TEXT: Fire Queen of Dover
  A Tale from the Great Lakes
  By Chris Costello 
  
  2
  Written by: Chris Costello
  Edited by: Craig Hargraves
  Art by: Joyce Maureira
  Layout by: Matthew J. Hanson
  Title and Icons: Hart Rieckhof
  Broken Earth: Fire Queen of Dover published by Sneak Attack Press, Copyright 2015.
  Sneak Attack Press and the Sneak Attack Press logo trademarked by Sneak Attack Press.
  www.sneakattackpress.com
  www.facebook.com/sneakattackpress
  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 Pinnacle 
  Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, 
  viability, or suitability for purpose of this product.
  Fire Queen of Dover
  A Tale from the Great Lakes
  
  3
  Word has spread from fishing village to fishing village 
  about the Fire Queen protecting the town of Dover. She is 
  a powerful mutant able to control fearsome dragons, and 
  use them to fight off raiders. 
   
  Little does anybody know, while the Fire Queen 
  influences her dragons, they also influence her, making 
  her increasingly cruel and unpredictable.
  Dover
  Obvious
  Population: 315 (Fisherfolk)
  Buildings: Shelter 
  Port Dover, Ontario was a small unincorporated community 
  that seemed a world away from the coming war. Lake Erie 
  made for good fishing and the area had plenty of wildlife as 
  well. The Canadian Raptor Conservatory was established 
  nearby as a rehabilitation and captive breeding program 
  focused on eagles and other great birds of the area. 
  By the time of the Great War, its mission had changed 
  Fire Queen of Dover
  A Tale from the Great Lakes
  considerably. While the children’s shows and exhibits 
  continued above ground, more fantastical studies were 
  taking place in a bunker below: exploring the possibility 
  of transforming mundane raptors into weapons of war. 
  However, the bombs fell before the project finished, and 
  the Conservatory’s secrets were buried.
   
  A small community of farmers eventually established 
  themselves in “Dover.” Living off the lake and the land was 
  easy, but the community was vulnerable to raiders who 
  crossed the foothills looking for food. Dover would often 
  have to give away more than half of its bounty as tribute, 
  leaving the community with barely enough food to get 
  by. This all changed when the Fire Queen arrived.
   
  Susanne Steiner came to Dover as a refugee. She and 
  her freak parents were driven out of an intolerant human 
  community when she was ten. Her parents proved 
  unable to cope with the savagery of the post-war world 
  and died within a year. Susanne’s telepathic abilities gave 
  her the edge she needed to survive. She became skilled 
  at mentally commanding beasts, and survived on her 
  
  4
  own into her mid-teens. It was at this point that some 
  combination of curiosity, desperation, and hormones 
  drove her to seek out civilization. 
   
  The people of Dover were initially wary of the lone 
  freak who wandered in from the wilds, but when she 
  proved she could work, they let her stay. She established 
  her residence in the Raptor Conservatory complex. Some 
  families had set up in there before, but they became sick 
  after staying there for too long. Susanne trusted in her 
  freakish resistance to keep her safe. She never became 
  ill, but Susanne did experience strange dreams, seeing 
  through the eyes of a powerful predator. One night, her 
  dreams showed her a view of Dover through those feral 
  eyes. She woke with a start and rushed to the location of 
  her dream. That was when the first dragon arrived. 
  The second dragon—the first one’s mate—came soon 
  after. 
   
  Something from the abandoned projects within the 
  Canadian Raptor Conservatory had given Susanne the 
  ability to command the loyalty of dragons. Perhaps it 
  was her latent ability to command wild beasts, or shared 
  genetic markers due to the Extreme Radiation Resistance 
  virus. Whatever it was, the next time the raiders came 
  to collect their tribute, they were met with pyrokinetic 
  saurian resistance. They rethought their arrangement 
  and left Dover in peace. The fisher folk were ecstatic and 
  crowned Susanne the Fire Queen (having found some 
  supplies from a pre-war beauty pageant).
  The Fire Queen Today
  Susanne 
  lies 
  somewhere 
  between 
  a 
  guardian and a mascot for Dover. Her 
  dragons provide the security needed 
  for the community members to lead 
  their lives peacefully, and they are very 
  grateful to Susanne for that, but 
  many in the community are 
  more ambivalent about her. 
  After she fought off the 
  raiders for the first time, 
  the community elected 
  her 
  to 
  lead 
  them, 
  but Susanne's initial 
  attempts at leadership 
  were disastrous. Her 
  new innovations about 
  agriculture lost more 
  crops than the raiders. 
  After that, the villagers 
  quietly went back to the 
  way they had done things 
  before, leaving the Fire 
  Queen as a figurehead.
   
  In recent months, Susanne’s behavior has changed 
  radically. These changes in mood and disposition 
  coincided with the arrival of a third, very aggressive and 
  dominating dragon that many have come to call Rot 
  Heart. Susanne has become anti-social and short with 
  people. Her mood soured further, when her love, Fatima, 
  left the community after one of Susanne's dragons 
  attacked. Worse, and unbeknownst to the community, 
  the dragons' influences have instilled a predatory side in 
  Susanne. She’s beginning to send her dragons to attack 
  nearby villages and travelers. 
  Conflict with the Fire Queen 
  While Susanne is a very empathetic figure, the fact 
  remains that she is using her power over her dragons 
  to hurt people. Without intervention it is inevitable that 
  she will turn her dragons on her own people. Heroes 
  seeking a resolution other than an armed insurrection, 
  will have opportunities to bring the Queen out of Rot 
  Heart’s influence. Giving Susanne a connection to her 
  humanity—such as a reunion with Fatima or encouraging 
  the community to embrace her more fully—could allow 
  her to shake off the dragon’s mental assaults. Needless 
  to say, Rot Heart won’t take this laying down. A full-on 
  assault on the Fire Queen is a tall order; she has at least 
  two of her dragons at her side at most times and 
  typically Rot Heart is one of them.
  Susanne Steiner, the Fire Queen
  Race: Freak
  Attributes: Agility d6, Smarts d8, Spirit 
  d6, Strength d4, Vigor d8
  Skills: Fighting d6, Notice d8, Psionics 
  d10, Stealth d6, Survival d8, Tracking d6
  Charisma: –2; Pace: 6; Parry: 5; 
  Toughness: 7
  Hindrances: Clueless, Mind Slave, Quirk 
  (preens herself)
  Edges: Arcane Background (Psionics), 
  Extra Power, Extra Power, Teep
  Gear: 
  Knife 
  (Str+d4), 
  canteen, 
  blanket, Fatima’s scarf
  Arcane Powers: 15 Power 
  Points, beast friend, bolt (2d4 
  ignores armor), healing, 
  mind reading, stun 
  
  Haunted 
  Straits
  Wright 
  Town
  Dover
  Scrap City
  Tower Town
  5
  The Queen's Dragons
  Susanne never named her dragons, but the citizens have 
  assigned nicknames to them. Of the original pair the 
  female was named “Clarabelle” (because she had the most 
  likeable disposition around people) and the male was 
  named “Bitey” (because he bites things). The community 
  has not yet settled on a nickname for the newcomer; most 
  simply refer to it as the Big One. The fisher folk have not 
  shown the same enthusiasm to accept the larger dragon 
  into the community (there was a contest to name Bitey 
  and Clarabelle). In whispered conversations among 
  intimates, some community members have begun to call 
  it Rot Heart.
   
  Bitey and Clarabelle use the standard dragon stats 
  from Broken Earth (reprinted below for convenience). Rot 
  Heart has gone through a disturbing metamorphosis 
  since joining mentally with the Fire Queen. Rot Heart 
  uses his emotional control to slowly erode Susanne’s 
  ego and superego to the point where her mental state 
  is beginning to resemble the dragon’s own. It can’t take 
  control of Susanne’s mind, but it has a powerful influence 
  on her fight-or-flight responses and can push her into an 
  almost feral state for a limited time. Most unsettlingly, 
  Rot Heart has demonstrated the ability to communicate 
  telepathically using human words. It does not fully 
  understand the language and uses no grammar. Rather it 
  is able to transmit its thoughts into words in a susceptible 
  target’s mind. So far it has only “spoken” to Susanne, but it 
  is capable of reaching out to party members, particularly 
  psionic ones. When using its fear power or intimidating, 
  it makes disturbing broken statements of its predatory 
  intentions such as “Die. Eat. Corpse.” or “Murder. Friends. 
  Drink. Blood.”
  Dragons
  Attributes: Agility d8, Smarts d6 (A), Spirit d10, 
  Strength d12+3, Vigor d12
  Skills: Fighting d12, Notice d12, Psioinics d10
  Pace: 8; Parry: 8; Toughness: 15 (2)
  Special Abilities
  • 
  Armor +2: Thick hide.
  • 
  Bite: Str+1d8.
  • 
  Extreme Radiation Resistance: Dragons are immune 
  to all but the strongest forms of radiation. They gain a 
  +4 bonus to Vigor tests to resist radiation.
  • 
  Psionics: Dragons have 10 Power Points and know 
  the following powers: burst, blast, and damage field.
  • 
  Radioactive Fire: All the powers used by dragons 
  have a radioactive fire trapping. Any creature in the 
  area of one of the dragon’s psionic powers must also 
  make a Vigor test or suffer a level of Fatigue. Characters 
  incapacitated by Fatigue suffer permanent radiation 
  sickness, a Long-Term Chronic, Minorly Debilitating 
  disease (see core rulebook). 
  • 
  Size +3: Dragons are about the size of a grizzly bear
  
  6
  Rot Heart
  Attributes: Agility d8, Smarts d6 (A), Spirit d10, 
  Strength d12+4, Vigor d12
  Skills: Fighting d12, Intimidate d10, Notice d12, Psioinics 
  d10
  Pace: 8; Parry: 8; Toughness: 16 (2)
  Special Abilities
  • 
  Armor +2: Thick hide.
  • 
  Bite: Str+1d8.
  • 
  Extreme Radiation Resistance: Dragons are immune 
  to all but the strongest forms of radiation. They gain a 
  +4 bonus to Vigor tests to resist radiation.
  • 
  Psionics: Rot Heart has 15 Power Points and knows 
  the following powers: burst, blast, damage field, fear.
  • 
  Radioactive Fire: All the powers used by dragons 
  have a radioactive fire trapping. Any creature in the 
  area of one of the dragon’s psionic powers must also 
  make a Vigor test or suffer a level of Fatigue. Characters 
  incapacitated by Fatigue suffer permanent radiation 
  sickness, a Long-Term Chronic, Minorly Debilitating 
  disease (see core rulebook). 
  • 
  Size +4: Rot Heart is even larger than most dragons.
  Fatima  — Traveling Scrapper
  Fatima came to Dover after the Fire Queen had proven 
  her lack of leadership and tensions were high among 
  the community. While trading her scrap for food, Fatima 
  met Susanne and the two quickly bonded. Fatima settled 
  down and became something of a majordomo for the 
  Fire Queen. Fatima had grown up in Freaky Town, and was 
  much more accustomed to how a community worked 
  than the orphaned Susanne. For several months, between 
  Susanne, Fatima, and the community elders, Dover began 
  to prosper. Susanne and Fatima also began the bumbling 
  process of falling in love. 
   
  With the arrival of the third dragon and Susanne’s 
  mood change, Fatima became very concerned for her 
  partner. Susanne pulled further and further away until a 
  final confrontation resulted in a dragon attack, leaving the 
  left side of Fatima’s face covered in burn marks. Fatima left 
  the community, ostensibly to search for ruins to provide 
  scrap. She is now returning with the results of her journey.
  Fatima has a mutated prehensile tail which twitches when 
  she’s thinking. The left side of her face has several burn 
  scars (although it isn’t covered in them) which Rot Heart 
  gave her the last time she tried to talk sense into Susanne. 
  Fatima 
  Race: Freak
  Attributes: Agility d8, Smarts d8, Spirit d4, Strength d6, 
  Vigor d6
  Skills: Climbing d4, Fighting d8, Lockpicking d6, Notice 
  d8, Repair d8, Stealth d6, Swimming d4, Throwing d4
  Charisma: –2, Pace: 6, Parry: 7, Toughness: 8(2)
  Hindrances: Curious, Loyal, Phobia (minor, fire)
  Edges: Lucky, Prehensile Tail, Scavenger, Tail 
  Gear: Rapier (Str+d4), 2 daggers (Str+d4), leather armor 
  (+2), backpack, sleeping bag, compass, rope, bicycle, 
  canteen. 
  The Community 
  People in Dover have decidedly mixed feelings about the 
  current situation with the Fire Queen. They understand 
  and appreciate that the dragons keep them safe, but 
  they’re starting to worry about the implications of having 
  all their power controlled by one unstable woman. While 
  the community members in general keep their concerns 
  to themselves, a few voices in the community have begun 
  to speak up. 
  Stella Muñoz — Dover Elder
  Stella was the leader of the community before Susanne’s 
  arrival, and continued to assist her after the “coronation.” 
  Stella is aware of concerns over Susanne’s behavior after 
  the arrival of Rot Heart, but she’s committed to keeping 
  Susanne and her dragons as part of the community. Being 
  creeped out is a lot better than losing half your crop to 
  bandits, in her opinion. Currently, she is treading a thin 
  line of keeping things up and running without eroding 
  Susanne’s authority and position in the community.
   
  Stella is an elderly woman whose once-black hair has 
  now turned gray. Her skin is tanned and weathered from 
  many years working in the sun. Her smile reveals that in all 
  her years she's only lost six teeth, a fact that she'll happily 
  share with anyone.
  Stella Muñoz 
  Race: Human
  Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Fighting d4, Healing d4, Knowledge (Agriculture) 
  d10, Knowledge (Nature) d8, Notice d6, Persuasion d10, 
  Streetwise d8
  Charisma: +2, Pace: 6, Parry: 4, Toughness: 5
  Hindrances: Elderly, Loyal
  Edges: Charismatic
  Gear: Ballpoint pen, clipboard
  
  7
  Jason Bell — Instigator
  Jason Bell never liked the dragons. It seemed like the peak 
  of idiocy to make your bed next to a pack of monsters 
  just because some lady promises they’ll behave. He’s 
  always been vocal about his concerns and now people 
  are starting to listen to him. If he sees his opportunity, he 
  will try to rally a mob to deal with the dragon problem 
  directly. 
   
  When he’s not rallying against Susanne, Jason captains 
  one of the most successful fishing boats in Dover.
  Jason is a young man with curly brown hair and a scruffy 
  beard. His eyes are green, and his skin peach-colored. He 
  has a tattoo of an anchor on his right bicep and one of a 
  fish on his left. 
  Jason Bell
  Race: Human
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: 
  Fighting 
  d6, 
  Intimidation 
  d8, 
  Knowledge 
  (Agriculture) d6, Persuasion d8, Tracking d6
  Charisma: —, Pace: 6, Parry: 6, Toughness: 8(2)
  Hindrances: Overconfident, Stubborn, Vengeful
  Edges: Command, Natural Leader
  Gear: Spear (Str+d6), leather jacket (+2), compass, pre-
  war map of Lake Erie.
  Barbarians at the Gates
  Before its draconic champions arrived, 
  Dover was a favorite target for several 
  bands of raiders in the area. One gang 
  in particular, has its sights set on adding 
  Dover back into its rotation. The gang’s 
  leader, Stim, has a spy in the community 
  (a minor fisher) and is looking for 
  opportunities to strike. His real hope is 
  that the tension will continue to rise in 
  the community and Susanne will either 
  be ousted or just leave. He doesn’t 
  want to risk his men against the 
  dragons directly, but if he can 
  get one at a disadvantage 
  he’d love to kill it off. 
  Stim’s gang is more than 
  a match for Dover's non-
  draconic defenses and 
  if the PCs decide that 
  the Fire Queen needs 
  to be deposed, they will 
  have to deal with Stim or 
  leave Dover to its fate. Stim 
  commands a gang of eighteen 
  raiders and keeps them in line 
  using his chemistry skills to offer them recreational and 
  performance-enhancing drugs. He’s fond of boosting 
  up the abilities of a few minions and sending them to 
  do the dirty work when faced with a new enemy. He is a 
  formidable fighter himself though, and will use Extreme 
  Chemistry to give himself the maximum advantage 
  before engaging
   
  Stim is a relatively young man with light brown skin. 
  He has unkempt black hair and perpetual stubble on his 
  face. His eyes are brown, and he wears an ancient pair 
  of glasses, not because he needs them, but because 
  he thinks they make him look more authoritative. He is 
  perpetually smoking—usually something that he made 
  himself.
  Stim
  Race: Human
  Attributes: Agility d8, Smarts d8, Spirit d4, Strength d8, 
  Vigor d6
  Skills: Chemistry d10, Fighting d8, Intimidation d6, Notice 
  d4, Shooting d4, Survival d4, Throwing d8, 
  Hindrances: Arrogant, Greedy, Stubborn
  Edges: 
  Arcane 
  Background 
  (Extreme 
  Chemistry), 
  Command, Extra Power, Power Points, Sweep
  Gear: Maul (Str+d8, Parry –1), breast plate (+3), throwing 
  axe (Range 3/6/12, Damage Str+d6), Revolver Pistol 
  (Range 12/24/48, Damage 2d6+1), various narcotics.
  Arcane Powers: 15 Power Points, armor, 
  boost trait, healing, quickness
  Plot Points
  The 
  following 
  plot 
  points 
  are 
  designed to bring the characters to 
  Dover from other lands described 
  in the  main Broken Earth campaign 
  setting. 
  The Hand of the Fire Queen
  Where: Begins in Wright Town or 
  Geneva
  When: After exploring most 
  of Lake Superior and Lake 
  Michigan
  Rumors have come 
  to Wright Town of 
  the majesty of the 
  Fire Queen. The tales 
  describe her as beautiful, 
  just, and above all else, 
  powerful. A member of the 
  Wright family has decided that 
  the queen would make for an excellent 
  
  8
  political marriage. The PCs are asked to treat with the Fire 
  Queen and extend the proposal offer (with or without a 
  representative of the Wright Family). 
   
  When the heroes arrive, they must contend with 
  the fact that Susanne does not so much meet with the 
  descriptions that are being spread around about her, 
  and that her community is not overly impressive and in a 
  volatile situation. If they want to call off the engagement, 
  they have to find a way that allows the Wrights to save face. 
  If they want to go forward they must convince the Fire 
  Queen who, in addition to being mentally unbalanced, is 
  pining for her lost love. 
   
  A lord from the Kingdom of Geneva could also be 
  used in place of the Wright family.
  The Madness of the Fire Queen
  Where: Begins at a small community
  When: Any time after the heroes have made it to Lake Erie
  A small community has been ravaged by a dragon. 
  Nothing was taken; the dragon simply ransacked the 
  town and left. The community members suspect it is the 
  results of the up-until-now friendly Fire Queen. They’ve 
  had positive if distant relations in the past. In fact they’re 
  grateful to the Fire Queen for having driven several raiders 
  out of the area. The heroes are asked to investigate the 
  Fire Queen, and if necessary take her out. The characters 
  face a moral dilemma as they learn that the Fire Queen 
  was once peaceful, but is suffering under the influence of 
  her new dragon. 
  The Bride of the Fire Queen
  Where: Begins in any location with scrap
  When: After the characters have explored Lake Huron.
  The heroes encounter Fatima who is searching for scrap 
  at their location. She has already collected as much as 
  she can carry, and if the party is friendly she’ll offer some 
  tips on the area in exchange for staying with them for the 
  night. Around the campfire Fatima gets melancholy and if 
  pressed relates her version of events with Susanne to the 
  party. If the party impressed her during the day, she wakes 
  up mad as hell and recruits the heroes to help her win back 
  the woman she loves. Fatima has a much more active role 
  in this scenario and the PCs would mostly support her 
  in her quest. If things slow down, the raiders return and 
  threaten the community, forcing the community to unite 
  against them, possibly with Susanne not completely in 
  control of her dragons.
  
  Kickstarer July 7-16
  A system-free 
  setting for any 
  fantasy RPG. 
  Undead walk the streets, goblins lurk 
  in the sewers, and worse waits 
  beyond the walls.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Broken Earth/Savage Worlds - Broken Earth - Fire Queen of Dover.pdf