasting d8
  Pace: 6 (flying) Charisma: -2 Parry: 5 Toughness: 
  7/6
  York
  Charlestown
  Peterborogh
  Manchester
  5 miles
  Salem
  Haverhill
  Boston
  Plymouth
  Canaltown
  Providence
  Hartford
  Worcester
  Orange
  Jaffrey
  Nashua
  Lowell
  Boston and
  Environs
  
  The Undying Prophecy
  40
  Hindrances: Small, Quirk - Needlessly attempts to 
  prove his superiority over formally educated wiz-
  ards
  Edges: Arcane Background (Magic), Wizard
  Gear: Leather armor (Armor +1), club (Brass 
  Topped Walking Stick; Str+d4), magical supplies, 
  fine clothing
  Powers (10 PP): bolt, deflection, light/obscure
  Ritter Scout Corporals Faith Mason, Sonia 
  Waters
  Attributes: Agility d10, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d8, Notice d8,Shoot-
  ing d10, Stealth d8, Survival d8, Tracking d8
  Pace: 6; Parry: 6; Toughness: 7/6
  Hindrances: Outsider, Cautious
  Edges: Combat Reflexes, Marksman, Woodsman
  Gear: Leather armor (+1), long sword (Str+d8), 
  long bow (Range: 15/30/60, Damage: 2d6)
  Human Crossbowmen (5) (Nutter, Bitfield, Ly-
  hart, Corbett, Quincy) – p. 65
  Ritter Light Infantry (5) (Victor, Kliment, Rich-
  ards, Olive, Sutter) – p. 65
  Nashua
  The characters and the rest of the group spend 
  the first day marching to Wilton, a fort-town on 
  the eastern border of the Lord Protector’s do-
  main.  There they dine with the Captain (Marlena 
  Milton) of the cohort stationed at Wilton, who in-
  forms them of increasing raids from Groton and 
  warns against passing Nashua at night.  As a re-
  sult, the characters make a short march the next 
  day (only half the day) and set up a fortified camp, 
  then make a long march the following day to skirt 
  Nashua.  This forced march requires Vigor rolls 
  to avoid fatigue.  They cross the river at an an-
  cient bridge, where the scouts have hidden rafts, 
  and stop only when they have reached a safe dis-
  tance from Nashua.  That night, the characters are 
  asleep when a force of ritter bandits (p. 67) and 
  Groton crossbowmen (disguised as bandits, p. 72) 
  raid the camp.  The bandits achieve surprise and 
  kill the sentry on that side (Sonia Waters), but not 
  without waking the characters.
  Dracut
  Dracut lies another day’s march from the site of 
  the raid.  It is a largely empty ruin, occupied only 
  by an occasional undead.  The expedition reaches 
  Dracut
  Lowell
  Nashua
  Groton
  Wilton
  Peterborough
  Jaffrey
  
  The Undying Prophecy 41
  a river crossing point where the scouts have cached 
  more rafts about an hour before sunset.  There are 
  three rafts; the first to depart carries the charac-
  ters, and also carries one pack mule, 2 light infan-
  trymen, and 2 crossbowmen.  The second raft has 
  the sergeant, the mage, 1 light infantryman, and 2 
  crossbowmen.  The third has the Lightbringer, the 
  surviving scout, and the remaining soldiers (ad-
  just for casualties from the raid).  About halfway 
  across the Merrimack River, a water elemental at-
  tacks!
  The elemental instinctively attacks the second raft 
  first because it senses that Deion, as a mage, is the 
  greatest threat.  The river is about 500 feet across, 
  and the characters are around 350 feet across 
  when the attack happens.  The rafts’ best speed is 
  around 20 feet per round, so it will take 8 rounds 
  to reach the shore.  The rafts have toughness 10/8 
  and are the elemental’s first target.  Most likely 
  one or both of the NPC rafts will be lost before the 
  river is crossed.  The elemental will not pursue be-
  yond the river.
  Water Elemental
  Attributes: Agility d8,  Smarts d6, Spirit d6, 
  Strength d10, Vigor d10
  Skills: Fighting d8
  Pace: 6; Parry: 6; Toughness: 7
  Special Abilities:
  Elemental: No additional damage from called 
  shots; fearless; immune to disease and poison
  Invulnerability: Water elementals are immune to 
  all non-magical attacks except fire. A torch or lan-
  tern causes them 1d6 damage but is instantly put 
  out if it hits.
  Seep: Water elementals can squeeze through any 
  porous gap as if it were Difficult Ground.
  Slam: Str+d6, nonlethal damage
  Waterspout: Water elementals can project a tor-
  rent of rushing water in a Cone template. This au-
  tomatically puts out any normal fires. Creatures 
  within the cone must make a Strength roll at –2 
  or be Shaken.
  Lowell
  The characters must now make camp in Low-
  ell, likely with minimal guidance.  None of the 
  guardsmen on their raft have been there be-
  fore.  The river crossing was near their goal - only 
  a few thousand feet separate them from the lost 
  texts.  During the night, one skeleton attacks for 
  each survivor of the crossing.  (p. 74)
  Ruins of the University of Massa-
  chusetts, Lowell
  1. Merrimack River
  2. Concert Hall
  3. Library
  4. Health and Social Science Building
  5. Medical Science Building
  6. Dean’s Mansion
  7. Dining Hall
  8. Dorm
  1
  2
  3
  4
  5
  6
  7
  8
  
  The Undying Prophecy
  42
  If the characters survive the night, they are able 
  to locate the ancient building complex in an hour 
  of searching.  There are five large buildings in the 
  area; they will be unable to determine which is 
  which, but a successful Smarts roll will narrow the 
  list to 3 (Health and Social Sciences, Concert Hall, 
  Library).  Searching each large building will take 
  2 hours; searching any of the three smaller build-
  ings will take 1 hour.  If the characters remain in 
  Lowell overnight, they will be attacked again by 
  double the number of skeletons from the previous 
  night.  The characters have 14 hours of daylight to 
  work with.
  Health and Social Sciences Building:  This 
  building contains many medium-sized and small 
  rooms arranged around long central corridors.  It 
  is haunted by a ghost, which manifests when the 
  characters reach the second floor.  The ghost is 
  not hostile and will attack only if provoked.  If 
  the characters attempt to communicate with the 
  ghost (it understands only Old Speech), the ghost 
  will gesture emphatically for the characters to fol-
  low.  The ghost leads them to a box that appears to 
  have a broken window.  The ghost mimes speaking 
  to the box, then looks at the characters expectant-
  ly.  If the characters catch on, they must interpret 
  the ghost’s gestures to come up with the password 
  - “Hawkmoon13”.  This will basically involve PC 
  charades.  If the characters can determine the 
  password, the screen lights up and casts a beam 
  into the corner of the room.  There the characters 
  find a notebook with a set of notes on the plague.  A 
  Tinker Mage can use these notes to create three 
  Scrolls of Healing with 1 day’s work per scroll and 
  a successful Weird Science check.  The notebook 
  also contains a pen, which will act as a Wand of 
  Speak Language in the hands of any spellcaster.
  Ghost of Public Health Official
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d12+2, Notice 
  d12, Taunt d10, Stealth d12+4, Throwing d12
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Thrown objects (Str+d4)
  Special Abilities:
  Ethereal: Ghosts are immaterial and can only be 
  harmed by magical attacks.
  Fear –2: Ghosts cause Fear checks at –2 when they 
  let themselves be seen.
  Library:  This complex building has many large 
  and many small rooms.  It appears to have been 
  thoroughly looted and damaged by weather; what 
  appear to be many large windows have shattered 
  and fallen in.  Around 90 minutes into their search 
  of the building, the characters come across a hu-
  man man sitting in the midst of the wreckage; he 
  appears to be examining some artifact from the 
  ruins, a curiously shaped object a bit like a flat-
  tened “U” that he holds up periodically to the side 
  of his head, then pokes with his finger.  He does 
  not appear to notice the characters, and if they ap-
  proach, they find that they cannot get within 5 feet 
  of him.  The human appears to be in his mid-twen-
  ties, dark-haired and medium-complexioned with 
  a hint of an epicanthic fold.  After a minute or two, 
  another human rounds a corner and approach-
  es.  This one is shorter and dirty blond, and smiles 
  at the group.  “Come along, Jonas,” he says.
  “But Edward, I’ve almost got this working again,” 
  the other whines.
  “You can keep working on it at home.”  Ed-
  ward looks at the characters.  “You’ll find what 
  you’re looking for in the basement, behind a blue 
  door.”  Both men vanish.
  With this information, the characters can easily lo-
  cate the door, but it is stuck fast (it is a hollow-core 
  steel door (Toughness 10/4).  The characters will 
  have to devise a method of opening it, but if they 
  do, they are rewarded with a cache of 23 biology 
  books, nearly unspoiled, sitting on a shelf in a tiny 
  office.
  Concert Hall: The large concert hall just in-
  side the main doors is the haunt of a sphinx (p. 
  74).   The sphinx offers a reward to any character 
  who can solve three riddles.  A Smarts roll provides 
  the character with a hint, but reduces the value of 
  the eventual prize - a raise avoids this penalty.
  
  The Undying Prophecy 43
  Riddle 1: Thousands store gold within this house, 
  but no man made it.  Spears past counting guard 
  this house, but no man wards it.
  Hint: The gold comes from flowers.
  Answer: Beehive
  Riddle 2: Round she is, yet flat as a board,Altar of 
  the lupine lords, Pearl on black velvet, jewel in the 
  sea, Unchanged but e’re changing, eternally.
  Hint: Look upwards.
  Answer: The moon
  Riddle 3: I serve at the Prince’s Pleasure
  I am at the Prince’s side.
  A comrade in arms, beloved of my lord,
  Hall-companion of the King.
  Yet on me the fair-haired Queen
  At times lays her hands.
  Though she is proper and the daughter of an Earl.
  I hold to my chest the bounty of the woods.
  Sometimes I on a proud horse ride
  At the head of the host.
  Oft I give my reward to the singer
  When he sounds the song of battle.
  Hard is my tongue,
  Clear is my speech,
  Cloudy is my skin.
  Speak my name.
  Hint: I contain both water and air.
  Answer: A horn.
  If the characters answer the riddles incorrectly, 
  the sphinx will attack.  If the sphinx is killed, a No-
  tice roll at -4 is required to find its treasure - the 
  2 Hints reward will be discovered if the sphinx is 
  slain, along with $100 in miscellaneous coins and 
  a ruby worth $200.
  0 Hints Reward: Horn of Bellowing (ancient trum-
  pet)
  1 Hint Reward: Horn of Heroes (ancient French 
  horn)
  2 Hints Reward: Wand of Command (+2 Persua-
  sion) (conductor’s baton)
  3 Hints Reward: Potion of Healing (water bottle)
  Dorm:  This building is a node of the undead forc-
  es that have begun to occupy Lowell.  A liche (p. 
  73) holds court on the uppermost floor, and a small 
  army of skeletons dwell within.  For each 10 min-
  ute exploration turn the characters spend in the 
  dorm, they encounter 2d10 skeletons (p. 74).  If 
  the characters survive a full hour in the dorm, they 
  discover a Blade Wand (actually a toy lightsaber 
  hilt).  The liche herself has a personal guard of 20 
  skeletons.
  Medical Science Building:  This building is 
  trashed, but free of hazard.  Careful search pro-
  duces a variety of metal artifacts of potential use 
  to tinkers - the aggregate value is $300.
  Other adjacent buildings
  Dean’s Mansion:  The dean’s mansion is a 
  burned-out brick shell.  Exploring it is dangerous 
  - a Notice check at -2 is required to avoid a 10 foot 
  fall into the basement (2d6 damage and the char-
  acter must be extricated somehow).  A persistent 
  search finds a small cache of half-melted gold 
  wands (pens) worth $300.
  Dining Hall:  The food in the dining hall has 
  long-since rotted, but the main hall is the home of 
  a beetle swarm (p. 75).  The beetles will attack as 
  soon as the characters enter the main hall.  At the 
  back, in the kitchens, is a +1 damage dagger (actu-
  ally a kitchen knife).
  Return
  The characters have four options to escape the un-
  dead-haunted ruins.  They can attempt to re-cross 
  the river - if they take this option, the elemental 
  will return on a 1 on a D4 and attack.  They can 
  also move west, south, or east.  West will require 
  a distance of 2 miles march to reach safe territory, 
  and is the best option; south will require 6 miles 
  and east 3.5.  The characters must then navigate 
  cross country to reach the safety of Wilton.  Upon 
  reaching Wilton, the survivors make their report 
  to Captain Milton.  If the characters are aware of 
  the fact that some of their opponents were Groton 
  soldiers, she will view this as a matter of high con-
  cern and draft a letter to the Lord Protector about 
  it; in any case, she will patch up the characters and 
  send them on their way.  When they arrive in Pe-
  
  The Undying Prophecy
  44
  terborough, the city will be buzzing; Groton troops 
  have attached the Peterborough outpost at Potani-
  po Pond and driven them back towards the keep 
  at Greenville.  The Lord Protector will soon have 
  more work for the adventurers…
  Expedition - Charlestown Diplo-
  macy
  Most of the troops in Peterborough have moved to 
  the front when a message arrives from Marlbor-
  ough - a dead man on a horse has appeared at the 
  keep.  He is the only sign that the envoy of 10 men 
  sent to seek aid from Charlestown 4 days earlier 
  has failed.  The adventurers are among a small 
  group that can be spared to try again.  The Lord 
  Protector charges them with requesting aid from 
  Charlestown, and sends along a small escort - all 
  he feels he can spare from the garrison.  The par-
  ty is provided with an escort of five crossbowmen 
  and a sergeant mounted on ponies. They are also 
  provided with rations sufficient for the journey to 
  Charlestown plus 2 days and $500 for expenses in 
  Charlestown for the return trip.  (Note - if any of 
  the NPC crossbowmen survived the previous ad-
  venture, they are included in this group).
  Human Sergeant Janine Wheatleigh
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Peterborough
  Marlborough
  Keene
  Charlestown
  Charlesport
  The Bells
  Skills: Fighting d8, Notice d8, Shooting d8, Stealth 
  d6
  Charisma: 0; Pace: 6; Parry: 6/5; Toughness: 8/6
  Edges: Command, Improvisational Fighter
  Gear: Chain armor (+2), short sword (Str+d6), 
  medium shield (+1 Parry, +2 Armor to ranged 
  shots that hit), crossbow (Range: 15/30/60 Dam-
  age: 2d6 ROF:1 AP 2, 1 action to reload), 20 bolts
  Human Crossbowmen (5) (Hill, Gole, Bartlett, 
  Poole, Nadjani) p. 65
  Charlestown lies almost 50 miles away to the 
  northwest by road and river.  Notable landmarks 
  include:
  Dublin: Farm town around 8 miles’ journey from 
  Peterborough.  Small market, 10-20 militia, a bit 
  on edge because of the war.  No exotic goods or 
  weaponry, but food and drink and an inn are pres-
  ent.  The first envoys stopped here only briefly.
  Marlborough: 18 miles into the journey is the 
  fort town of Marlborough, similar to Wilton in 
  most respects, but with the garrison stripped bare; 
  only 20 light infantry hold the keep under Captain 
  Joshua Smith.  Captain Smith has called in militia 
  to reinforce his garrison, but still has less than 50 
  effectives.  He is concerned because of raids on the 
  western farms and thinks that the envoys likely 
  
  The Undying Prophecy 45
  ran into the same trouble, perhaps associated with 
  the ruins of Keene.
  Keene: The ruins of Keene lie 8 miles further west 
  from Marlborough.  These ruins have been occu-
  pied by a tannain cult worshipping Vered, and they 
  have effectively cut passage between Marlborough 
  and Charlesport.  Their leader is a charismatic 
  Chaosbringer of Vered who is trying to establish a 
  tannain kingdom in the frontier between the two 
  Isetish cities.  The tannain patrol the road and will 
  set an ambush for the characters.  They know the 
  terrain and Notice checks to detect the ambush are 
  at -4.
  Cultists:  Tannain Warriors (20 in ambush, 100 
  more in Keene) (p. 75)
  Cult Leader Randolph Black
  Tannain Chaosbringer of Vered
  Attributes: Agility d6, Smarts d8, Spirit d10, 
  Strength d6, Vigor d8
  Skills: Fighting d8, Healing d8, Intimidation d6, 
  Knowledge (Religion) d4, Knowledge (Monsters) 
  d4, Miracles d10, Notice d8, Persuasion d6, Sur-
  vival d4, Taunt d4, Throwing d6
  Pace: 6, Parry: 7/6, Toughness: 8/6
  Gear: Knife (Str+d4), spear (str+d6, +1 Parry, +1 
  Reach, requires 2 hands),  holy symbol of Vered
  Special Abilities:  Armor +2
  Powers (15PP): Beast Lord (beast friend), Vered’s 
  Spitting Ichor (burst), Aura of the Dragon (fear), 
  Curse of the Dragon (lower trait), Find Weakness 
  (analyze foe)
  Beast Companion: Tulliverion (Giant Toad)
  Attributes: Agility d8, Smarts d4(A), Spirit d6, 
  Strength d10, Vigor d8
  Skills: Fighting d6, Notice d10, Stealth d8
  Pace: 6; Parry: 5; Toughness: 10
  Special Abilities:
  Bite: Str+d6
  Engulf: Giant toads can swallow prey as large as 
  Size +2 whole. While engulfed, the target is grap-
  pled as per the core rulebook with a –4 penalty to 
  Strength rolls to escape and suffers 2d6 damage 
  per round from digestive juices. Armor offers no 
  protection.
  Large: Attackers are +2 to attack rolls against the 
  toad due to its size.
  Size +4: Giant toads weigh over 4000 pounds.
  Tongue: Reach 3. The tongue is coated in sticky 
  saliva. If the toad scores a success on its Fighting 
  roll, it has grappled its prey. Unless the foe can es-
  cape, it Engulfs him on its next action. On a raise, 
  the victim is grappled and Engulfed in the same 
  action.
  If the adventurers defeat the ambush, the cultists 
  pursue them as far as the river.  If they fail to do 
  so, the cultists imprison them for a day and then 
  sacrifice them to their gods.  The first person se-
  lected to be sacrificed is The Undying - this gives 
  the party a surprise round to fight free.
  Charlesport: Charlesport lies 18 miles further on 
  from Keene, and is a “new town”, one not built on 
  the ruins of an ancient town or city.  It lies on the 
  east bank of the Connecticut River, and is a mod-
  est fort town of around 600, including a garrison 
  of 100 Charlestown infantry and cavalry.  The 
  mayor is Angela Thornton, and the commander 
  of the garrison is Elaine Fierri.  Both are friendly 
  towards the visitors, but will turn neutral if the Pe-
  terborough force reveals their mission.  If they do 
  not, the adventurers will be offered passage upriv-
  er on the next post ship; if they do, the characters 
  must pay for their own passage ($20 each, plus 
  $10 per mount).  Charlestown is 17 miles upriver 
  from Charlesport, which will take around 8 hours 
  by sail (most merchant ships) or 6 by oar.
  Charlestown:  In Charlestown, the team con-
  fronts a complex political situation.  Lord Pro-
  tector Melinda Rawls is interested in supporting 
  the war effort, but wishes to place Peterborough 
  in a subordinate role to Charlestown in exchange 
  for her aid.  Charlestown’s merchants, represent-
  ed in the discussions by Kyle Smith and Helen 
  Townsend, do not wish to offend the worshippers 
  of Rahel, since their trade down the Connecticut 
  
  The Undying Prophecy
  46
  depends on transport through and markets in the 
  Duchy of Worcester.  The Shrine of Iset, repre-
  sented by Lorewarden William Pinkerton, firmly 
  supports going to the aid of Peterborough.  The 
  Brotherhood of Tinkers, represented by Mary Mi-
  chaud, also supports Peterborough, wanting to 
  maintain access to the southeastern ruins, while 
  the Church of the Four supports negotiation and 
  peaceful resolution.  Captain-General Lawrence 
  Masterson also supports intervention, feeling that 
  Charlestown’s troops need seasoning (and seeking 
  glory for himself).
  Groton has sent emissaries as well, led by Judge 
  Evelyn Walsh.  Judge Walsh and her party (Dame 
  Jocelyn Crowninshield, Elise Tarrant, and John 
  LeBeau, pp. 67-8) are attempting to influence the 
  negotiations by whatever means necessary.  John, 
  in particular, is attempting to contact the Rogues’ 
  Congregation, whose influence in the court 
  through blackmail and coercion could turn the 
  day.  A council meeting a week after the party’s 
  arrival will be the venue for the final decision.  If 
  the characters can directly convince or coerce 
  Lord Protector Rawls, change the mind of one of 
  the merchants, and avoid having the Groton emis-
  saries change the minds of any allies, Charlestown 
  may intervene.
  Return (success):
  If the adventurers are successful (even if it requires 
  concessions from the Lord Protector in Peterbor-
  ough), Charlestown details 50 knights, 150 caval-
  ry archers, 300 light infantry, 100 crossbowman, 
  and 200 musketeers to march to Peterborough’s 
  relief.  If the adventurers promised that Peterbor-
  ough would become a dependency of Charlestown, 
  Lord Protector Rawls also commits to sending 
  2000 peasant levies and 50 knights in two weeks’ 
  time.  With this force in place, Lord Protector Ho-
  bart leads her forces and the characters to an open 
  field battle against Groton.
  Peterborough Forces:
  150 knights
  250 cavalry archers
  650 light infantry
  200 pikemen
  200 crossbowmen
  225 musketeers
  2000 peasant levies 
  20 war adepts
  Groton Forces:
  150 knights 
  200 cavalry archers 
  400 pikemen 
  350 light infantry 
  200 crossbowmen 
  150 musketeers 
  3000 peasant levies
  15 war adepts
  Based on the size and composition of the forces, 
  Groton gets 8 tokens and Peterborough 7.  Both 
  Protector Hobart and Baron Ross have d10 in 
  Knowledge (Battle) - adventurers assisting with 
  tactical planning can add a +1 for any raise on their 
  Knowledge (Battle) roll, and can participate in the 
  battle as per standard Mass Battle rules.  Either 
  side will withdraw if they lose 4 or more tokens.
  Return (failure):
  If the adventurers are unsuccessful, Lord Hobart 
  pulls his troops back to the Contoocook River, sac-
  rificing Market Town.   The resulting battle pro-
  vides a +2 terrain bonus for Lord Hobart, but will 
  result in a siege of Old Town if Peterborough loses 
  more than 3 tokens.
  Peterborough Forces:
  100 knights
  100 cavalry archers 
  350 light infantry
  200 pikemen 
  100 crossbowmen
  50 musketeers 
  2000 peasant levies 
  20 war adepts 
  Groton Forces:
  150 knights
  200 cavalry archers 
  400 pikemen
  350 light infantry 
  200 crossbowmen 
  150 musketeers 
  
  The Undying Prophecy 47
  3000 peasant levies 
  15 war adepts 
  Based on the composition of the forces, Groton 
  gets 8 tokens and Peterborough 5.  Both Protec-
  tor Hobart and Baron Ross have d10 in Knowledge  
  (Battle) - adventurers assisting with tactical plan-
  ning can add a +1 for any raise on their Knowledge  
  (Battle) roll, and can participate in the battle as 
  per standard Mass Battle rules.  Groton will with-
  draw if they lose 4 or more tokens.
  Mystery – the Missing Texts 
  (Recommended for Seasoned 
  Characters)
  Either in Charlestown or Peterborough, the team 
  is approached by the Lord Protector, who informs 
  them that the texts they had recovered from Low-
  ell are both heretical and missing.  The Lord Pro-
  tector and the Shrine of Iset fear that heretics may 
  be using the texts to craft forbidden necromancies, 
  and ask the characters to seek out the thieves.
  In actuality, the thieves are senior members of 
  the Hooded Lanterns, seeking to preserve the 
  texts from destruction at the hands of the Lore-
  wardens.  However, the Hooded Lanterns have 
  planted a deliberate false trail to implicate the fol-
  lowers of Tivoli, as they are aware that Tivoli has 
  a small following in Peterborough/Charlestown. 
  Any Hooded Lanterns in the party are not aware 
  of this operation.
  Clues:  The texts were being stored in the Shrine of 
  Iset pending destruction.  The entry to the shrine 
  was not forced, nor were there any other distur-
  bances in the area.  The texts themselves were lo-
  cated in a vault in the lower level of the Shrine.  The 
  vault was locked, with the only access being a key 
  held by three senior Lorewardens.  Careful ex-
  amination of the lock shows signs of lockpicking 
  (Notice -4).  The vault itself is not used often; ex-
  amination of the floor (Tracking -2) shows both 
  booted (typical Lorewarden attire) and soft leath-
  er soled footprints.  The forbidden texts were tak-
  en, as were another object based on the dust (No-
  tice check).  If persuaded (Persuasion check), the 
  Shrine will admit that a gold icon of Iset was also 
  taken.
  Inquiry on the streets of Peterborough/Charles-
  town (Streetwise check) provides a hint that a 
  fence is looking for buyers interested in ancient 
  artifacts related to necromancy.  The fence, Wal-
  ter Forrestal, is located in the docks district above 
  a bakery.
  Forrestal is a low level sherzi fence and member 
  of the Rogue’s Congregation.  As soon as he has 
  any suspicions, he shouts for two Congregation 
  enforcers (p. 74) for each adventurer; the enforc-
  ers immediately attack.  The fence has $1000 in 
  silver and gold and $500 worth of stolen goods in 
  his office.
  Walter Forrestal
  Sherzi Fence
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Knowledge (Trade) d6, Notice 
  d6, Shooting d4, Stealth d6, Language (Rougich) 
  d8, Persuasion d6
  Pace: 6; Parry: 4; Toughness: 5
  Gear: 
  Knife 
  (Str+d4), 
  improvised 
  weapons 
  (Str+d4)
  If Forrestal is coerced, he admits to having a nec-
  romantic text sold to him by a mysterious woman, 
  In a siege, Peterborough counts as a concentric 
  castle:
  Fortification            Toughness   Wall       Gate    Defenders Supplies Bonus
  Concentric Castle   16                  26(10)    22(6)   400             6             +3
  Groton deploys two bombards in the first two 
  rounds of the siege, and adds two trebuchets and 
  a ram in round 3.   Note that Groton must have 6 
  tokens to make effective use of the bombards and 
  4 to make effective use of the ram or trebuchet.
  Item                                Range             Damage Bonus Crew Reload Notes
  Bombard                        50/100/200   3d8      +3        3        2            AP 8; 
  black powder weapon, HW
  Ram Frame mounted   —                     2d6+    +2        6        —          AP 6, HW
  Trebuchet
  Boulder                           25/50/100     3d8       +2        4        1          AP 4; SBT, 
  HW
  
  The Undying Prophecy
  48
  but the text itself is a modern grimoire and not the 
  missing books, nor is there any sign of the Isetian 
  icon.
  Heretic: At this point, the party discovers that a 
  heretic has been captured, after desecrating the 
  icon of Iset.  If the characters can persuade the 
  heretic to speak before he is executed, they dis-
  cover that he was given the icon by a woman who 
  claimed to be a senior Mistress of Tivoli in return 
  for several ancient texts he was hiding from the 
  Shrine.  The heretic will be burned in two days.
  The clues should point to Tivoli at this point; how-
  ever, the texts were actually stolen by two senior 
  members of the Hooded Lanterns, and the false 
  trail laid deliberately to place the Tivolians at fault.
  If the team uses Streetwise to determine where the 
  Tivolians might keep the texts, they are referred to 
  a safehouse on the outskirts of town.  The house is 
  heavily guarded and home to a mage in service to 
  Tivoli.  Guards include a Tivolian knight and two 
  fanatics per character (p. 75).
  Mage Carla Jacobson
  Attributes: 
  Agility 
  d6, 
  Smarts 
  d12, 
  Spirit 
  d8,Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d8, Knowledge 
  (Arcana) d10, Notice d8,
  Persuasion d8, Shooting d8, Spellcasting d12, 
  Stealth d6, Streetwise d8, Taunt d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Bloodthirsty
  Edges: Arcane Background (Magic), New Power, 
  Power Points, Rapid Recharge, Wizard
  Powers (25 PP): armor, bolt, detect/conceal ar-
  cana, dispel, fly, light/obscure
  Tivolian Guard Captain Nick Sparish
  Attributes: Agility d8, Smarts d8, Spirit d8, 
  Strength d10, Vigor d8
  Skills: Climbing d6, Fighting d12, Knowledge (Bat-
  tle) d10, Intimidation d10,
  Notice d8, Riding d8, Shooting d10, Stealth d6, 
  Throwing d10
  Pace: 6; Parry: 9; Toughness: 9/6
  Hindrances: Loyal
  Edges: Block, Combat Reflexes, Command, Fer-
  vor, Hold the Line
  Gear: Plate corselet (+3), chain limbs (+2), open 
  helm (+3), longsword (Str+d8), war horse
  The safe house has a hidden vault (Notice -2) with 
  a locked safe.  If the safe can be opened (Lockpick-
  ing or Strength check -4 to bash open), it reveals 
  $800 in silver, one of the stolen texts, a Ring of 
  Arcane Resistance +2, a Die of Luck (as the edge), 
  and a set of Bright Goggles (no penalties for light-
  ing except in pitch darkness). 
  Without special intervention, the adventurers will 
  not likely be able to see through the ruse by the 
  Hooded Lanterns, but the facts of the case also 
  won’t add up. At this point, with the Tivolians 
  eliminated or arrested and no clues as to the loca-
  tion of the rest of the texts, the adventurers will be 
  at a dead end.
  Mystery – Those Who Would be 
  Gods (Recommended for Veteran 
  Characters)
  The team receives an invitation from the family 
  of Ambassador Harshaw to thank them for their 
  diplomatic services between Peterborough and 
  Charlestown.  On their way, however, screams 
  herald the arrival of a hideous beast with the ap-
  pearance of a grossly distorted orange humanoid:
  Abomination
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  Strength d12+2, Vigor d12
  Skills: Climbing d4, Fighting d10, Notice d6, 
  Throwing d10
  Pace: 8; Parry: 7; Toughness: 10/8
  Hindrances: Ugly, Death Wish
  Edges: Berserk, Frenzy, Mighty Blow
  
  The Undying Prophecy 49
  Natural Armor: +2
  Size: Large +1
  Punch: Str+d8 damage
  Thrown Large Object: Str+d8 damage
  The creature fights until killed.  On its 
  body, deeply embedded in its neck (Notice 
  roll required) is a holy symbol of 
  the Church of the Four.
  If the characters follow up 
  with the Church, they will 
  hear of the disappearance 
  of a handful of junior aco-
  lytes and one senior Priest 
  over the last month.  The 
  description of one acolyte 
  could match up with the Abom-
  ination, assuming the creature 
  was changed from human.
  The following day, a second crea-
  ture strikes in the market, this time 
  a grey-skinned bastelin surrounded 
  by whirling air.  If the characters 
  respond, they will arrive to find the 
  creature already with one wound 
  but still dealing significant damage.  
  If they do not respond, the guard 
  will eventually put the warrior down 
  but with the loss of 8 guards and 27 
  more wounded.
  Whirlwind Warrior
  Attributes: Agility d12+2, Smarts 
  d6, Spirit d6, Strength d10, Vigor 
  d12
  Skills: Climbing d6, Fighting d12+1, 
  Spellcasting d8, Notice d8, Swim-
  ming d6, Throwing d8
  Pace: 7; Parry: 10; Toughness: 8
  Hindrances: Insane, Death Wish
  Edges: Acrobat, Ambidextrous, 
  Counterattack, First Strike, Two 
  Fisted
  Power Points: Unlimited
  Sword: Str+d8
  Dagger: Str+d4
  Powers: blast (air trapping, tornado), fly, 
  quickness
  At this point, one of the adventurers who 
  is not herself a Hooded Lantern will 
  be approached by a shadowy figure.  
  This source will tell the characters 
  that the captured were taken 
  to Market Town.  If the char-
  acters pursue these leads, they 
  encounter the latest attacker.
  Lady of Light
  Attributes: Agility d8, Smarts 
  d12+2, Spirit d10, Strength 
  d8, Vigor d12
  Skills: Fighting d10, Notice 
  d10, Spellcasting d12
  Pace: 8; Parry: 7; Toughness: 
  8
  that an individual called Mark 
  Elsing is responsible for cre-
  ating the monstrosities using 
  kidnapped clerics.  She fears 
  that Elsing is capturing more 
  powerful clerics to create even 
  more powerful creatures, with 
  the goal of creating something 
  that could challenge the gods.  
  She suggests that Elsing’s 
  whereabouts can be traced by 
  following up on the kidnap-
  pings.
  Just after this revelation, word 
  comes that the relative of one 
  of the party has vanished; most 
  likely he or she is going to be a 
  victim soon.
  Streetwise reveals clues about 
  the disappearances that suggest 
  
  The Undying Prophecy
  50
  Hindrances: Insane, Death Wish
  Edges: Magic, Very Attractive, Arcane Resistance, 
  Luck
  Power Points: Unlimited
  Staff: Str+d4
  Powers: armor, blast (light trapping), blind, fly, 
  teleport
  The Lady of Light, when struck down, reveals that 
  she was created by Elsing and that he is working 
  on a new mutation even as they speak.  She pro-
  vides a location in Market Town.  There Elsing is 
  just finishing his greatest creation…
  Grey Hunter 
  Attributes: Agility d10, Smarts d10, Spirit d10, 
  Strength d12, Vigor d12
  Skills: Fighting d12+3, Notice d10, Spellcasting 
  d10
  Pace: 8; Parry: 10; Toughness: 8
  Hindrances: Insane, Death Wish
  Edges: Magic, Attractive, Arcane Resistance, Luck, 
  Block, Florentine
  Power Points: Unlimited
  Sword: Str+d8
  Powers: armor, damage field, dispel, fly, teleport, 
  quickness
  Mark Elsing
  Attributes: 
  Agility 
  d6, 
  Smarts 
  d12, 
  Spirit 
  d10,Strength d6, Vigor d8
  Skills: Fighting d6, Intimidation d10,Knowledge 
  (Arcana) d12, Notice d8, Shooting d10, Spellcast-
  ing d12+2, Stealth d6
  Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Megalomania
  Edges: Improved Rapid Recharge
  Powers (40 PP): armor, blast, bolt, detect/conceal 
  arcana, dispel, fly, light, puppet, teleport
  If the characters manage to defeat Elsing, they find 
  some of the missing biology texts and also find 
  several other ancient texts; they also find Elsing’s 
  notes, and a treatise called “Preserving the Light”, 
  which describes a group called the “Hooded Lan-
  terns” devoted to preserving ancient knowledge 
  against the meddling of the gods.  They also find 
  indications that Elsing did his initial experimen-
  tation in an outlying village, Ringe, and that the 
  remaining lost texts might be there.  One charac-
  ter recognizes this as the home of his patron in-
  structor at the Great School, Sir Devon Erikson.  
  They also find the relative and one surviving ac-
  olyte along with the distorted bodies of three 
  failed experiments.  If Elsing survives, he will flee 
  north and eventually be captured and executed in 
  Charlestown.
  Expedition – Ringe (Recommended 
  for Veteran Characters)
  The characters make the trek to Ringe to follow the 
  lead about the books, only to find that the Isetian 
  village of Ringe and the Rahelian village of Ashton 
  are engaged in a holy war.  Worse, both sides are 
  making use of 14 Plague Hounds created by Elsing 
  and controlled by his apprentice, Eleanor Dane, 
  Squire of Ringe, and a Tinker Mage, Vanessa Wa-
  ters, in Ashton.  As a result, many of the citizens 
  of both towns have been stricken with a sweating 
  sickness.
  Character tasks:  Healers among the party can 
  gain renown by curing the sickness.  The Plague 
  Hounds on both sides and their controllers must 
  be hunted down.  The adventurers must locate 
  the hidden lab where Eleanor has the biology 
  texts.  Upon her defeat, the townsfolk offer the po-
  sition of squire (ruler of Ringe) to one of the he-
  roes, with Sir Devon as seneschal (administrator 
  when the adventurer is away).
  Healing: A Knowledge (Medicine) check, Healing 
  check, and Knowledge (Arcana) check will allow 
  development of an unguent that will relieve the 
  symptoms of the illness.  Development of the un-
  guent will take 3 days, and a required ingredient is 
  
  The Undying Prophecy
  51
  chimera (p. 69) bile, which the party will have to 
  hunt outside of town.
  Destroying the Plague Hounds:  Ringe has 8 plague 
  hounds and Ash has 6; the Ashton contingent will 
  attack Ringe shortly after the heroes arrive.  De-
  stroying the Ringe contingent will depend on dis-
  covering Eleanor’s role or fighting them in Ashton.
  Finding the Texts: Eleanor has the texts and the 
  hounds in a ruined tower outside of Ringe.  The 
  tower is rumored to be haunted; adventurers 
  could pick up hints about the haunting via Street-
  wise.  Investigation will show that Eleanor disap-
  pears from the town on a weekly basis, and she 
  could be tracked to the tower on the next excur-
  sion.
  Eleanor Dane
  Attributes: Agility d6, Smarts d10, Spirit d10, 
  Strength d6, Vigor d8
  Skills: Fighting d4, Intimidation d10, Knowledge 
  (Arcana) d10, Notice d8, Shooting d8, Spellcasting 
  d10, Stealth d6
  Pace: 6; Parry: 4; Toughness: 6
  Hindrances: Compulsive Liar
  Edges: Improved Rapid Recharge, Wizard
  Powers (40 PP): armor, blast, bolt, burst, detect/ 
  conceal arcana, dispel, fly, light/obscure, puppet, 
  summon ally
  Vanessa Waters
  Attributes: 
  Agility 
  d6, 
  Smarts 
  d10, 
  Spirit 
  d10,Strength d6, Vigor d8
  Skills: Fighting d4, Intimidation d10,Knowledge 
  (Arcana) d10, Notice d8, Shooting d8, Tinker 
  Magery d10, Stealth d6
  Pace: 6; Parry: 4; Toughness: 6
  Hindrances: Bloodthirsty
  Edges: Improved Rapid Recharge
  Devices (15 PP each): armor, blind, bolt, burst, 
  detect/ conceal arcana, dispel, fear, fly, puppet
  Sir Devon Erikson
  Attributes: Agility d8, Smarts d6, Spirit d10, 
  Strength d10, Vigor d10
  Skills: Fighting d10, Intimidation d6, Knowledge 
  (Battle) d8, Notice d6, Riding d10
  Charisma: +2; Pace: 6; Parry: 10/8; Toughness: 
  10/7
  Hindrances: Code of Honor
  Edges: Block, Combat Reflexes, Command, Fer-
  vor, Frenzy, Level Headed, Noble
  Gear: Corselet (+3), plates arms and legs (+3), 
  closed helm (+3), long sword (Str+d8), large 
  shield (+2 Parry), lance (Str+d8, Reach 2, AP2 
  when charging), war horse
  Plague Hounds
  Attributes: Agility d6, Smarts d6(A), Spirit d8, 
  Strength d12+4, Vigor d12
  Skills: Fighting d8, Notice d8, Swim d6
  Pace: 6; Parry: 6; Toughness: 12
  Special Abilities:
  Plague Bite: Any creature shaken or wounded 
  by the bit of a plague hound must make a Vigor 
  roll (including any wounds) at -2 or contract the 
  sweating sickness.  This causes an immediate die 
  reduction in all physical skills and traits.  A Vig-
  or roll is required each day until four consecutive 
  successes are rolled; on a failed roll, the dice re-
  duce one more.  If Strength or Vigor goes to zero, 
  the affected person dies.
  Bite: Str+d6.
  Undead: +2 Toughness; +2 to recover from being 
  Shaken; Called shots do no extra damage (except 
  to the head)
  Weakness (Head): Shots to a plague hound’s head 
  are +2 damage.
  
  The Undying Prophecy
  52
  Exile (Recommended for Veteran 
  Characters)
  Iset has now decided to make her move and the 
  adventurers will be forced out of their home city. 
  The heroes are accused of heresy because of their 
  association with the hidden texts (this accusa-
  tion is actually prompted by Iset to cut the par-
  ty off from other support).  Iset has charged one 
  of her Shrine Inquisitors, a warrior devoted to 
  rooting out heresy, with apprehending the party. 
  The Inquisitor will approach them with her force 
  of Shrine Guards and formally charge them with 
  heresy, demanding they lay down arms and sur-
  render.
  Elite Shrine Guards (1/character)
  Attributes: Agility d8, Smarts d6, Spirit d10, 
  Strength d10, Vigor d10
  Skills: Fighting d8, Healing d6, Intimidation d6, 
  Notice d6, Persuasion d8, Riding d8
  Charisma: +2; Pace: 6; Parry: 7; Toughness: 10/7
  Hindrances: Code of Honor, Vow
  Edges: Command, Holy/Unholy Warrior, Noble
  Gear: Corselet (+3), plates arms and legs (+3), 
  closed helm (+3), long sword (Str+d8), medium 
  shield (+1 Parry), lance (Str+d8, Reach 2, AP2 
  when charging), war horse
  Shrine Inquisitor Lisa Rogers
  Attributes: Agility d8,  Smarts d8,  Spirit d8, 
  Strength d8,  Vigor d8
  Skills: Fighting d10, Faith d8, Intimidation d8, 
  Knowledge (Battle) d6, Notice d6, Investigation 
  d6
  Charisma: 0; Pace: 6; Parry: 8; Toughness: 8/6
  Hindrances: Code of Honor, Vow
  Edges: Arcane Background (Miracles), New Pow-
  er, Power Points
  Gear: Chain mail (+2), battle axe (Str+d8), medi-
  um shield (+1 Parry), holy symbol
  Powers (25 PP): armor, blast, bless, boost/lower 
  trait, smite
  If the adventurers are captured, the Hooded Lan-
  terns break them out; otherwise, the Lanterns ap-
  proach the party and smuggle them out of the city. 
  During the escape, the Lanterns reveal their true 
  agenda and the true history of the world.
  Shortly after leaving their base, the heroes are at-
  tacked by a dragon (p. 65).
  The dragon was sent by Iset to test the adventurers’ 
  mettle.  If they defeat it, she will enter applauding; 
  if they are in serious danger, she will intervene 
  and destroy the dragon.  Their success will affect 
  the level of respect she accords the party.  Iset will 
  explain that she has been watching the heroes for 
  some time, and that she needs their aid to com-
  plete a complex ritual.  The ritual will remove all 
  powers from the gods for approximately 12 min-
  utes.  During this time, Iset’s pre-positioned agents 
  will strike to kill all the gods except Iset, Edward, 
  and Jonas.   The ritual involves many of the arti-
  facts the adventurers possess – the Undying must 
  be struck through the heart by the sword Arrad, 
  wielded by the automaton controlled by the Bracer 
  of Sung.  The automaton is the missing link, and it 
  lies in the vault of the Lich Queen in Salem.
  If the heroes agree to participate in the ritual, Iset 
  teleports them to a point just outside the village 
  of Essex; if not, she suggests that other forms of 
  persuasion may be needed, and revives the dragon 
  in triplicate, asking them again if they will help.  If 
  they still refuse, she abandons them to the drag-
  ons’ mercies.  Should any heroes other than the 
  Undying survive, they will be approached again by 
  the Lanterns, who ask them to complete the ritu-
  al in hopes of slaying ALL the gods, citing Iset’s 
  behavior and manipulation as a reason to do so.  
  If the survivors still refuse, the campaign ends at 
  that point.
  Expedition – Salem (Recommend-
  ed for Veteran Characters)
  Up until 50 years ago, Salem was the only place 
  in the world where the Hooded Lanterns openly 
  ruled.  The reason was Kayin - a demi-god born 
  just after the Plague.  Her abilities were largely on 
  
  The Undying Prophecy 53
  Salem
  Isle of 
  Many 
  Winters
  Iuno’s 
  Hall
  Liche 
  Queen’s 
  Vault
  a par with the Nine, but she had only one purpose 
  and focus - keeping her home city safe.  Known 
  outside Salem as the Witch Queen, she built a small 
  army and used them to recruit people of knowl-
  edge to support the town.  Salem had electricity, 
  running water, even telecommunications up un-
  til Kayin died of old age.  At that point, Iuno, who 
  had been watching Salem carefully, pounced.  She 
  converted Kayin into a liche and devastated Salem 
  before any of the others of the Nine could react.  
  Kayin in turn slew many of the Hooded Lantern 
  citizens and raised them as undead. Salem is now 
  a mighty stronghold of Iuno, but with many relics 
  of the ancient world and of the Hooded Lanterns 
  who tried to preserve it.
  Essex is a small village northeast of Salem.  The vil-
  lage was founded by Salem refugees who are doing 
  their best to eke out a modest existence.  Because of 
  the fall of Kayin and despite their origins as Hood-
  ed Lanterns, they have accepted clerics of Jonas 
  and Edward to help support the town.  There are 
  about 200 people in the town, including 3 clerics, 
  1 mage, and 4 psychics, one of whom specializes 
  in healing.  If the adventurers were teleported by 
  Iset, they will begin their adventure here.
  Salem’s walls are guarded by a mix of zombies and 
  skeletons; typically there is a group of 3 of each 
  for every 200 feet of wall.  Patrols of 6 ghouls walk 
  the shorelines where the fortifications are not in 
  place.  The streets are largely eerily empty, but on 
  a face card draw for an encounter, the heroes en-
  counter one of the following based on a d6 roll:
  1 - Three ghouls guarding a group of 10 captured 
  peasants. (pp. 71, 65)
  2 - A 6 ghoul patrol group. (p. 71)
  3 - A force of 10 zombies or skeletons. (pp. 76, 74)
  4 - A ghost blade (p. 66)
  5 - A human necromancer with 3 zombie atten-
  dants. (pp. 67, 76)
  6 - Two black knights riding nightmares (pp. 69, 
  73)
  Perimeter forts have a force of 100 zombies and 
  100 skeletons led by 10 ghouls and a black knight.
  The Bracer of Sung will lead the party to the Isle 
  of Many Winters, where they will find a black pit 
  leading downwards.  The pit leads to an ancient 
  ammunition bunker where Kayin and her senior 
  servants (2 black knights (p. 69), 2 ghost blades 
  (p. 66)) dwell.  The construct is there also, but will 
  obey the Bracer’s wielder.  In addition to the con-
  
  The Undying Prophecy
  54
  struct, the bunker holds artifacts worth $5000, 
  a +3/+3 crossbow, a Brooch of Gems, a set of +3 
  chain (Kayin is wearing it), a Purse of Unlimited 
  Wealth, and a Roving Rat.
  Kayin, the Liche Queen
  Attributes: Agility d6, Smarts d12+2, Spirit d10, 
  Strength d10, Vigor d10
  Skills: Fighting d8, Intimidation d12, Knowledge 
  (Arcana) d12+2, Notice d10, Spellcasting d12
  Pace: 6; Parry: 6; Toughness: 15/9
  Gear: Magical armor (+6)
  Special Abilities:
  Death Touch: Liches drain the lives of those around 
  them with a touch. Instead of a normal attack, a 
  liche may make a touch attack. Every raise on its 
  Fighting roll automatically inflicts one wound to 
  its target.
  Powers: Liches have 50 Power Points and know 
  most every power available.
  Undead: +2 Toughness; +2 to recover from being 
  Shaken; Called shots do no extra damage.
  Zombie: Liches are necromancers first and fore-
  most. The undead they raise through the zombie 
  spell are permanent.
  Automaton
  Attributes:
  Agility d4, Smarts d6, Spirit d4, Strength d6,Vigor 
  d8
  Skills: Fighting d6, Notice d10, Shooting d8
  Pace:10; Parry: 5 Toughness: 10/6
  Gear: Broadsword (Str+d8).
  Special Abilities:
  Armor +4
  Construct: +2 to recover from being Shaken; 
  called shots do no extra damage; does not suffer 
  from disease or poison.
  Fearless: The automaton is immune to fear and 
  Intimidation, but may be smart enough to react to 
  fear-causing situations appropriately.
  Sensors: The automaton is equipped with magical 
  senses that halve penalties for darkness.
  Ritual Aftermath (Recommended 
  for Veteran Characters)
  With the capture of the automaton, the party 
  has everything needed to perform the ritual. To 
  depower the gods, the Undying must be struck 
  through the heart by the sword Arrad, wielded by 
  the automaton controlled by the Bracer of Sung. 
  This could potentially occur during the fight in Sa-
  lem.
  If the heroes perform the ritual, the Undying will 
  actually perish, and then return as a Ghost Blade 
  (p. 66).  Any Arcane abilities the character had will 
  persist in their new form. Iset’s plan to assassinate 
  the gods is successful, with only Iset, Edward, and 
  Jonas surviving.
  If the adventurers do not perform the ritual, Iset 
  attempts to compel them, in which case the party 
  is probably doomed. If they surrender and agree to 
  perform the ritual, the story proceeds accordingly.
  After the ritual, Iset will embark on a campaign of 
  forced conversion or extermination, wiping entire 
  cities off the face of the earth if they will not con-
  vert to her worship.  Edward appears to the party 
  and explains what has happened and that he did 
  not foresee this outcome; he tells the adventurers 
  Jonas is catatonic, but that Edward has a way to 
  remove Iset’s power by means of ancient science 
  – a genetic virus.  The god explains that, to cre-
  ate the virus, the heroes need a gene sequencer - 
  the nearest one is in a ruin in Boston – LeBeau 
  (p. 68) has been to the location before (The other 
  three members of the Groton Four are dead at Is-
  et’s hands).  If the adventurers coerce or convince 
  LeBeau to accompany them, he will attempt to 
  double-cross them at the worst possible time.  If 
  the party attempts to locate the sequencer them-
  selves, it will require at least two days of explora-
  tion time in the ruins of Cambridge to locate it.
  
  The Undying Prophecy 55
  The gene sequencer is located in a dragon (p. 65) 
  horde in Cambridge, underneath the old biotech 
  district near MIT. The lair itself is an abandoned 
  parking garage, and over time, the dragon has 
  dragged anything it thinks is valuable into the 
  lowest level. The dragon has also hatched sever-
  al offspring who are not yet capable of flight, and 
  are still being nurtured in the lair (use drakes, p. 
  66. They are scattered randomly around the upper 
  two levels of the garage and will attack any intrud-
  er, crying out to alert their mother.
  In addition to the sequencer, the lair contains 
  $20,000 worth of ancient relics; nearly anything 
  a Tinker Mage might want is piled on the lowest 
  level.
  Iset as Goddess
  Attributes: Agility d10, Smarts d12+8, Spirit 
  d12+8, Strength d10, Vigor d12+8 
  Skills: Fighting d8, Intimidation d12+4, Knowl-
  edge (Arcana) d12+2, Notice d10, Spellcasting 
  d12+8
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 
  20/14
  Gear: Magical armor (+6), Staff (str+d6)
  Powers: Iset has unlimited Power Points and 
  knows every power available.
  Special Abilities: Iset regenerates one wound 
  per round unless incapacitated; Iset can cast two 
  spells per action.
  Final Battle (Recommended for 
  Veteran Characters)
  With the retrovirus in hand, the party must 
  choose where to confront Iset.  Where ever they 
  choose, Edward will bring them there, infect Iset 
  with the virus, and then convince Iset to attack 
  them.  Edward will bring Jonas to assist, but Iset 
  will destroy both as a priority in her wrath at be-
  ing partially depowered.  Iset will also bring her 
  personal guard of aleulama (1/adventurer).
  Iset (Weakened by Virus)
  Attributes: Agility d6, Smarts d12+2, Spirit d10, 
  Strength d10, Vigor d10 
  Skills: Fighting d8, Intimidation d12, Knowledge 
  (Occult) d12+2, Notice d10, Psionics d12
  Pace: 6; Parry: 6; Toughness: 15/9
  Gear: Magical armor (+6), staff (Str+d6)
  Powers: Iset has 50 Power Points and knows ev-
  ery power available.
  Edward
  Attributes: Agility d6, Smarts d4, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d6, Healing d8, In-
  timidation d8, Notice d4, Psionics d8, Stealth d6
  Charisma: –2; Pace: 6; Parry: 6; Toughness: 6
  
  The Undying Prophecy
  56
  Gear: Spear (Str+d6; Parry +1; Reach +1)
  Powers: Depowered Edward has 15 Power Points 
  and knows the following powers: bolt, boost/low-
  er trait, fear, and telekinesis
  Jonas
  Attributes: Agility d6, Smarts d6, Spirit 
  d6,Strength d6, Vigor d6
  Skills: Fighting d4, Knowledge (Trade) d6, Notice 
  d6, Shooting d4, Stealth d6
  Pace: 6; Parry: 4; Toughness: 5
  Gear: Knife (Str+d4), improvised weapons 
  (Str+d4), rifle (Range 20/40/80 Damage 2d6+1 
  ROF 1 AP1)
  Iset’s Guard 
  Attributes: Agility d8, Smarts d10, Spirit d10, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d6, Intimidation d8, 
  Notice d8, Shooting d8, Spellcasting d10, Stealth 
  d8
  Pace: 6; Parry: 5; Toughness: 8
  Edges: Combat Reflexes, Frenzy
  Gear: Scimitar (Str+d8)
  Special Abilities:
  Flight: Iset’s guards have feathered wings and 
  have a Flying Pace of 8” and an Acceleration of 
  4”.
  Powers: Iset’s guards have 30 Power Points and 
  know the following powers: armor, blast, deflec-
  tion, detect/conceal arcana, dispel, fear, healing, 
  obscure, shape change, smite, and speak lan-
  guage
  If Iset is defeated, humanity will be free of the 
  gods for the first time in 500 years; however, all 
  forms of magic other than psionics will immedi-
  ately cease to function. It will remain to be seen 
  what impact the death of the gods will have on so-
  ciety at large, and whether the party will be hailed 
  as heroes - or condemned as the greatest force for 
  evil in history.
  Savage Tales
  Boston – The Stones of Power 
  (Recommended for Novice Char-
  acters)
  A patron informs the adventurers of the need for 
  Power Stones for use in a magical ritual.  These 
  stones may be found in the ruins of Boston, and 
  the one needed must be at least a half-inch in di-
  ameter.  The patron has provided a rough idea of 
  the location, but the party must determine how to 
  get there. 
  Powerstones are clear gemstones with a faint blue 
  or yellow tint, and are known for being the hardest 
  material on Earth. The ancients prized them as de-
  cor on rings, usually a large single stone with other 
  stones sometimes added as accents. 
  Boston:  The ruins of Boston are a battlefield; 
  adharcan, undead, and humanoid forces have all 
  tried to claim control over them at one time or an-
  other, and none has succeeded in driving out the 
  concentration of Vered’s beasts that still occupy 
  the city.  Dragons and drakes are some of the most 
  formidable opponents there, but many other mon-
  sters occupy the city.  Currently, the adharcans of 
  Haverhill, the undead of Salem, and the Isetians 
  of Plymouth all mount expeditions to the city on 
  a regular basis, but none has built the strength to 
  capture it once and for all.
  All this information (except for the existence of 
  Plymouth) is known in Peterborough/Charles-
  town and is readily available to the heroes.  Other 
  adventurers who have braved Boston recommend 
  a stealthy approach; large concentrations of troops 
  tend to attract the attention of the local monsters.
  With careful scouting, the adventurers can deter-
  mine that the Powerstones are located in a large 
  structure which, unfortunately, is the abode of a 
  
  Savage Tales 57
  Ancient Ruins of the Prudential Center
  Key
  A. Dragon’s Lair 
  and Powerstones
  B. Powerstone 
  Vault
  C. Sky Bridge
  D. Knowledge 
  Eater Lair
  E. Food Court/
  Kitchen/Raptor 
  Stables
  F. South Court
  G. Mandarin Ho-
  tel Ruins
  Roads
  N
  200 Feet
  Rubble
  Tunnels
  A
  B
  C
  D
  E
  F
  G
  
  Savage Tales
  58
  dragon. However, the dragon leaves to hunt each 
  morning on a predictable schedule, leaving a win-
  dow of opportunity to seize the stone. Adding 
  complexity, a group of tannain warriors is living 
  in a ruined hotel adjacent to the dragon’s lair, and 
  appear to worship it as a god.
  Entrances to the complex:  The dragon (p. 65) and 
  tannain (p. 75) have blocked all ground access to 
  the dragon’s lair except for the skybridge, which is 
  guarded by two tannain at all times.  Attempts to 
  scale the bridge directly will almost certainly alert 
  the guards, who will call for reinforcements.  There 
  are around 180 adult tannain living in the ancient 
  mall.
  There are two ways into the lair from the north 
  and east, both skirting the ruined Mandarin Ho-
  tel.  There are pit traps (Notice -2) on both en-
  trances, which can be disabled with a hidden prop. 
  Failure to disable the traps causes 2d6 damage 
  and alerts 15 tannain warriors to respond to the 
  entrance.  The Hotel itself is partly collapsed, but 
  tannain lair in the remaining rooms on the low-
  er floors.  The food court is their kitchen area, 
  and they keep 6 velociraptors (p. 75) there as 
  mounts.  Typically, there will be 3d10 tannain in 
  the kitchen area by day, and a 1 in 4 chance of 2d6 
  at night.  In the corridor near the center court is a 
  small colony (5) of Knowledge Eaters (p. 72); the 
  lizardfolk amuse themselves by feeding captors to 
  the Knowledge Eaters and tormenting the result-
  ing idiots.  In the South Court, the tannain keep a 
  herd of goats tended by 2d4 herdsmen (p. 75) and 
  4 crocottas (p.70). If the characters choose to scale 
  the building and cross the roof (Climbing at -2), 
  they must maintain stealth to avoid alerting the 
  tannain community.
  Inside the dragon’s lair, Evelyn Walsh, Dame Joc-
  elyn Crowninshield, Elise Tarrant, and John LeB-
  eau (p. 67) have just descended from the roof; they 
  are also in pursuit of the powerstones. The stones 
  themselves are collected in a large glass sculpture/
  bowl that has been dragged near the dragon’s lair; 
  some smaller ones are scattered in the nearby 
  vault.
  The leaders of the tannain are:
  Cult Shaman Ezra Fowler
  Tannain Chaosbringer of Vered
  Attributes: Agility d6, Smarts d8, Spirit d10, 
  Strength d6, Vigor d8
  Skills: Fighting d8, Healing d8, Intimidation d6, 
  Knowledge (Religion) d4, Knowledge (Monsters) 
  d4, Miracles d10, Notice d8, Persuasion d6, Sur-
  vival d4, Taunt d4, Throwing d6
  Charisma: -4; Pace: 6, Parry: 7/6, Toughness: 8/6
  Gear: Club (Str+d4), Spear (Str+d6, +1 Parry, +1 
  Reach, 2H), Holy Symbol of Vered
  Spells (15 PP): Beast Lord (beast friend), Vered’s 
  Spitting Ichor (burst), Aura of the Dragon (fear), 
  Curse of the Dragon (lower trait)
  Cult Leader Eloise Rossum
  Tannain Warrior
  Attributes: Agility d6,  Smarts d4,  Spirit d6, 
  Strength d10, Vigor d10
  Skills: Climbing d6, Fighting d10, Intimidation 
  d10, Notice d4, Stealth d6, Throwing d8
  Charisma: –6; Pace: 6; Parry: 8/7; Toughness:8
  Hindrances: All Thumbs, Mean
  Edges: Brawny, Combat Reflexes, Sweep
  Gear: Flint spear (Str+d6; Parry +1; +1 Reach, 2H)
  Escaping with the powerstones will depend on 
  how alert the tannain settlement is and whether 
  the raid has taken long enough that the dragon 
  has returned. If the party defeats the Groton Four, 
  they can potentially use their ropes to escape via 
  the roof.
  Manchester – Deadly Diploma-
  cy (Recommended for Seasoned 
  Characters)
  The Lord Protector wishes to establish a non-ag-
  gression treaty with the adharcans of Manchester, 
  with the idea that the undead of Lowell and the 
  Rahelians are threats to Manchester as well, and 
  
  Savage Tales 59
  reducing one threat axis would simplify 
  things.  Based on their experience in the 
  Charlestown/Perburgh negotiations, the 
  Lord Protector taps the party to act as 
  envoys.
  Given their official status, the party en-
  joys a large escort of 50 light infantry; 
  no random encoun-
  ters would be ex-
  pected against such 
  a large group.  Prince 
  Taskill is expecting 
  the group and invites 
  them to his court, 
  which is set up in the 
  ruins of what appears 
  to be a large ampithe-
  ater.  He will invite a 
  representative of the adventurers 
  to participate in ritual combat to 
  honor Turlough and the other gods; 
  this combat will NOT be lethal in 
  nature, but in fact is specifically re-
  quired to be non-lethal to serve its 
  ritual purpose.  The hero chosen 
  to fight will face:
  Adharcan Chieftain
  Attributes: Agility d8, Smarts 
  d6, Spirit d6, Strength d10, Vig-
  or d10
  Skills: Fighting d12, Intimida-
  tion d10, Notice d6, Shooting 
  d8, Stealth d6, Throwing d8
  Pace: 6; Parry: 8; Toughness: 11/8
  Gear: Plate breastplate (+3), chain 
  arms and legs (+2), battle axe (Str+d10)
  Edges: First Strike
  Once the formalities are finished, and 
  assuming there were no fatalities 
  in the ritual combat (any death will 
  result in the heroes’ immediate ex-
  pulsion from Manchester), Prince 
  Taskill explains his situation.  He may reveal 
  more detail if the battle was particularly sport-
  ing.  Taskill was once a warchief in the armies of 
  Haverhill to the east.  He fought in numer-
  ous campaigns, particularly in the effort to 
  capture Boston.  His perspective is that Bos-
  ton is a lost cause, and so he and a couple of 
  his more loyal units broke off to found Man-
  chester.  Haverhill considers Manchester no 
  more than a nuisance, but 
  the 
  Haverhill-sanctioned 
  colony of Concord is anoth-
  er matter.  Taskill would 
  consider an active alliance 
  with Peterborough against 
  Concord and Groton, and 
  will hint at this in the initial 
  conversation.
  Unlike Peterborough or 
  Charlestown, there 
  are no hidden fac-
  tions within Man-
  chester.  Taskill is a 
  benevolent dictator, 
  well-liked by his people and 
  respected for his care for 
  their well-being (picture a 
  horned Henry V).  As such, 
  the only way to influence 
  Taskill is directly, and he 
  appreciates 
  plain-speak-
  ing.
  Taskill will invite the char-
  acters hunting after a few 
  days in Manchester.  He 
  will be accompanied by two 
  adharcan chieftains (see 
  above), and he has the 
  following stats:
  Prince Taskill
  Attributes: Agility d8, 
  Smarts d8, Spirit d8, Strength 
  d10, Vigor d8
  Skills: Climbing d6, Fighting 
  d12, Knowledge (Battle) d10, In-
  timidation d10, Notice d8, Rid-
  ing d8, Shooting d10, Stealth d6, 
  Throwing d10
  
  Savage Tales
  60
  Charisma: 0; Pace: 6; Parry: 9; Toughness: 9 (3)
  Hindrances: Loyal, Curious
  Edges: Block, Combat Reflexes, Command, Fer-
  vor, Hold the Line
  Gear: Plate corselet (+3), chain limbs (+2), open 
  helm (+3), broadsword (Str+d8), war horse
  The hunting party is seeking a wolf pack, but actu-
  ally encounters a drake (p. 66).
  If the party fights well, this will improve their 
  standing with Taskill, and he will share the drake’s 
  hoard with the heroes.  $5000 in silver and gems 
  and a potion of boost smarts with a raise will be 
  the party’s share.
  Wilderness – The Ancient Tribe 
  (Recommended for Seasoned 
  Characters)
  In the wilderness north of Boston, a village is un-
  der attack by mysterious tribesmen.  A lone survi-
  vor, Kingston MacAuley, an acolyte of Edward, has 
  reached the party and asked their aid in defending 
  the village of Marshholt.  The village lies a week’s 
  travel to the north, mostly through wilderness.
  Marshholt has around 200 inhabitants, of whom 
  10 peasants are able bodied and combat capable 
  (see p. 65). The remainder of the able-bodied war-
  riors have already been killed by the tribesmen. 
  The tribesmen attack each night and vanish, taking 
  their dead with them. If the adventurers set up an 
  ambush, they will face 20 tannain warrior tribes-
  men (p. 73) who will attack shortly after midnight 
  and will retreat if more than 2 are incapacitated, 
  taking their wounded with them.
  A Tracking roll will allow the adventurers to fol-
  low the trail of the tribesmen to an ancient cav-
  ern system where they hide.  Only the death of the 
  Deathsworn of Iuno who lead the cult will stop 
  the attacks.  The entrance to the cave system is a 
  bridge across a ravine guarded at all times by two 
  warriors.  The key to the cavern map is below.
  1. This circular chamber is rough-hewn like 
  the rest of the caverns, and lit with torch-
  es.  Piles of furs are stacked here and there 
  in the chamber, likely waiting for use in the 
  outside.
  2. This circular chamber has a small spring in 
  one corner that flushes a series of trenches 
  out of a small hole (likely in the cliff face).  A 
  faint foul smell indicates this room is like-
  ly used as a latrine.  There are two tannain 
  tribesmen in the room, unarmed, and one 
  woman.
  3. This room has small holes exposing the out-
  side of the cliff face, and is likely used as a 
  sentry post.  There is one armed tribesman 
  in the room, asleep.
  4. Fires smolder in the empty corners of this 
  room, and rough tables stained with offal 
  and blood sit in the center.  The tables hold 
  cleavers and saws for butchery, and old and 
  new humanoid bones are piled near them.
  5. This room, lit by torches, contains piles of 
  rusting weaponry and armor taken from 
  raids in the nearby towns.  Careful search of 
  the piles will reveal $250 silver in coin and 
  gems among the trash.  There are also mul-
  tiple serviceable weapons here, although 
  none of special quality.
  6. This room contains piles of torches, fire-
  wood, and stone tools.
  7. This room, lit by torches, appears to be 
  a workshop for making stone tools and 
  weapons.  Many bear claws are stored in a 
  wicker bin, along with lengths of wood and 
  pelts.  There are two craftsmen in the room 
  working.
  8. This room is filled with low fur pallets and 
  lit by many torches - it appears to be a 
  sleeping space.  If the adventurers arrive by 
  day, there are ten tribeswomen sleeping in 
  this room.  By night there are none.
  9. This room appears to be a sleeping space 
  for fighters; there are many low fur pallets 
  and racks for weapons and armor.  If the 
  heroes arrive by day, there are ten tribes-
  
  Savage Tales
  61
  Cavern System
  men sleeping in this room.  By night there 
  are none.
  10. Beyond a locked portcullis, this room con-
  tains a terrified sherzi bard named Sid 
  Dowey that the tannain have kept captive 
  for their amusement.  He is half-mad and 
  does not know anything about the area.
  11. This large open cavern contains a ladder 
  leading down to a pool fed by a water-
  fall.  There is a ledge leading down to the 
  cavern floor on one side and a narrower 
  ledge leading around to the falls on the oth-
  er.  There are four tannain on guard at the 
  bottom of the cavern, watching the ladder.
  12. Reached by crawling through a stream-
  carved passage only, this cavern is a tem-
  ple to death.  The severed heads of victims 
  of the tribe are suspended throughout the 
  cavern, some decomposed to skulls, oth-
  ers fresh.  A faint chanting fills the air over 
  the sound of running water, and three 
  Deathsworn of Iuno preside here.
  13. This room contains stone tables surround-
  ed by furs, and appears to be a dining or 
  celebratory hall.  If the party arrives by 
  night, there will be 20 tribesmen dining in 
  the room served by 10 women.  If by day, 
  the room will be empty.
  14. This room appears to be a sleeping space 
  for fighters; there are many low fur pallets 
  and racks for weapons and armor.  If the 
  heroes arrive by day, there are ten tribes-
  men sleeping in this room.  By night there 
  are none.
  15. This room is set up with several bales of 
  hay, and appears to be a target range for the 
  tannain to practice with their spears.  By 
  night there will be three armed tribesmen 
  practicing here, by day none.
  
  Savage Tales
  62
  16. This is the dwelling chamber of the chief-
  tain of the tribe.  It contains a fur pallet, his 
  personal weapons and gear, and pallets for 
  his servants and women.  The chieftain will 
  be here unless the tribe is alerted.
  17. This is a guard post where a small number 
  of tribesmen stand ready if the chieftain 
  needs them.  There are four armed tribes-
  men here at all times.
  18. This room contains a small natural hot 
  spring and pool used for bathing.  There is 
  a 50% chance of finding 1d4 tribesmen or 
  women here, unarmed.
  19. This is a storage room for spears and tar-
  gets for room 15.
  20. This large workshop appears to be devoted 
  to construction of spears and other weap-
  ons.  Multiple tables hold lengths of wood 
  and flint spearheads.  By night there will be 
  seven craftsmen here, by day none.
  21. This room is used as a sleeping chamber by 
  the craftsmen who work on the spears.  It 
  contains several pallets and some crude 
  chests for storage of personal goods.  By day 
  there will be six craftsmen sleeping here, by 
  night none.
  22. This sleeping chamber is used by the chief 
  craftsman of the tribe, and contains a small 
  private workshop in addition to the typical 
  furs and storage chest.  By day the crafts-
  man will be sleeping here.
  23. This large pen is used for confining tannain 
  who have displeased the  Deathsworn or the 
  chieftain.  There are six tannain tribesmen 
  in the pen, unarmed, but not interested in 
  aiding outsiders.
  24. The iron door on this room seals in a pit 
  of venomous snakes used in ritual by the 
  Deathsworn.  There are 12 vipers in the 
  chamber who will attack anyone who dis-
  turbs them.
  25. This is a room used by the Deathsworn to 
  prepare for rituals in the adjacent temple. 
  Low tables contain pigments and costumes 
  used in rituals.
  26. This large chamber is a temple to Iuno used 
  by the tribe at large.  The floor is covered 
  with rushes for kneeling and a low altar sits 
  at the east end of the room, bloodstained 
  and covered with skulls.  Three Deathsworn 
  chant rituals in this chamber.
  Chieftain
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d10, Vigor d10
  Skills: Climbing d6, Fighting d10, Intimidation 
  d10, Notice d4, Stealth d6, Throwing d8
  Charisma: –6; Pace: 6; Parry: 8/7; Toughness: 8
  Hindrances: All Thumbs, Mean
  Edges: Brawny, Combat Reflexes, Sweep 
  Gear: Flint spear (Str+d6; Parry +1; Reach +1)
  Deathsworn of Iuno
  Attributes: Agility d6, Smarts d4, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d6, Healing d8, In-
  timidation d8, Notice d4, Spellcasting d8, Stealth 
  d6
  Charisma: –6; Pace: 6; Parry: 7/6; Toughness: 6
  Hindrances: All Thumbs, Mean
  Gear: Flint spear (Str+d6; Parry +1; Reach +1)
  Spells (15PP): Viper Arrow (bolt), Curse of the 
  Dragon (lower trait), Fountain of Blood (jet), Aura 
  of the Dragon (fear), Vermin Cloud (damage field) 
  Charlestown – The Frame (Rec-
  ommended for Seasoned Charac-
  ters)
  (Note – for those playing the Plot Point campaign, 
  this adventure presumes that Peterborough sur-
  vived the attack by Groton)
  
  Savage Tales 63
  Charlestown
  Features
  1. Protector’s Palace
  2. Church of the Four
  3. Shrine of Iset
  4. Charlestown Greatschool
  5. Low Town Market
  6. The Surly Wench Tavern
  7. Inn of the Three Dragons
  Charlestown
  1
  2
  3
  4
  5
  6
  7
  The Lord Protector summons the party to ask 
  that they carry the final version of the Peterbor-
  ough/Charlestown alliance to Charlestown.  There 
  they will deliver it to Alexander Harshaw, the am-
  bassador from Peterborough, who will present it 
  to the Lord Protector of Charlestown.  Secretly, 
  however, Groton agent John LeBeau is plotting 
  to shatter the alliance by assassinating the Cap-
  tain-General, military leader of Charlestown, and 
  blaming Harshaw - when the adventurers appear, 
  he seizes the opportunity to frame one of them in-
  stead (whichever character is the sneakiest will be 
  framed).
  The day after the characters arrive, the Cap-
  tain-General is found dead in his bed, his throat 
  cut.  There are signs of struggle, and the Cap-
  tain-General has a torn piece of cloth in his hand.  A 
  guard at the Captain-General’s residence reports a 
  cloaked figure matching the general description of 
  the suspect hero lurking near the house in the early 
  evening.  The hero’s clothes from the previous day 
  are found hidden in the basement of his/her res-
  idence, covered in blood, and with a tear match-
  ing the fabric in the Captain-General’s hand.  This 
  leads to a squad of 10 guards appearing to arrest 
  the hero.  If the party resists, eight of the guards 
  will fight and the others will run for help.
  Charlestown Town Guard 
  Attributes: Agility d8,  Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d10, Intimidation d8, 
  Notice d6, Shooting d10, Stealth d6, Throwing d8
  Pace: 6; Parry: 7; Toughness: 8/6
  Hindrances: Various
  Edges: Combat Reflexes
  Gear: Chain mail (+2), open helm (+3), club 
  (Str+d4)
  If they fight, the whole party will be wanted fugi-
  tives and will need to move with stealth through-
  
  Savage Tales
  64
  out the area.  If not, they will have freedom of 
  movement for three days before the suspect ad-
  venturer’s trial.
  Examination of the crime scene will not provide 
  any additional information about the identity of 
  the murderer, but a successful notice will deter-
  mine that the assassin likely entered via climbing 
  to a window; on a raise, additional information 
  will suggest that the assassin was short.  The guard 
  who initially identified the character as a suspect 
  is not in his quarters, and no one appears to know 
  where he is; Investigation or Streetwise -2 will lo-
  cate the guard’s body in the low town, in an alley 
  behind a tavern called the Sailor’s Bane.  A Notice 
  or Healing check of the body reveals that the guard 
  was stabbed upwards through the sternum - per-
  haps by a smaller man?
  If the adventurers use Streetwise (or Persuasion 
  with a little bribery) in the Sailor’s Bane, they can 
  discover that the guard, whose name is Joshua 
  Taylor, met a few times in the Bane with a small 
  man, possibly a sherzi.  The man went cloaked and 
  wore a hat with an eagle feather.  A Smarts check 
  or a Persuasion check on one of the locals reveals 
  that the eagle feather is a characteristic sign of the 
  Rogues’ Congregation.
  If the party uses Streetwise to try to locate the 
  Rogues, they will be led into an ambush of 12 
  Rogue Enforcers (p. 74).
  If the heroes capture a Rogue, a Persuade check 
  will result in the Rogue saying that the Congrega-
  tion had nothing to do with the assassination, and 
  that the Sailor’s Bane is not an authorized negotia-
  tion site.  This will leave the team in something of 
  a dead end.
  At this point, the Grotonians tip their hand a 
  bit.  Judge Walsh and Dame Crowninshield (p. 
  65), allies of LeBeau, appear at court to negotiate 
  a trade agreement with Charlestown. The gener-
  al anti-Peterborough sentiment generated by the 
  assassination helps their case prosper.  However, 
  this may clue the party in to the possible presence 
  of LeBeau (p. 65).
  At this point, another source appears: Jenny Al-
  len, another guard at the Captain-General’s resi-
  dence.  She tells the team that a sherzi approached 
  her with an offer to change shifts with Taylor on 
  the night of the murder and paid her $50 for her 
  trouble.  The sherzi matches LeBeau’s descrip-
  tion.  She suggests (if needed) that the adventur-
  ers interrogate the guards at their residence to see 
  if one of them was bribed too.  One guard was - 
  Albert Rodham, the guard captain to Harshaw.   If 
  the party attempts to interrogate him, he will at-
  tack without warning with the help of two of his 
  sergeants, and then attempt escape.  He will at-
  tempt to make it to the Groton embassy, leading 
  to a chase.
  If the heroes bring this evidence to the Charles-
  town authorities, they will authorize a search of 
  the embassy, which will reveal that Walsh, LeBeau 
  and company skipped town the day before.
  Sir Albert Rodham
  Attributes: Agility d8, Smarts d6, Spirit d10, 
  Strength d10, Vigor d10
  Skills: Fighting d10, Intimidation d6, Knowledge 
  (Battle) d8, Notice d6, Riding d10
  Charisma: +2; Pace: 6; Parry: 10; Toughness:10/7
  Edges: Block, Combat Reflexes, Command, Fer-
  vor, Frenzy, Level Headed, Noble
  Gear: Corselet (+3), plates arms and legs (+3), 
  closed helm (+3), long sword (Str+d8), large 
  shield (+2 Parry)
  Guard Sergeants
  Attributes: Agility d8,  Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d10, Intimidation d8, 
  Notice d6, Shooting d10, Stealth d6, Throwing d8
  Pace: 6; Parry: 7; Toughness: 8/6
  Edges: Combat Reflexes
  Gear: Chain mail (+2), open helm (+3), longsword 
  (Str+d8)
  Having traced the clues back to LeBeau, the par-
  ty can present the evidence of their innocence and 
  clear Peterborough of culpability in the assassina-
  tion.
  
  Allies and Adversaries 65
  Adversaries and Allies
  Allies
  Ritter Light Infantry
  Ritters form the backbone of many armed forces, 
  including those of the Protectorates of Iset. Armed 
  with short sword and shield, light infantry typ-
  ically perform skirmishing and scouting duties, 
  but formations of light infantry are also effective 
  against pikemen.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Notice d6, Shooting d4, Stealth 
  d4
  Charisma: 0; Pace: 5; Parry: 7/6; Toughness: 6/5
  Hindrances: Slow
  Edges: Brawny, Block, Low Light Vision
  Gear: Leather armor (+1), short sword (Str+d6), 
  medium shield (+1 Parry, +2 Armor to ranged)
  Human Crossbowmen
  With the high cost of muskets, crossbowmen are 
  the major missile troops for most city-states. While 
  armed with short swords, their lack of shields 
  makes crossbowmen vulnerable to infantry.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Shooting d6, Stealth 
  d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6/5
  Hindrances: None
  Edges: Marksman
  Gear: Leather armor (+1), short sword (Str+d6), 
  crossbow (Range 15/30/60, Damage 2d6, ROF 1, 
  AP 2, 1 action to reload), 20 bolts
  Peasant
  Local farmers and peasants often have at least 
  some ability to join battle at the side of adventur-
  ers, wielding farm implements as weapons - some 
  with surprising effectiveness.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d4, Notice d4,Shoot-
  ing d4
  Charisma: 0; Pace: 4; Parry: 5; Toughness: 5
  Gear: Farm tools (Str+d4, some have reach)
  Enemy Wild Cards
  Dragon
  Dragons are large, flying reptiloid creatures and 
  one of Vered’s most deadly creations. They come 
  in various shades of green and brown, often with 
  a lighter color under their wings and belly to pro-
  vide camouflage from the air.
  Attributes: Agility d8, Smarts d8, Spirit d10, 
  Strength d12+9, Vigor d12
  
  Allies and Adversaries
  66
  Skills: Fighting d10, Intimidation d12, Notice d12
  Pace: 8; Parry: 7; Toughness: 20/16
  Special Abilities:
  Armor +4: Scaly hide
  Claws/Bite: Str+d8
  Fear –2: Anyone who sees a mighty dragon must 
  make a Fear check at –2.
  Fiery Breath: Dragons breathe fire using the Cone 
  Template. Every target within this cone may make 
  an Agility roll at –2 to avoid the attack. Those who 
  fail suffer 2d10 damage and must check to see if 
  they catch fire. A  dragon may not attack with its 
  claws or bite in the round it breathes fire.
  Flight: Dragons have a Flying Pace of 24” and 
  Climb 0.
  Hardy: The creature does not suffer a wound from 
  being Shaken twice.
  Huge: Attackers add +4 to their Fighting or Shoot-
  ing rolls when attacking a dragon due to its mas-
  sive size.
  Improved Frenzy: If a dragon does not use its Fi-
  ery Breath ability, it may make two Fighting at-
  tacks with no penalty.
  Level Headed: Acts on the best of two cards
  Size +8: Dragons are massive creatures. This ver-
  sion is over 40’ long from nose to tail, and weighs 
  well over 30,000 pounds.
  Tail Lash: The dragon can sweep all opponents in 
  its rear facing in a 3” long by 6” wide square. This 
  is a standard Fighting attack, and damage is equal 
  to the dragon’s Strength –2.
  Drake 
  Drakes are wingless dragons, sometimes thought 
  to be an earlier stage in the draconic lifecycle.
  Attributes: Agility d6, Smarts d6 (A), Spirit d10, 
  Strength d12+6, Vigor d12
  Skills: Fighting d10, Intimidation d12, Notice d8
  Pace: 6; Parry: 7; Toughness: 17/13
  Special Abilities:
  Armor +4: Scaly hide
  Claws/Bite: Str+d8
  Fear: Drakes are frightening creatures to behold. 
  Anyone seeing one must make a Fear check.
  Fiery Breath: Drakes breathe fire using the Cone 
  Template. Every target within this cone may make 
  an Agility roll at –2 to avoid the attack. Those who 
  fail suffer 2d10 damage and must check to see if 
  they catch fire. A drake may not attack with its 
  claws or bite in the round it breathes fire.
  Large: Attackers add +2 to their attack rolls when 
  attacking a drake due to its large size.
  Size +5: Drakes are over 20’ long from snout to 
  tail, and weigh in at over 3000 pounds.
  Tail Lash: A drake can sweep all opponents in its 
  rear facing in a 3” long by 6” wide rectangle. This 
  is a standard Fighting attack, and damage is equal 
  to the creature’s Strength –2.
  Ghost Blade
  Ghost blades are undead created from a weap-
  on that had seen horrible battle. The incorporeal 
  ghost blade warrior is invulnerable to harm unless 
  the weapon that gives it life is destroyed. They ap-
  pear as a ghostly figure wielding a sword or other 
  melee weapon.
  Attributes: Agility d8, Smarts d8(A), Spirit d6, 
  Strength d10, Vigor d4
  Skills: Fighting d12
  Pace: 6; Parry: 10; Toughness: 12
  Special Abilities:
  Fearless: Ghost blades are immune to Fear and In-
  timidation.
  Ghost Warrior: The ghostly figure cannot be 
  harmed or dispelled by any means. The sword, 
  however, can be damaged as a regular character. 
  The sword breaks when Incapacitated. Because the 
  
  Allies and Adversaries 67
  ghostly warrior is a figment of the sword’s memory 
  and not a real being, it cannot be disarmed.
  Great Sword: Str+d10, Toughness: 12
  Improved Block: +2 Parry
  Necromancer
  Masters of the dark magics of Iuno, necromancers 
  create undead warriors in her service, and usually 
  are adept with other forms of spellcasting as well.
  Attributes: Agility d6, Smarts d10, Spirit d10, 
  Strength d6, Vigor d8
  Skills: Fighting d4, Intimidation d10 ,Knowledge 
  (Arcana) d10, Notice d8, Shooting d8, Spellcasting 
  d10, Stealth d6
  Pace: 6; Parry: 4; Toughness: 6
  Hindrances: Compulsive Liar
  Edges: Improved Rapid Recharge Wizard
  Powers (30 PP): armor, blast, bolt, detect/conceal 
  arcana, dispel, fly, light, puppet, zombie
  War Tree
  Dryads create war trees for their own protection 
  by magically animating their home tree. War trees 
  are fearsome foes, striking with their many limbs 
  at any opponent within range.
  Attributes: Agility d4, Smarts d4(A), Spirit d10, 
  Strength d12+6, Vigor d10
  Skills: Fighting d8, Notice d6
  Pace: 6; Parry: 6; Toughness: 19/15
  Special Abilities:
  Armor +4: Thick bark
  Branch Swipe: Str+d6, Reach 1
  Huge: Attackers are +4 to attack rolls against a 
  war tree due to its size.
  Plant: Plants are not subject to Fear and Tests of 
  Will.
  Size +8: An average war tree is over 40’ tall.
  Stomp: Str+d10. The creature is naturally adept at 
  using its full weight to smash its foes. Non-rigid 
  armor (leather, chain mail) offers no protection 
  against the stomp.
  Sweep: A war tree can attack all adjacent oppo-
  nents at no penalty.
  Weakness (Fire): Fire attacks cause +4 damage.
  The Groton Four
  Elise Tarrant - Human
  Elise is a bulky woman with an air of disapprov-
  ing of everything she sees. She generally dresses 
  in black, and her powers have a distinctive air of 
  darkness about them.
  Attributes: Agility d8, Smarts d10, Spirit d6,  
  Strength d6, Vigor d6
  Skills: Intimidation d6, Knowledge (Arcana) d10, 
  Notice d8, Shooting d8, Spellcasting d10, Stealth 
  d6, Taunt d10
  Pace: 5; Parry: 2; Toughness: 6
  Hindrances: Minor Vow (Chastity), Obese
  Edges: Wizard, Soul Drain
  Powers (25 PP): mind reading, blind, confusion, 
  invisibility, dispel, fly
  Gear: dagger (Str+d4), bow (Range 12/24/48, 
  Damage 2d6, ROF 1)
  Judge Evelyn Walsh – Human
  Evelyn is a devout Judge of Rahel, and her leather 
  armor is tooled with Rahelian symbols and say-
  ings. While she barely tops five feet tall, her spirit 
  makes her seem much larger, especially when she 
  is leading her comrades in battle.
  Attributes: Agility d6, Smarts d8, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Intimidation d6, Knowledge (Religion) d10, 
  Notice d6, Fighting d6, Miracles d10, Streetwise 
  d6, Persuasion d10
  Pace: 6; Parry: 5; Toughness: 6/4
  
  Allies and Adversaries
  68
  Hindrances: Cautious, Minor Enemy (Lewis Haw-
  kins), Small
  Edges: Command, Fervor, Inspire, Natural Lead-
  er, Fortunate, Spirited
  Spells (20 PP): Detect/Hide Magic (sense/hide 
  magic), Aspect of Darkness (fear), Arrow of Ice 
  (bolt), Swift Charge (speed), Dispel (dispel)
  Gear: Axe (Str+d6), reinforced leather armor (+2 
  or +1 if hit with a raise), pot helm (50% chance of 
  +3)
  Dame Jocelyn Crowninshield - Ritter
  Jocelyn is Evelyn’s opposite - large even for a ritter, 
  she is quiet outside the field of battle, and fiercely 
  devoted to her comrades. Jocelyn loves jousting 
  and is a formidable opponent in the lists.
  Attributes: Agility d10, Smarts d4, Spirit d6, 
  Strength d12, Vigor d6
  Skills: Fighting d10, Shooting d8, Riding d8, 
  Knowledge (Battle) d6, Gambling d4, Climbing d4
  Charisma: -4; Pace: 5; Parry: 7/8/9; Toughness: 
  9/6) 
  Hindrances: Cautious, Minor Enemy (Fran Stern), 
  Outsider, Loyal, Mean
  Edges Brawny, First Strike, Counterstrike, Block, 
  Quick
  Gear: Full plate with helm (+3), medium shield 
  (+1 Parry, +2 Armor vs. Ranged), greatsword 
  (Str+D10, -1 Parry, 2H), lance (Str+d8, AP 2 when 
  charging, Reach 2), crossbow (Range 15/30/60, 
  Damage 2d6, ROF 1, AP 2, 1 action to reload), war 
  horse with barding (+2)
  John LeBeau - Sherzi
  John is on the short side for a sherzi, but extreme-
  ly nimble. He grew up on the streets in Groton 
  and learned his trade in the Rogue’s Congregation 
  before converting to the worship of Rahel. His 
  distinctive midnight purple hair is unusual even 
  among sherzi.
  Attributes: Agility d8, Smarts d8, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Throwing d6, Repair d6, No-
  tice d6, Lockpicking d6, Stealth d8, Knowledge 
  (Arcana) d4, Taunt d6, Survival d4, Investigation 
  d4, Streetwise d4
  Charisma: +2; Pace: 6; Parry: 7/6; Toughness: 6/4
  Hindrances: Arrogant, Small
  Edges: Thief
  Gear: Reinforced leather armor (+2 or +1 if hit 
  with a raise), rapier (Str+d4, +1 Parry), 2 daggers 
  (Range:3/6/12, Damage: Str+d4, ROF 1), lock-
  picks
  Enemy Extras
  Arachnaurs
  Arachnaurs are hideous creatures with the head 
  and torso of a man on the body and legs of a giant 
  spider. They tend to haunt wooded areas by pref-
  erence.
  Attributes: Agility d10, Smarts d6, Spirit d6, 
  Strength d10, Vigor d8
  Skills: Climbing d12, Fighting d8, Intimidation 
  d10, Notice d8, Shooting d10, Stealth d8
  Pace: 8; Parry: 6; Toughness: 8/7
  Gear: Leather armor (+1), long sword (Str+d8)
  Special Abilities:
  Bite: Str+d4.
  Poison (–2): The bite of an arachnaur causes in-
  stant paralysis for those who fail their Vigor roll. It 
  lasts for 1d6 rounds.
  Size +1: Arachnaurs measure 7’ in length.
  Webbing: Once per turn, arachnaurs can cast webs 
  from their thorax that are the size of Small Burst 
  Templates. This is a Shooting roll with a range of 
  3/6/12. Anything in the web must cut or break 
  their way free  (Toughness 7).  Webbed characters 
  can still fight, but all physical actions are at –4.
  
  Allies and Adversaries 69
  Assassin
  Assassins are often members of the Rogue’s Con-
  gregation, killers for pay who employ any means 
  necessary to eliminate their targets.
  Attributes: Agility d10, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Climbing d8, Fighting d8, Intimidation d6, 
  Notice d8, Stealth d8, Shooting d6, Streetwise d6, 
  Throwing d6 
  Pace: 6; Parry: 6; Toughness: 6/5
  Hindrances: Wanted
  Edges: Alertness, First Strike, Thief 
  Gear: Leather armor (+1), short sword (Str+d6), 
  throwing knives (Range: 3/6/12, Damage: Str+d4)  
  Special Abilities:
  Poison: The quickest way to kill someone is with 
  poison. A typical poison requires a Vigor roll at –2 
  or take an automatic wound
  Bandit
  Roving groups of bandits are a common encounter 
  in the wilderness between city-states.
  Attributes: Agility d6,  Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d6, Notice d6, Shoot-
  ing d6, Stealth d6, Throwing d6
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 6(1)
  Hindrances: Greedy, Outsider
  Edges: Quick
  Gear: Leather armor (+1), short sword (Str+d6), 
  bow (Range 12/24/48, Damage 2d6, ROF 1), 20 
  arrows
  Black Knight
  Black Knights are a powerful magical creation fu-
  eled by the demonic energy of Vered. They appear 
  as massive warriors completely enclosed in plate 
  armor and wielding weapons enveloped in green 
  flame.
  Attributes: Agility d8 , Smarts d6, Spirit d10, 
  Strength d12, Vigor d10
  Skills: Fighting d10, Intimidation d10, Knowledge 
  (Battle) d10, Riding d10
  Pace: 6; Parry: 9; Toughness: 11/8
  Special Abilities:
  Arcane Resistance: +2 Armor against dam-
  age-causing powers and +2 on trait rolls to resist 
  opposed powers.
  Armor +3: Black plate armor and a closed helm.
  Balefire Weapons: Great sword (Str+d10) and 
  lance (Str+d10), if mounted. Anyone struck by a 
  weapon, whether injured or not, has a chance of 
  catching fire.
  Demon: +2 to recover from being Shaken; Im-
  mune to poison and disease; Half damage from 
  non-magical attacks except for cold iron.
  Elite Soldiers: Black knights have the following 
  Combat Edges: Combat Reflexes, Improved Block, 
  Improved Frenzy, Improved Sweep, and Level 
  Headed.
  Size +1: Black knights stand over 7’ tall.
  Summon Reinforcements: Once per day a black 
  knight can summon forth 1d6 demonic soldiers 
  per success and raise on a Spirit roll. The minions 
  appear within 6” of the knight.
  Weakness (Cold Iron): Demons take normal dam-
  age from cold iron weapons.
  Chimera
  Chimera are large, horrifying combinations of a 
  variety of different creatures, both mundane and 
  magical; many scholars believe they represent 
  “rough drafts” of Vered’s monstrous creations. 
  Chimera almost universally breathe fire, and view 
  humanoids as foodstuffs simply not cooked yet.
  Attributes: Agility d8, Smarts d6(A), Spirit d10, 
  Strength d12, Vigor d8
  Skills: Fighting d8, Notice d8
  Pace: 8; Parry: 6; Toughness: 8
  
  Allies and Adversaries
  70
  Special Abilities:
  Bite/Claw: Str+d6.
  Fiery Breath: Chimeras breathe fire using the Cone 
  Template. Every target within this cone may make 
  an Agility roll at –2 to avoid the attack. Those who 
  fail suffer 2d10 damage and must check to see if 
  they catch fire. A chimera may not attack with its 
  claws or bite in the same round it breathes fire.
  Improved Frenzy: If a chimera does not use its 
  Fiery Breath Ability, it may make an additional 
  Fighting attack with no penalty.
  Size +2: Chimera weigh over 500 pounds.
  Two Fisted: A chimera may attack with its claws 
  and bite in the same round with no multi-action 
  penalty.
  Corpse Golem
  Necromancers create corpse golems by stitching 
  together dead bodies, often of multiple species.
  Attributes: Agility d6, Smarts d4, Spirit d10, 
  Strength d12, Vigor d10
  Skills: Fighting d8, Intimidation d10, Notice d6, 
  Stealth d6
  Pace: 4; Parry: 6; Toughness: 8/7
  Gear: Longsword (Str+d8)
  Special Abilities:
  Arcane Resistance: +2 Armor against dam-
  age-causing arcane powers and +2 on trait rolls to 
  resist opposed powers.
  Armor +1: Hard skin and muscle
  Berserk: Corpse golems have the Berserk Edge.
  Construct: +2 to recover from being Shaken; No 
  additional damage from called shots; Immune to 
  poison and disease
  Fear: Characters seeing a corpse golem must make 
  a Fear check.
  Fearless: Golems are immune to Fear and Intim-
  idation.
  Slow: Corpse golems have a Pace of 4 and roll a d4 
  for their running die.
  Crocotta
  Crocotta are dog-like reptiles with long, powerful 
  jaws, and are often kept as pets and companions 
  by tannain.
  Attributes: Agility d8, Smarts d6(A), Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d6, Notice d10
  Pace: 8; Parry: 5; Toughness: 4
  Special Abilities:
  Bite: Str+d10, AP 10
  Fleet Footed: The crocotta rolls a d10 when run-
  ning instead of a d6.
  Size –1: A crocotta is the same size as a dog.
  Demonic Soldier
  Magical creations of Vered’s power, demon sol-
  diers are most often found as minions of black 
  knights or guardians of Vered’s few shrines.
  Attributes: Agility d8, Smarts d4, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6
  Pace: 6; Parry: 5; Toughness: 5
  Special Abilities:
  Berserk: Demonic soldiers can go berserk at will.
  Bite/Claws: Str+d6.
  Demon: +2 to recover from being Shaken; Im-
  mune to poison and disease; Half damage from 
  non-magical attacks except for cold iron.
  Size –1: Demonic soldiers are rarely larger than 4’ 
  tall.
  Weakness (Cold Iron): Demons take normal dam-
  age from cold iron weapons.
  
  Allies and Adversaries
  71
  Dryad
  While attractive in appearance, dryads are a cre-
  ation of Vered and are always hostile to human-
  oids - some claim they consume human flesh and 
  leave the offal as fertilizer for their trees.
  Attributes: Agility d8, Smarts d10, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d4, Notice d10, Per-
  suasion d8, Spellcasting d10,Stealth d10
  Charisma: +2; Pace: 6; Parry: 4; Toughness: 5
  Special Abilities:
  Animate Tree: A dryad may animate her tree as 
  a war tree (see War Tree). This costs 20 Power 
  Points and has a fixed duration of one hour.
  Attractive: Dryads resemble attractive human fe-
  males, but often have a green or brown tint to their 
  skin.
  Powers: Dryads have 30 Power Points and know 
  the following powers: armor (bark), barrier (wall 
  of thorns), beast friend, deflection (tree branches 
  get in the way), entangle, healing, shape change, 
  stun
  Tree Bond: Dryads share their soul with a partic-
  ular tree. They must remain within 36” of the tree 
  or their magic does not work.  If the tree dies or 
  becomes unhealthy, so does the dryad (and vice 
  versa).
  Ghoul
  A common form of undead, ghouls are gaunt corps-
  es with razor-sharp claws dripping with ichor.
  Attributes: Agility d10, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Intimidation d8, Notice d8, 
  Stealth d10, Tracking d8
  Pace: 6; Parry: 5; Toughness: 8
  Special Abilities:
  Claws: Str+d4
  Infravision: Ghouls halve penalties (round down) 
  for bad lighting when attacking living targets.
  Keen Nose: Ghouls get +2 to Notice and Tracking 
  rolls against living targets.
  Paralysis: Victims of a ghoul’s claw attacks must 
  make a Vigor roll at –2 or be paralyzed for 1d6 
  rounds.
  Undead: +2 Toughness; +2 to recover from being 
  Shaken; No additional damage from called shots; 
  Immune to disease and poison.
  Grave Guardian
  Grave guardians provide necromancers with pro-
  tection for their workshops and fortresses. They 
  appear as blackened corpses with claws and yel-
  low eyes.
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d12, Vigor d12
  Skills: Climbing d8, Fighting d10, Intimidation 
  d10, Notice d8, Spellcasting d8, Stealth d8, Track-
  ing d8
  Pace: 6; Parry: 7; Toughness: 10
  Special Abilities:
  Arcane Resistance: +2 Armor against dam-
  age-causing arcane powers and +2 on trait rolls to 
  resist opposed powers.
  Claws: Str+d6
  Fear –2: Anyone seeing a grave guardian must 
  make a Fear roll at –2.
  Powers: Grave guardians are not true spellcasters, 
  but can use the following powers: armor, burrow, 
  detect/conceal arcana, environmental protec-
  tion, fear, and obscure. They have 15PP.
  Regeneration: Grave guardians make a Vigor roll 
  every round to heal all damage, except that caused 
  by cold iron weapons.
  Undead: +2 Toughness; +2 to recover from being 
  Shaken; No additional damage from called shots; 
  Immune to disease and poison
  
  Allies and Adversaries
  72
  Weakness (Cold Iron): Grave guardians cannot 
  Regenerate wounds inflicted by cold iron weap-
  ons, but may heal them through natural Healing.
  Harpies
  Harpies are large vultures with the head and upper 
  torso of women, known for their disgusting nests. 
  Harpies are a scourge of outlying settlements, but 
  have largely been wiped out in more civilized ar-
  eas.
  Attributes: Agility d8,  Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d6, 
  Stealth d6
  Pace: 2; Parry: 5; Toughness: 5
  Special Abilities:
  Claws: Str+d4
  Flight: Harpies have a Flying Pace of 8” and a 
  Climb of 4”.
  Poison (–2): Harpies live in unsanitary habitats, 
  and their claws are caked in filth.  Any victim 
  wounded or Shaken by a claw attack must make 
  a Vigor roll or the wound becomes infected. Each 
  day, the victim must make a Vigor roll or gain a 
  level of Fatigue. A successful Healing roll, also at 
  –2, cleans out the infection. Fatigue levels are re-
  covered at the rate of one per day once the infec-
  tion is stopped.
  Human Crossbowmen
  With the high cost of muskets, crossbowmen are 
  the major missile troops for most city-states. While 
  armed with short swords, their lack of shields 
  makes crossbowmen vulnerable to infantry.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Shooting d6, Stealth 
  d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6/5
  Edges: Marksman
  Gear: Leather armor (+1), short sword (Str+d6), 
  crossbow (Range 15/30/60 Damage 2d6 ROF 1 AP 
  2, 1 action to reload), 20 bolts
  Jabber Birds
  Jabber birds are small, extremely annoying birds 
  that produce a loud cacophony when startled - so 
  loud as to be nearly incapacitating.
  Attributes: Agility d10, Smarts d6(A), Spirit d6, 
  Strength d4, Vigor d6
  Skills: Fighting d4, Notice d6
  Parry: 4; Toughness: 3
  Special Abilities:
  Flight: Pace 6”, Climb 4”.
  Jabber: The jabbering of these birds fills a Medi-
  um Burst Template centered on the bird. Charac-
  ters within the Template must make as Spirit roll, 
  –1 for each additional Template they are caught 
  in, or become disoriented. Disoriented characters 
  suffer a –2 penalty to trait rolls and Pace so long as 
  they remain within at least one Template and for 3 
  rounds after they leave.
  Peck: Str+d4 melee attack
  Size –2: Jabber birds are 1’ tall.
  Knowledge Eaters
  Knowledge eaters resemble large spiders but have 
  an extendable proboscis and a grey, pulsating, 
  membranous body. They feed on the knowledge 
  of their victims, literally sucking away intelligence. 
  Attributes: Agility d8, Smarts d8(A), Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Stealth d10
  Pace: 6; Parry: 5; Toughness: 4
  Special Abilities:
  Ambush: Knowledge eaters lurk above ground 
  level. When prey passes beneath, they attempt to 
  drop onto its head. If a character passes beneath 
  an undetected knowledge eater, it has the Drop. 
  Its first attack is always a Called Shot to the head.
  
  Allies and Adversaries 73
  Infravision: Halve darkness penalties against liv-
  ing targets (round down).
  Potion: The membranous body of a knowledge 
  eater can be boiled to make a thick, grey sludge. 
  Successfully creating the potion requires a Smarts 
  roll or a Tinker Magery roll at +2. When drunk, the 
  imbiber gains a +1 step increase in his Smarts and 
  all linked skills for one hour.
  Proboscis: Str+d4. If the victim of a Called Shot 
  to the head is Shaken or wounded, the beast sinks 
  its proboscis into his brain. Each round it remains 
  attached, the victim suffers a permanent 1 die re-
  duction in Smarts and all linked skills. If Smarts 
  reaches zero, the victim is left a gibbering idiot.
  Size –1: Knowledge eaters are the size of small 
  dogs.
  Liche
  Liches are Iuno’s chosen, the pre-eminent form of 
  undead on Earth. Necromancers pray to Iuno that 
  she will transform them into these skeletal crea-
  tures when they perish.
  Attributes: Agility d6, Smarts d12+2, Spirit d10, 
  Strength d10, Vigor d10
  Skills: Fighting d8, Intimidation d12, Knowledge 
  (Occult) d12+2, Notice d10, Spellcasting d12
  Pace: 6; Parry: 6; Toughness: 15 (6)
  Gear: Magical armor (+6)
  Special Abilities:
  Death Touch: Liches drain the lives of those around 
  them with a touch. Instead of a normal attack, a 
  lich may make a touch attack. Every raise on its 
  Fighting roll automatically inflicts one wound to 
  its target. 
  Spells: Liches have 50 Power Points and know 
  most every spell available.
  Undead: +2 Toughness; +2 to recover from being 
  Shaken; called shots do no extra damage; ignores 
  wound penalties.
  Zombie: Liches are necromancers first and fore-
  most. The undead they raise through the zombie 
  spell are permanent, so they are usually surround-
  ed by 4d10 skeletons or zombies as they choose. 
  Some liches have entire armies of the undead at 
  their disposal.
  Nightmare
  Nightmares are jet black magical mounts created 
  by Iuno and given to her most devout followers. 
  Centuries ago, she shared some with Vered, and so 
  his warriors sometimes also ride them into battle.
  Attributes: Agility d6, Smarts d6(A), Spirit d6, 
  Strength d12+4, Vigor d10
  Skills: Fighting d8, Notice d8
  Pace: 10; Parry: 6; Toughness: 10 or 13 (3)
  Gear: Some necromancers give their nightmares 
  barding (+3)
  Special Abilities:
  Brave: Nightmares are not prone to fright and gain 
  +2 to Fear checks.
  Fleet Footed: Nightmares roll a d8 for their run-
  ning die. Nightmares run just above the surface of 
  the ground and do not suffer movement penalties 
  for Difficult Terrain.
  Kick: Str+d6
  Size +3: Nightmares weigh between 800 and 1000 
  pounds.
  Ogrin Warrior
  Ogrin are a large variant subtype of adharcans, 
  generally known for their strength and lack of wit. 
  Ogrin often congregate together as tribes in ruins 
  or wilderness areas.
  Attributes: Agility d8, Smarts d4, Spirit d6, 
  Strength d10, Vigor d8
  Skills: Fighting d8, Notice d8, Stealth d6, Surviv-
  al d6, Swimming d10, Throwing d8, Tracking d6, 
  Survival d6
  Pace: 6; Parry: 7/6; Toughness: 8/6
  Gear: Club (Str+d4), spear (Str+d6, +1 Parry, +1 
  Reach, requires 2 hands)
  
  Allies and Adversaries
  74
  Ritter Crossbowmen
  With the high cost of muskets, crossbowmen are 
  the major missile troops for most city-states. While 
  armed with short swords, their lack of shields 
  makes crossbowmen vulnerable to infantry.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Shooting d6, Stealth 
  d4
  Charisma: 0; Pace: 5; Parry: 5; Toughness: 6/5
  Hindrances: Slow, Bloodthirsty
  Edges: Brawny, Marksman
  Gear: Leather armor (+1), short sword (Str+d6), 
  crossbow (Range 15/30/60 Damage 2d6 ROF 1 AP 
  2, 1 action to reload), 20 bolts
  Rogue Enforcers 
  The “entry level” member of the Rogue’s Congre-
  gation is typically a thug, a fighter employed by a 
  more senior Rogue for protection, intimidation, 
  or extortion. Those members who embrace this 
  role rise to the level of enforcer, a much more 
  capable fighter kept close by the most important 
  leaders of the Congregation.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d10, Intimidation d8, 
  Notice d6, Shooting d10, Stealth d6, Throwing d8
  Pace: 6; Parry: 7; Toughness: 8/6
  Edges: Combat Reflexes
  Gear: Chain mail (+2), open helm (+3), short 
  sword (Str+D6)
  Skeletons
  These fleshless undead are common minions for 
  necromancers, liches, and Deathsworn.
  Attributes: Agility d8, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4,-
  Shooting d6
  Pace: 7; Parry: 5; Toughness: 7
  Gear: Club (Str+d4), thrown rocks (Str+d4)
  Special Abilities:
  Bony Claws: Str+d4.
  Fearless: Skeletons are immune to Fear and In-
  timidation.
  Undead: +2 Toughness; +2 to recover from being 
  Shaken; called shots do no extra damage.
  Sphinx
  Sphinx are winged creatures with the body of li-
  ons and a human head. A quirk of Vered’s creation 
  of the species made them obsessed with riddle 
  games.
  Attributes: Agility d8, Smarts d12+1, Spirit d10, 
  Strength d10, Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6, 
  Persuasion d10, Stealth d8, Taunt d12
  Pace: 8; Parry: 6; Toughness: 8
  Special Abilities:
  Bite/Claw: Str+d6
  Flight: Sphinxes have a Flying pace of 12” and a 
  Climb of 6”.
  Riddles: Rather than immediately attack sentient 
  prey, sphinxes prefer to enter into riddle contests. 
  If the prey loses, it gets eaten. Riddle contests are 
  conducted as an opposed Smarts roll.
  Size +2: Sphinxes are the same size as lions.
  Strong Willed: As masters of trickery, sphinxes 
  gets a +2 bonus on Tests of Will.
  Wise: Sphinxes are renowned for their wisdom. 
  They get +2 to all Common Knowledge rolls and 
  roll a d8 for all Knowledge skills.
  Swarm
  Swarms come in many forms - rats, insects, spi-
  ders, and birds are all commonplace.
  
  Allies and Adversaries 75
  Swarms cover an area equal to a Medium Burst 
  Template and attack everyone within every round.
  Attributes: Agility d10, Smarts d4 (A), Spirit d12, 
  Strength d8, Vigor d10
  Skills: Notice d6
  Pace: 10; Parry: 4; Toughness: 7
  Special Abilities
  Bite or Sting: Swarms inflict hundreds of tiny bites 
  every round to their victims, hitting automatically 
  and causing 2d4 damage to everyone in the tem-
  plate. Damage is applied to the least armored lo-
  cation (victims in completely sealed suits are im-
  mune).
  Split: Some swarms are clever enough to split 
  into two smaller swarms (Small Burst Templates) 
  should their foes split up. The Toughness of these 
  smaller swarms is lowered by 2 (to 5 each).
  Swarm: Parry +2; Because the swarm is composed 
  of scores, hundreds, or thousands of creatures, 
  cutting and piercing weapons do no real damage. 
  Area-effect weapons work normally, and a char-
  acter can stomp to inflict his damage in Strength 
  each round. Swarms are usually foiled by jumping 
  in water (unless they are aquatic pests, such as pi-
  ranha).
  Tannain Warrior
  Tannain tribesmen are a constant threat in the 
  wilderness; the hideous humanoids typically clus-
  ter together far from cities and attack any intrud-
  ers without mercy.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d8
  Skills: Fighting d6, Notice d8, Stealth d6, Survival 
  d6, Swimming d10, Throwing d8
  Pace: 6; Parry: 6/5; Toughness: 8/6
  Gear: Club (Str+d4), spear (Str+d6, +1 Parry, +1 
  Reach, requires 2 hands)
  Tivolian Fanatics 
  Tivolians are a hidden cult in any city, and their 
  fanatical followers will die gladly to protect their 
  Masters or Mistresses.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d10, Intimidation d8, 
  Notice d6, Shooting d10, Stealth d6, Throwing d8
  Pace: 6; Parry: 7; Toughness: 7/6
  Hindrances: Death Wish
  Edges: Combat Reflexes
  Gear: Leather armor (+1), open helm (+3), scimi-
  tar (Str+d8)
  Velociraptor
  Velociraptors are large bipedal lizards often used 
  as mounts by tannain or adharcan warriors.
  Attributes: Agility d8, Smarts d8(A), Spirit d6, 
  Strength d10, Vigor d8
  Skills: Climbing d6, Fighting d8, Notice d8, Stealth 
  d8, Swim d6
  Pace: 8; Parry: 6; Toughness: 9/7
  Special Abilities:
  Armor +2: Velociraptors have thick scaly hides.
  Bite or Rake: Str+d8.
  Size +1: Velociraptors are about 7’ tall.
  
  Allies and Adversaries
  76
  Wolf 
  Wolf packs roam the wilderness between cities, 
  and can be a danger to adventurers caught un-
  awares.
  Attributes: Agility d8, Smarts d6 (A), Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Notice d10
  Pace: 8; Parry: 5; Toughness: 4
  Special Abilities:
  Bite: Str+d4.
  Fleet-Footed: Roll a d10 when running instead of 
  a d6.
  Go for the Throat: Wolves instinctively go for an 
  opponent’s soft spots. With a raise on its attack 
  roll, it hits the target’s most weakly armored lo-
  cation.
  Size –1: Wolves are relatively small.
  Zombie
  These rotting undead form the first line of defense 
  for necromancers, liches, and Deathsworn.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, 
  Shooting d6
  Pace: 4; Parry: 5; Toughness: 7
  Special Abilities:
  Claws: Str.
  Fearless: Zombies are immune to Fear and Intim-
  idation.
  Undead: +2 Toughness; +2 to recover from being 
  Shaken; Called shots do no extra damage (except 
  to the head).
  Weakness (Head): Shots to a zombie’s head are +2 
  damage.
  Random Encounter Table
  This table can be used for generating random en-
  counters during wilderness exploration. Roll a 
  d20 for the specific encounter.
  1-2
  Wolf Pack (3d6 wolves)
  3
  Dryad
  4
  1d6 Arachnaurs
  5-6
  10 Jabber Birds
  7-9
  2d6 Bandits
  10-11
  3d6 Zombies
  12
  1d6 Harpies
  13
  1d6 Crocotta
  14
  1d6 Velociraptors
  15
  Insect Swarm
  16
  3 Ghouls
  17
  2d6 enemy soldiers (use half bandits 
  and half crossbowmen)
  18-19
  2d6 Skeletons
  20
  Roll again twice and take both results
  
  Allies and Adversaries 77
  The following tables can be used to generate a 
  quick setup for an adventure in the world of Chil-
  dren of the Apocalypse.
  Hook: this table provides options for how the ad-
  venturers hear about the issue
  1 – Rumors heard in a tavern, on the street, etc.
  2 – Patron – a powerful and friendly individual re-
  quests the adventurers’ aid
  3 – Personal – the issue affects one of the adven-
  turers or their families directly
  4 – Enemy – an old enemy resurfaces
  5 – Encounter – the issue begins with a random 
  fight or other encounter
  6 – Plea – a peasant or townsman begs the adven-
  turer’s help
  Goal: this table provides a list of possible missions
  1 – Retrieval – recover a person (1-3) or object (4-
  6)
  2 – Destruction – destroy an enemy force
  3 – Espionage – find a key piece of information
  4 – Negotiation – persuade someone of something
  5 – Exploration – head into the unknown
  6 – Defense – protect one or more people
  Adversary: this table defines the primary enemy 
  type
  1 – Mastermind and Minions – powerful enemy 
  with assorted henchmen
  2 – Power Team – small team of powerful foes
  3 – Supervillain – individual extremely powerful 
  adversary
  4 – Environment – Wilderness – a dangerous re-
  gion or area
  5 – Environment – Urban – a dangerous city area
  6 – Environment – Dungeon – a dangerous un-
  derground warren
  7 – Environment – Social – a dangerous political 
  or social situation
  8 – Legal System – the local law is working against 
  you
  Complication: this table provides a complication 
  in the way of success on the adventure
  1 – Old enemy – the party encounters an old ad-
  versary
  2 – Traitor – someone involved with the mission is 
  actually plotting against it
  3 – Fiendish device – the party must defeat or dis-
  able a clever magical artifact
  4 – Conflict of interest – a friend or patron of the 
  party wants the mission to fail
  5 – Tradeoff – in order to succeed, one or more 
  party members must sacrifice something of im-
  portance
  6 – Red herring – the mission presented is not the 
  actual intent – there’s another mission that actu-
  ally needs accomplishing (roll again on the goal 
  table)
  Adventure Generator
  
  Index
  78
  68
  H
  harpy  72, 76
  Haverhill  25, 26, 27, 32, 33, 34, 39, 56, 59
  Hooded Lantern  37, 38, 47, 48, 49, 50, 52, 53
  I
  Illuminated  7, 16
  inganna  8
  Inganna  8, 9, 16
  Iset  4, 5, 7, 11, 12, 15, 16, 20, 21, 22, 23, 28, 29, 36, 37, 38, 46, 47, 
  48, 52, 53, 54, 55, 56, 63, 65
  Iuno  6
  J
  jabber bird  72, 76
  Jonas  7, 12, 20, 21, 27, 29, 36, 42, 52, 53, 54, 55, 56
  K
  Keene  27, 28, 44, 45
  knowledge eater  57
  Knowledge Eaters  58, 72
  L
  liche  26, 53, 54, 73
  Lowell  26, 28, 32, 39, 40, 41, 42, 43, 47, 58
  M
  Manchester  27, 33, 39, 58, 59
  Index
  A
  adharcan  4, 8, 11, 15, 22, 24, 25, 27, 33, 34, 36, 56, 59, 75
  adharcans  5, 8, 22, 23, 25, 26, 33, 36, 56, 58, 73
  aleulama  7, 9, 10, 15
  arachnaur  68, 76
  B
  bastelin  7
  Boston  4, 5, 25, 26, 27, 28, 30, 31, 32, 33, 34, 38, 39, 54, 56, 59, 60, 
  80
  C
  Canaltown  30, 39
  Charlestown  27, 28, 39, 44, 45, 46, 47, 48, 50, 56, 59, 62, 63, 64
  Chimera  51, 69, 70
  Church of the Four  11, 12, 21, 22, 28, 29, 32, 37, 46, 49, 63
  corpse golem  27, 70
  crocotta  16, 58, 70
  D
  dragon  5, 25, 28, 34, 37, 52, 55, 56, 58, 63, 65, 66
  drake  34, 60, 66
  drakes  25, 55, 56
  dryad  71, 76
  E
  Edward  7, 12, 20, 21, 27, 29, 36, 39, 42, 52, 53, 54, 55, 56, 60
  G
  ghost blade  27, 53, 54, 66
  ghoul  13, 26, 27, 34, 53, 71
  grave guardian  71
  Groton  28, 29, 31, 32, 40, 43, 44, 46, 47, 54, 58, 59, 62, 63, 64, 67, 
  
  Index 79
  N
  Nashua  27, 28, 32, 39, 40
  nightmare  73
  O
  ogrin  4, 5, 33, 73
  Orange  22, 31, 32, 39
  P
  Peterborough  14, 15, 16, 27, 28, 29, 30, 32, 33, 38, 39, 40, 43, 44, 
  45, 46, 47, 48, 56, 59, 62, 63, 64
  Plymouth  25, 30, 39, 56
  R
  Rahel  8, 11, 12, 20, 21, 22, 28, 29, 32, 36, 37, 45, 67, 68
  ritter  8, 10, 39, 40, 65, 68, 74
  Ritters  8, 65
  S
  Salem  25, 26, 27, 34, 39, 52, 53, 54, 56
  sherzi  8, 10, 14, 17, 47, 68
  skeleton  23, 26, 27, 41, 42, 43, 53, 73
  sphinx  42, 43
  Stein  8, 11, 13, 15, 20, 21, 22, 24, 36
  T
  tannain  5, 8, 14, 16, 17, 23, 27, 33, 45, 58, 60, 61, 62, 70, 75
  Taps  34
  Tivoli  8, 13, 16, 20, 23, 24, 32, 33, 37, 47, 48
  Turlough  5
  U
  undead  5, 6, 23, 25, 26, 27, 28, 32, 33, 36, 40, 43, 53, 54, 56, 58, 66, 
  67, 71, 73, 74, 76
  V
  velociraptors  58
  W
  war tree  67, 71
  wolf  76
  Worcester  31, 32, 39, 46
  Y
  York  33, 34, 39
  Z
  zombie  13, 23, 25, 26, 27, 53, 54, 67, 73, 76
  
  CHILDREN OF THE APOCALYPSE
  Character Name
  Player Name
   Attributes
   Agility 
  D
   Smarts 
  D
   Spirit  
  D
   Strength 
  D
   Vigor  
  D
    Pace
    Parry
    Toughness
    Charisma
   Description
   
    Race
    Gender
    Height
    Weight
    Profession
    Deity
    Hair
    Eyes
   Skills
   Boating (Ag) 
   
       D  
   Climbing (St)    
       D
   Driving (Ag) 
       D
   Fighting (Ag) 
    
       D
   Gambling (Sm)    
       D
   Healing (Sm) 
    
       D
   Intimidation (Sp)  
       D
   Investigation (Sm) 
       D
   Knowledge 
       D
   Knowledge 
       D
   Knowledge 
       D
   Knowledge 
       D
   Knowledge 
       D
   Knowledge 
       D
   Lockpicking (Ag)    
    D
   Notice (Sm) 
   
    D
   Persuasion (Sp)   
    D
   Piloting (Ag) 
   
    D
   Repair (sm) 
    D
   Riding (Ag) 
    D
   Shooting (Ag)  
    D
   Stealth (Ag) 
   
    D
   Streetwise (Sm) 
    D
   Survival (Sm)  
    D
   Swimming (Ag)   
    D
   Taunt (Sm) 
    D
   Throwing (Ag)  
    D
   Tracking (Sm)  
    D
  Edges and Hindrances
   Starting Edges and Racial Benefits
   Hindrances and Racial Drawbacks
  Advances
  5
  XP
  10
  15
  S
  25
  30
  35
  V
  45
  50
  55
  H
  65
  70
  75
  L
  90
  100
  110
  120
  GEAR
   Weapon 
  Range   ROF Damage  AP   Wt 
  Notes  
   Armor        Coverage Bonus Wt    Gear 
           Wt
   Money  
   Total Weight  
   Other Gear 
          Wt  
  POWERs 
  Power Points CURRENT
  MAX
   Power Name 
       PP Cost  Range    Duration  Effect
   
  4 
  4 
  4 
  4
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
   
  4
   
  4 
  4 
  4 
  4 
  4
  0
  
  Character Background
  Notes
  
  CHILDREN OF THE
  APOCALYPSE
  • 8 new races created by the Nine Gods to serve their will
  • A gazetteer for post-apocalyptic Boston
  • Guidance for adapting any present-day geography to the world of 
  the Nine Gods
  • Setting rules for black powder and high magic
  • Adversaries ranging from monsters to a rival band of adventurers 
  determined to thwart the party’s every move
  • A complete Plot Point Campaign, Prophecy of the Undying - can 
  the adventurers survive against the gods themselves?
  Epic Fantasy on a Twisted Future Earth
  Happy 
  Monster 
  Press
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Children of the Apocalypse/Savage Worlds - Children of the Apocalypse (v1).pdf