TEXT: Terrell                                                                                                                             2011 
   
  1 
  FFaatteem
  maasstteerr  
  "Bound by Fate" Campaign Backgrounder 
   
   
   
  Version 1.1 
  Collin Terrell 
   
   
   
   
   
   
  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. 
   
  
  Terrell                                                                                                                             2011 
   
  2 
   
   
   
  Setting & Flavor: 
  An adventure series set in the Fatemaster campaign setting. 
   
  This campaign is intended to run over the course of several in-game years and involves taking a party of 
  adventurers from Novice rank all the way to Legendary. 
   
  Characters are members of the Fated, a group of individuals selected by providence to provide the motive 
  force for an age.  Also called Star-Marked, the Fated are closely tied to the movement of celestial bodies 
  in space. 
   
  This campaign features overland adventuring more than dungeon crawling.  Players should be involved in 
  the political events of the world and should be doing considerable travel.  On those occasions when a 
  dungeon or dungeon-like environment needs to be explored, it should be no more than 4-6 rooms in size.  
  Keep it fast and furious. 
   
  This document is for Game Master’s eyes only. 
   
  The Back Story: 
  A new Age has dawned on Skaern and with it a new echelon of Fated individuals are coming into their 
  celestially ordained powers.  The player characters are counted amongst these paragons, though they do 
  not know it yet.  There are, however, people in the world who know the truth; they know what the Fated 
  are and, more importantly, who they are.  As you can imagine, the possessors of this dangerous 
  knowledge are up to no good. 
   
  A scholar and astronomer named Valder Harlock has figured out that by observing the movements of 
  celestial bodies through his telescope, he can identify and track all 53 of the Fated.  His explorations into 
  Celestial Infinity have steadily driven him mad.  Filled with a sense of insane purpose, Valder created a 
  Cult venerating the alien beings of the Void and set about architecting a plan to achieve godhood by 
  harnessing the power of the Fated.  This “Cult of the Starstrider” is Valder Harlock’s instrument to bring 
  about his ascendancy. 
   
  Recently, the Player Characters have fallen under Harlock’s gaze.  He has dispatched forces to kidnap the 
  party members so that he can utilize them in one of his experiments… 
   
  Getting Started: 
  As each player generates their character for the campaign, have them draw a card from a standard deck 
  of playing cards to determine their “star sign”.  Consult Appendix A below to see which power set the 
  character inherits.  These powers do not begin to manifest until the player achieves Seasoned rank but for 
  now take note of who has what power and keep the information secret from the player. 
   
  Next, refer to Appendix B and cross off the entries that correspond to the players’ star signs.  The player 
  characters will take the place of these non-player characters.  In some cases, this may eliminate a 
  character that is important to the overall story of the campaign.  If this occurs, you can keep those 
  characters in the story as normal Wild Cards but they will not have any Fated powers. 
   
  Play begins with the first adventure SS1: Bad Stars.  It would seem that a certain leader of a certain cult 
  has discovered something special about the party members and is going to great lengths to capture 
  them…  I wonder what for? 
   
   
  
  Terrell                                                                                                                             2011 
   
  3 
  Running the Campaign: 
  The first adventure series, Cult of the Starstrider, is intended to get the campaign off the ground and to 
  introduce the party members to their new powers gradually over the course of four modules.  By the end 
  of this initial series, the party members should be Seasoned rank and should have figured out what’s going 
  on with the Fated.  At this point it will be up to the party to decide what they want to do and where they 
  want to go next – perhaps they’ll decide to kick off their own plot for world domination? 
   
  The information in Appendix C is intended to give the Fatemaster a global view of what’s going on in the 
  world at large during the first year of the campaign.  The other Fated will not remain idle while the party 
  sorts out its business.  If they choose to drag their heels and let the world come to them, use the events in 
  this calendar to drive conflicts that might pique the party’s interest. 
   
  Killing a Fated: 
  If one of the Fated is slain by another Fated, a transference of power occurs between the two individuals 
  that leaves the survivor stronger than before.  Some measure of the victim's life energy transpires into 
  their slayer granting them permanent statistical bonuses.  Draw on the table below every time a player 
  kills another Fated to see what their reward is. 
   
  A Fated who dies by the hand of a normal person or through misadventure simply expires.  There is no 
  transfer of power in this case. 
   
  When a Fated kills one of their brethren, the death is permanent.  A character slain by another Fated 
  cannot be resurrected because a critical portion of their soul has been absorbed by their slayer. 
   
  CCaarrdd  
  EEffffeecctt  
  2 
  Gain 1 Experience Point 
  3 
  Gain 2 Experience Points 
  4 
  Permanently gain one die of Strength 
  5 
  Permanently gain one die of Agility 
  6 
  Permanently gain one die of Smarts 
  7 
  Permanently gain one die of Spirit 
  8 
  Permanently gain one die of Vigor 
  9 
  Gain one rank of any Skill the victim knew 
  10 
  Gain one rank of every Skill the victim knew 
  J 
  Gain any Edge the victim possessed.  If the victim has no Edges you want, gain 2 Experience 
  Points instead. 
  Q 
  Gain any two Edges the victim possessed.  If the victim has no Edges you want, gain 2 
  Experience Points instead for each Edge you don't take. 
  K 
  Gain a Level 
  A 
  Gain all of the Powers of the defeated Fated (see Powers of the Fated below) 
  Joker 
  Gain all of the Powers of the defeated Fated (see Powers of the Fated below) 
   
  Convergence of Fated: 
  When one of the Fated puts their banner in the ground, things around them change; when a number of 
  Fated choose to cooperate with one another and jointly work toward some goal they can alter the 
  destinies of nations.  The synergy produced by this union is called a Convergence.  Not every Fated realizes 
  that Convergences are possible, but those who learn this fact will often seek out other Fated of like minds 
  to form super groups that can accomplish world-shaping tasks. 
   
  Whenever Fated are within 12 squares of each other, they can freely share Bennies.  Additionally, when a 
  group of Fated elects to spend Bennies simultaneously they can do one of the following things: 
  
  Terrell                                                                                                                             2011 
   
  4 
   
  BBeennnniieess  SSppeenntt  
  EEffffeeccttss  
  2-3 
  Minor Convergence: 
   
  In Combat: The entire party gains a +1 to all rolls for 3 rounds 
   
  Out of Combat: The next roll made by a single party member gains a +4 
  bonus 
  4-5 
  Convergence: 
   
  In Combat: Force your opponents to pass a Spirit -2 check or become Awed 
  by your presence.  Awed targets cower in supplication and disengage from 
  combat.  Other Fated are immune to this power. 
   
  Out of Combat: Something unexpectedly lucky happens to the party (i.e. 
  they find a clue that helps to solve a problem, find extra treasure, stumble 
  across a helpful NPC, etc.) 
  6+ 
  Major Convergence: 
   
  In Combat: You can either force your opponents to pass a Spirit -4 check or 
  become Awed or your entire party gains an extra action for 3 rounds. 
   
  Out of Combat:  You create a Locus, a place where world-shaping events will 
  take place in the future.  Like a beacon, the locus begins attracting hirelings 
  and henchmen from the surrounding area at a rate of 1d6+4 per week.  
  These followers are Extras who are willing to swear themselves into the 
  party's service.  The party can only create one locus at a time; a new Locus 
  replaces the old one.  If the party splinters apart, the followers are divided 
  amongst the members and the Locus is terminated. 
   
  Everyone in the party must spend a Benny to trigger a Convergence.  For example, in a party of six, you 
  can’t just have 2 decide to spend Bennies for the benefit of the whole group. 
   
  To keep players in suspense about the true nature of being Fated, don’t explain Convergences right away.  
  Let the players gradually figure out how it works, providing small clues along the way.  For example, 
  whenever someone in the party uses a Benny have everyone else feel a strange, pulling sensation as if 
  being magnetically attracted to that person.  Over time, the party should figure out that Bennies have 
  additive effects, and this should lead to an exploration of why that is the case. 
   
  Dealing with Character Death and Inter-Party Conflict: 
  Once the players figure out what their characters are, it won’t take long for the more devious members of 
  your gaming group to contemplate mass murder in the name of gaining additional powers.  To offset this 
  selfish attraction, the Game Master should accentuate the benefits of a Fated Convergence.  When Fated 
  choose to work together, they are able to do things that a powerful loner cannot. 
   
  If a character dies or retires, they do not come back as a "new" Fated with their subsequent character.  
  There are only a set number of Fated in the world and they are selected at birth.  If the character was not 
  murdered by another Fated, it is possible to be restored via Resurrection but this can be costly and 
  difficult to arrange. 
   
  A merciful Game Master may desire to have a player in good standing return to the game as another one 
  of the remaining Fated left in the campaign.  This would require an agreement on the player's part to play 
  the character as it was intended and would require some narrative prestidigitation to allow the returned 
  player to re-join the adventuring party. 
   
  A player can always return to the game as a "non-Fated" character who just happens to travel with or 
  support the party. 
   
  
  Terrell                                                                                                                             2011 
   
  5 
   
  Appendix A: Powers of the Fated: 
  As a Fated grows in experience, their capabilities mature and develop.  Consult the table below to see 
  what powers each Fated gains as they proceed through the ranks of Seasoned, Veteran and Heroic. 
   
  All Fated have an inherent ability to detect others of their kind.  They can detect the presence of any 
  other Fated within a 12 square radius (usually felt as a rising of the neck hairs or a tingling sensation).  This 
  ability improves as the character gains in level. 
   
  Card 
  Seasoned 
  Veteran 
  Heroic 
  All 
  Improved Detect Fated: 
  You can detect Fated over a 
  24 square radius 
  Greater Detect Fated: 
  You can detect Fated over a 
  city-wide area (1d4 miles) 
  Superior Detect Fated: 
  Your detection sense is fine-
  tuned enough to track Fated 
  across any distance. 
  2♣ 
  Book Smart:  
  +1 to any Knowledge roll 
  Gain a one-step increase to 
  your Smarts die. 
  Prescient: 
  You can spend a Benny to 
  cause someone else to re-roll 
  an action 
  3♣ 
  Handy: 
  Gain Repair as a Class Skill and 
  a +2 bonus to all Repair 
  checks 
  Master Crafted: 
  Spend a Benny to improve a 
  crafted item, increasing its 
  value by 250 gold pieces and 
  granting it a +1 bonus (if 
  applicable) 
  Quality Control: 
  All finished goods made in 
  your city of residence gain a 
  +1 bonus (if applicable) 
  4♣ 
  Skill Savant: 
  Each game session you can 
  give yourself a d6 in the Skill 
  of your choice.  This skill goes 
  away at the end of the 
  session. 
  Gain a one-step increase to 
  your Spirit die. 
  Renaissance: 
  Your city of residence 
  experiences a Golden Age of 
  learning.  The city produces 
  25% more mages and priests.  
  5♣ 
  Beatitude: 
  Gain a +1 bonus to all Spirit 
  checks 
  Hibernation: 
  You can enter into a deep 
  meditative state that 
  accelerates natural healing.  
  You can make a Natural 
  Healing check every day. 
  Pacification: 
  In Mass Battle, your presence 
  causes enemy armies to suffer 
  a -1 penalty to their Battle 
  Roll due to sudden, 
  unexplainable pacifistic urges. 
  6♣ 
  Light Sleeper: 
  You can always awaken from 
  a deep sleep immediately and 
  are fully rested in 1/2 the time 
  (4 hours vs. 8 hours).  You are 
  immune to magically induced 
  Sleep.  
  Dream Speaker: 
  While you are sleeping, spend 
  a Benny to send a verbal 
  message to any other person 
  you know regardless of 
  distance.  Message can be of 
  any length but is one-way 
  only. 
  Dream Walk: 
  Spend a Benny to travel out of 
  body while sleeping.  You are 
  Invisible and Intangible and 
  can move at your normal 
  Pace.  If your body is 
  disturbed the effect ends 
  immediately. 
  7♣ 
  Night Vision: 
  You gain the ability to see in 
  the dark. 
  Company of Wolves: 
  Spend a Benny to summon a 
  pack of 1d6+1 Wolves to fight 
  for you. 
  Lycanthropy: 
  You become a Werewolf (see 
  MONSTERS for more details) 
  8♣ 
  Ancient Loremaster: 
  You gain a +2 bonus to any 
  Knowledge checks involving 
  ancient history.  You are 
  Trivia Master: 
  Spend a Benny to learn one 
  interesting and relevant fact 
  about any relic or ruin that 
  Artifact Sense: 
  You can locate and track 
  Magic Gear. 
  
  Terrell                                                                                                                             2011 
   
  6 
  conversant in all of the major 
  events of previous Ages. 
  you come into contact with. 
  9♣ 
  Device Savant: 
  You can use any Magic Item 
  regardless of your arcane 
  background.  If you have the 
  Dabbler Edge you gain a +2 to 
  this ability. 
  Arcane Appraiser: 
  You can identify any Magic 
  Item after briefly studying it. 
  Artifact Creator: 
  You can combine the effects 
  of any two pieces of Magic 
  Gear into one item.  Once an 
  item has been combined it 
  cannot be re-combined. 
  10♣ 
  Displacement: 
  Gain a +1 Dodge bonus 
  Phase Shift:  
  Spend a Benny to become 
  Intangible for 3 rounds. 
  Dimensional Jaunt: 
  You can spend a Benny to 
  instantly teleport up to Spirit x 
  2 miles away. 
  J♣ 
  Temporal Control: 
  You are immune to Slow 
  effects and unnatural Aging. 
  Initiative Thief: 
  You can swap Initiative cards 
  with anyone else at the table. 
  Time Stop: 
  Spend all of your remaining 
  Bennies to freeze time for 3 
  rounds. 
  Q♣ 
  Alien Mind: 
  You are immune to all Mind 
  Affecting spells 
  Eyes of Madness: 
  Spend a Benny to cause a 
  target to become psychotic 
  for 3 rounds, attacking the 
  nearest creature regardless of 
  whether it is friend or foe.  
  The target must pass a Spirit 
   -2 check to resist the effect. 
  Mass Hysteria: 
  Spend all of your remaining 
  Bennies to cause panic and 
  mayhem over a city wide area 
  (1d4 miles).  Law and order 
  completely breaks down for 
  2d12 hours until peace can be 
  restored. 
  K♣ 
  Potion Tester: 
  You can identify any Potion 
  without wasting doses.  You 
  are immune to ingested 
  Poison. 
  Potion Master: 
  Given proper equipment, you 
  can spend a Benny to brew 
  any Potion you are familiar 
  with. 
  Transubstantiation: 
  Spend a Benny to convert an 
  inorganic substance into 
  another inorganic substance 
  (i.e. lead into gold, etc.) The 
  amount of material that can 
  be changed is a number of 
  pounds equal to your Spirit 
  die. 
  A♣ 
  Prodigal Mage: 
  Gain 10 Power Points and the 
  Arcane Background: Sorcery 
  Edge if you do not already 
  have it.  Also, you may select 
  spells from any Sorcerous 
  class. 
  Mana Font: 
  Gain 10 Power Points; Recover 
  Power Points at twice the 
  normal rate 
  Archmage: 
  Gain 10 Power Points; 
  Spend a Benny to cast any 
  spell you know as a Free 
  Action 
  2♦ 
  Musical Aptitude: 
  Gain Perform as a class skill 
  and a +2 bonus to all Perform 
  checks. 
  Charming Raconteur: 
  Gain a general +2 Charisma 
  bonus 
  Celebrity: 
  You are arguably the most 
  popular and well-liked person 
  in your city of residence.  You 
  enjoy a +4 Charisma bonus at 
  home.  People go out of their 
  way to befriend you. 
  3♦ 
  Shrewd Negotiator: 
  You can talk merchants into 
  buying for 75% of retail and 
  selling at a 25% discount 
  Ways and Means: 
  Can trade a Benny for 500 
  gold pieces 
  Midas Touch: 
  The economy of whatever city 
  you live in increases by 25% 
  4♦ 
  Hot Streak: 
  Double Down: 
  Dicing with Fate: 
  
  Terrell                                                                                                                             2011 
   
  7 
  Whenever you roll a Raise, 
  gain a +1 on your next roll 
  Whenever you use a Benny, 
  gain a +2 bonus on the 
  subsequent re-roll 
  You can use your Gambling 
  skill to try and “luck” yourself 
  through a situation.  This roll 
  cannot be re-attempted with 
  a Benny.  If it fails, you are 
  Jinxed and suffer a negative 
  result. 
  5♦ 
  Never Lost : 
  You always intuitively know 
  where you are 
  Marathon Man: 
  Your overland travel rate is 
  doubled 
  Master Scout: 
  Any army or party that travels 
  with you has its overland 
  travel rate doubled. 
  6♦ 
  Political Favors: 
  Spend a Benny to make a non-
  hostile NPC do a favor on your 
  behalf.  It can be anything 
  that is within the NPC's power 
  to do but cannot be anything 
  dangerous or illegal. 
  Land Lord: 
  Any property, castle or other 
  dwelling that you own can be 
  maintained at 1/2 the cost.  
  Taxes, tithes and other duties 
  are similarly halved. 
  City Father: 
  Your city of residence never 
  experiences civil unrest and 
  the crime rate is reduced by 
  50%.  The city's sphere of 
  political influence doubles in 
  size. 
  7♦ 
  Born Lucky: 
  Gain one additional Benny per 
  game session.  Stacks with the 
  Luck Edge. 
  Fortunate: 
  Roll a d6 whenever you use a 
  Benny, on a result of 6 you 
  keep the Benny 
  Benny Farmer: 
  Gain one Benny per day up to 
  your maximum allotment. 
  8♦ 
  Passive Resistance: 
  When you are not in combat 
  you gain a +2 bonus to Parry 
  and Dodge. 
  Calming Touch: 
  You can make a touch attack 
  to calm a hostile enemy.  A 
  calmed target will not attack 
  you unless you attack them 
  first.  Effect lasts for 1 Day. 
  Armor of Faith: 
  Calculate your Toughness 
  using your Vigor combined 
  with your Spirit. 
  9♦ 
  Detect Lies: 
  With a successful Notice check 
  you can discern when 
  someone is lying to you.  
  Paladins with this power gain 
  a +2 to their roll. 
  Detect Crime: 
  You can locate and track 
  criminals, bandits and thieves 
  guilds. 
  Regulators: 
  Spend a Benny to summon 
  1d4+2 Wild Card Thief-
  Catchers to perform a specific 
  mission for you. 
  10♦ 
  Undead Sense: 
  You can locate and track large 
  concentrations of Undead 
  creatures. 
  Ultravision: 
  You can see in absolute 
  darkness, see through 
  Illusions and see Invisible 
  beings 
  Vampirism: 
  When you die you rise as a 
  full-strength Vampire.  You do 
  not relinquish your powers as 
  one of the Fated.  If your 
  vampire form is destroyed 
  you are permanently dead. 
  J♦ 
  Sailing Master: 
  Gain Boating as a Class Skill 
  and a +2 bonus to all Boating 
  checks. 
  Favorable Winds: 
  You always enjoy the best 
  possible conditions when 
  sailing and travel at double 
  the normal speed. 
  Legendary Admiral: 
  In ship-to-ship combat you 
  always go first and you can 
  spend Bennies to make Soak 
  rolls for your vessel (using 
  your Boating skill) 
  Q♦ 
  Smooth Talker: 
  Gain Persuasion as a Class Skill 
  and a +2 bonus to all 
  Persuasion checks 
  Art of Persuasion: 
  When determining an NPC's 
  Reaction level, increase the 
  initial reaction by one step 
  (i.e. Neutral targets are 
  Tongue of Gold: 
  Spend a Benny to make even 
  the most bald-faced lie sound 
  believable. 
  
  Terrell                                                                                                                             2011 
   
  8 
  automatically Friendly, etc.) 
  K♦ 
  Quick Learner: 
  Gain 1 bonus Experience Point 
  every gaming session. 
  Inspire: 
  Spend a Benny to turn an 
  Extra into a Wild Card 
  Beacon of Excellence: 
  All soldiers in your city of 
  residence are considered 
  Veteran (i.e. Foot Soldiers 
  have the same statistics as 
  Sergeants or Lieutenants) 
  A♦ 
  Underworld Connections: 
  You gain a +2 Charisma bonus 
  when dealing with criminal 
  types. 
  Treasure Sense: 
  You can locate and track large 
  accumulations of gold. 
  Thieves Prosper: 
  Spend a Benny to summon 
  1d4+2 Wild Card Rogues to 
  perform a specific mission for 
  you. 
  2♠ 
  Tempered: 
  Gain +4 Toughness vs. Fire 
  damage and spell effects.  You 
  are immune to the 
  environmental effects of heat. 
  Light Bringer: 
  Your attacks inflict an extra 
  1d6 points of Holy damage 
  against Demons and the 
  Undead. 
  Righteous Zeal: 
  In a Mass Battle, spend a 
  Benny to whip your side into a 
  frenzy.  Your troops do not 
  need to make any Morale 
  checks.  
  3♠ 
  Dauntless: 
  You are immune to the effects 
  of Fear and Insanity 
  Adventurer's Wits: 
  You can re-roll any Notice 
  check one time without 
  spending a Benny. 
  Lead by Example: 
  In Mass Battle, your presence 
  bolsters your army, imparting 
  a +2 Morale bonus and a +1 to 
  your side's Battle Roll. 
  4♠ 
  Blood Thirsty: 
  Add +1 to all Damage rolls. 
  Merciless: 
  Gain a +1 bonus to your 
  Fighting roll for every Wound 
  your opponent has. 
  Helter Skelter: 
  The murder rate of whatever 
  city you live in increases by 
  100%.  Law enforcement 
  resources are stretched to 
  their absolute limits.  
  5♠ 
  Resilient: 
  When you are Incapacitated, 
  gain a +2 bonus on the 
  ensuing Vigor check.  Also, 
  whenever you roll on the 
  Injury Table apply a -2 to the 
  result. 
  Steel Skin: 
  Spend a Benny to gain 
  immunity to one of the 
  following damage types for 3 
  rounds: Bashing, Slashing or 
  Piercing 
  Siege Proof: 
  Your city of residence 
  becomes hardened against 
  sieges.  It gains a +1 
  Protection Bonus and 
  consumes supplies at 1/2 the 
  normal rate. 
  6♠ 
  Load Carrier: 
  You are not easily 
  encumbered.  Your Load Limit 
  is 10x your Strength die.  If 
  you have the Brawny Edge, 
  your Load Limit is 16x. 
  Gain a one-step increase to 
  your Strength die. 
  Physical Specimen: 
  Gain a +2 bonus to all 
  Strength rolls and Strength 
  related activities (such as 
  Climbing).  This bonus extends 
  to melee damage as well. 
  7♠ 
  Warrior’s Skill: 
  Gain a +1 bonus to all Fighting 
  rolls. 
  Warrior’s Soul: 
  Gain a +2 bonus to all Fighting 
  rolls. 
  Sword Saint: 
  You can spend a Benny to 
  focus all of your will into a 
  single attack that inflicts 
  Double Damage.  The Benny 
  must be spent before the 
  attack roll is made. 
  8♠ 
  Sharp Eyes: 
  Gain a +2 bonus to all 
  Tracking checks 
  Deadly Aim: 
  Gain a +1 bonus to all 
  Shooting and Throwing rolls. 
  Peerless Tracker: 
  You can locate and track any 
  individual that you put your 
  
  Terrell                                                                                                                             2011 
   
  9 
  mind to. 
  9♠ 
  Rally: 
  Spend a Benny to remove the 
  Shaken condition from all of 
  your allies. 
  Recruiter: 
  Spend a Benny to attract 
  1d6+4 Novice warriors to your 
  banner. 
  Legendary General: 
  You gain Knowledge: Battle as 
  a class skill and can make 
  Knowledge: Battle checks at 
  +4  
  10♠ 
  Flaw Seeker: 
  All of your attacks have an 
  Armor Pierce rating of +2 
  Siegemaster: 
  When you are Sieging a 
  fortification, your side gains a 
  +2 bonus to their Battle Roll. 
  Army Breaker: 
  In Mass Battle your side 
  always gets one uncontested 
  free shot at the start of the 
  battle. 
  J♠ 
  Savage Wounds: 
  Whenever you cause a target 
  to Bleed Out, they suffer a -2 
  penalty to all Stabilization 
  Checks. 
  Horrible Wounds: 
  When you Wound a target 
  you can spend a Benny to 
  make that wound Horrible.  All 
  adjacent targets (friend or 
  foe) must make a Spirit  
  -2 check or be Shaken. 
  Morale Killer: 
  In Mass Battle, your presence 
  causes enemy armies to suffer 
  a -2 penalty to Morale checks. 
  Q♠ 
  Effortless Pace: 
  Increase your Pace by +2 
  Gain a one-step increase to 
  your Agility die. 
  Wind Walker: 
  Spend a Benny to Fly at twice 
  your normal Pace for 1 hour. 
  K♠ 
  Corpsemaker: 
  Any target you injure must 
  add +4 to their Injury Roll. 
  Touched by Death: 
  +2 Toughness; +2 to recover 
  from Shaken 
  Soul Eater: 
  Every time you kill someone, 
  you heal one Wound 
  A♠ 
  Pain Eater: 
  Gain a +2 bonus to all Soak 
  rolls 
  Juggernaut: 
  You can sustain one additional 
  Wound before falling 
  incapacitated (total of 5 
  Wounds) 
  Avatar of War: 
  Spend a Benny to turn all 
  Wound penalties into bonuses 
  for the duration of one 
  combat. 
  2♥ 
  Woods Lore:  
  +2 Knowledge bonus to 
  identify plants and animals 
  Tree Speaker:  
  Spend a Benny to speak with 
  plants and sense what they 
  sense 
  Awaken:  
  Spend a Benny to turn a tree 
  into a Treant 
  3♥ 
  Earth Wise: 
  Whenever you are 
  underground, you always 
  know which way the surface 
  is.  You can appraise gems on 
  sight. 
  Ore Sense: 
  You can locate and track rich 
  veins of metal and gemstones. 
  Mother Lode: 
  The mines around the city you 
  live in produce 50% larger 
  yields.   
  4♥ 
  Waterborn: 
  You are a naturally gifted 
  swimmer.  Gain Swimming as 
  a Class Skill and a +2 bonus to 
  all Swimming checks 
  Amphibious: 
  You can hold your breath four 
  times longer than normal 
  (Vigor x 2 + 4 rounds) 
  Water Caller: 
  Spend a Benny to summon a 
  Greater Water Elemental 
  5♥ 
  Plague Resistant: 
  You are immune to all 
  Diseases 
  Festering Wounds: 
  Any time you inflict a Wound 
  on a target, they must 
  succeed a Vigor check.  If they 
  fail, the Wound cannot be 
  healed naturally. 
  Plague Carrier: 
  Spend all of your remaining 
  Bennies to unleash a plague 
  over a city wide area (1d4 
  miles).  All targets in this area 
  must succeed a Vigor check or 
  gain a Fatigue level for a day.  
  Each day another check must 
  
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  be made until the target rolls 
  a Raise. 
  6♥ 
  Hot Blooded: 
  Gain +4 Toughness vs. Cold 
  damage and spell effects.  You 
  are immune to the 
  environmental effects of cold. 
  Freezing Touch: 
  Spend a Benny to imbue your 
  attacks with +1d6 points of 
  Cold damage for 3 rounds.  
  Targets struck by Freezing 
  Touch suffer a -2 to Pace for 1 
  round. 
  Cold Snap: 
  Spend all of your remaining 
  Bennies to dramatically 
  decrease the temperature 
  over a city wide area (1d4 
  miles).  Water freezes and all 
  people in range must deal 
  with the effects of extreme 
  cold. 
  7♥ 
  Bread Breaker: 
  Spend a Benny to summon a 
  week's worth of rations. 
  Hearth Keeper: 
  Spend a Benny to sanctify a 
  camp sized area for 1 day.  
  Power Point recovery is 
  doubled within this space and 
  anyone who sleeps here can 
  make a Natural Healing check. 
  Bountiful: 
  Your people in your city of 
  residence are healthier than 
  normal.  They all gain a +2 
  bonus to Natural Healing rolls 
  and to resist Disease. 
  8♥ 
  Polite Company: 
  When meeting an NPC for the 
  first time, their Reaction to 
  you is no worse than Neutral. 
  Diplomatic Immunity: 
  Spend a Benny to remove 
  yourself from a legal or 
  political entanglement. 
  Ambassador: 
  Whenever you travel to a new 
  place, you are treated as a 
  Noble and accorded all the 
  courtesies of a visiting 
  emissary. 
  9♥ 
  Weather Proof: 
  You are not adversely affected 
  by rain, wind and fog.  Suffer 
  no travel or visibility penalties 
  in these conditions. 
  Electrifying Touch: 
  Spend a Benny to imbue your 
  attacks with +1d6 points of 
  Electricity damage for 3 
  rounds.  Metal targets suffer 
  an additional 1d6 points of 
  damage. 
  Stormbringer: 
  Spend all of your remaining 
  Bennies to unleash a storm 
  over a city wide area (1d4 
  miles).  Everyone within the 
  area of effect has Light Cover 
  and a -2 penalty to Pace. 
  10♥ 
  Desired: 
  Gain a +2 Charisma bonus 
  with members of the opposite 
  sex 
  Manipulate Attraction: 
  Spend a Benny to cause a 
  target to become hopelessly 
  attracted to another person 
  or object.  The target must 
  pass a Spirit -2 check to resist 
  the effect. 
  Powerful Suitor: 
  Someone very powerful and 
  influential has become 
  enamored with you.  They are 
  willing to spend great blood 
  and treasure on your behalf to 
  win your affection. 
  J♥ 
  Survivalist: 
  Gain Survival as a Class Skill 
  and a +2 bonus to all Survival 
  checks. 
  Beast Whisperer: 
  Spend a Benny to speak with 
  animals and sense what they 
  sense 
  Shape Change: 
  Spend a Benny to polymorph 
  into an animal form (no larger 
  than a bear).  You can 
  maintain this form as long as 
  you wish. 
  Q♥ 
  Detect Water: 
  You can locate and track 
  underground springs of water. 
  Calm Weather: 
  Spend a Benny to moderate 
  the weather over a city wide 
  area (1d4 miles).  Winds, 
  temperatures and 
  precipitation all become 
  pleasant as a spring day. 
  Revitalize: 
  The crops around the city you 
  live in produce 50% larger 
  yields.  Non-arable land 
  becomes fertile. 
  K♥ 
  Natural Healer: 
  Gain a one-step increase to 
  Fecund: 
  
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  You gain a +4 bonus to all 
  Natural Healing rolls 
  your Vigor die. 
  The birth rate of whatever city 
  you live in increases by 50% 
  A♥ 
  Healing Touch: 
  Your touch can heal up to 3 
  Wounds per day 
  Cleansing Touch: 
  Your touch can cure poison, 
  disease, permanent injuries 
  and curses.  Uses an 
  application of Healing Touch 
  Breath of Life: 
  You can inflict 3 Wounds upon 
  yourself to Resurrect 
  someone. 
  Joker 
  Untraceable: 
  You cannot be tracked by 
  magical means.  This includes 
  the use of any Detect Fated 
  abilities. 
  Joker's Friend: 
  When you spend a Benny you 
  get a +2 bonus to the 
  subsequent re-roll 
  Locus Master: 
  Spend all of your remaining 
  Bennies to create a Locus, 
  without the participation of 
  other Fated.  See 
  "Convergence of Fated" for 
  more details. 
   
  A number of Powers give characters the ability to track people and objects.  These tracking powers do not 
  reveal the target’s precise location but work like a compass: they indicate direction and proximity.  In 
  cases where more than one potential target are present, the ability homes in on the strongest signal. 
   
   
   
  
  Terrell                                                                                                                             2011 
   
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  Appendix B: The Fated 
  There are 53 Fated in every Age.  Below is a list of the current crop of Fated.  When the party members 
  are created, have them draw a card and consult the table below.  The party members will replace 
  whichever Fated is listed under that entry.  Replaced characters are still active in the campaign; they 
  merely will not be one of the Fated. 
   
  Some sages have learned how to locate and track the Fated by paying close attention to stellar 
  movements.  The science of Astronomy has become especially important as a means for the learned to 
  keep tabs on the movements and actions of the Fated.  Anyone who learns this skill and has the necessary 
  equipment can eventually learn how to zero in on a particular Fated's location. 
   
  The Fated progress in level at roughly the same rate the party does.  As the party members become 
  Seasoned, the Fated will also increase in rank. 
   
  Card 
  Name 
  Starting Location 
  Description 
  2♣ 
  Uthrid Nasan 
  Nightglass, 
  Denshen 
  Uthrid is an astronomer working out of the Nightglass 
  Observatory in Denshen.  He has recently devised a 
  method for tracking and cataloging the movements of the 
  Fated and is in the middle of writing a book about it. 
  3♣ 
  Ironbane 
  Merkish, 
  Middlemark 
  A commoner who worked in the slag factories of Merkish, 
  the man named Ironbane has become disgusted with how 
  mechanized and dehumanized his city has become.  He is 
  the mastermind behind The Tinkers, a worker’s rights 
  party dedicated to the destruction of the Arcanocracy’s 
  arcane infrastructure.  
  4♣ 
  Nimsaenne 
  Mardora 
  Merkish, 
  Middlemark 
  “Nim” as she likes to be called is a Theurgist who is 
  studying the true nature of the spirit world and afterlife.  
  She is a researcher at the University of Merkish working 
  for a mysterious benefactor. 
  5♣ 
  Saleica Kiuren 
  Talishanter, 
  Denshen 
  Saleica is a martial artist trained in Water Style, a 
  technique that turns an attacker's energy against itself.  
  She lives and trains with her master Sutairu in 
  Philosopher's Square, which is the heart of the martial 
  arts world. 
  6♣ 
  Baneth 
  Merkish, 
  Middlemark 
  Baneth is a Battle Mage in the Iron Regiment of Merkish.  
  Her duties include maintaining the golem soldiers of that 
  famed company.  She’s been having strange dreams lately 
  and has felt an inexplicable desire to resign her 
  commission in search of some strange rune she keeps 
  seeing in her sleep. 
  7♣ 
  Sulzerga the 
  Defiler 
  At large, Eastern 
  Middlemark 
  A hobgoblin wizard of considerable power who has 
  constructed a secret lair from which he builds an army of 
  Beastmen and abominations.  His ultimate plan is to forge 
  a new Empire of Monsters. 
  8♣ 
  Tragen 
  Domzoth 
  Galagorn, Cinlu 
  Tragen is an academic from the University of Merkish who 
  sidelines as an adventurer.  He has made the incredibly 
  risky journey to Cinlu in search of ancient dragon relics. 
  9♣ 
  Azdolph the 
  Strange 
  Arlhagen, 
  Middlemark 
  This ambitious inventor has devised a new type of 
  alchemical machine that converts base ores into energy 
  that can be used to drive machinery.  He hopes to see his 
  
  Terrell                                                                                                                             2011 
   
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  invention installed in all manner of devices -- and secretly 
  desires to break the Arcanocracy's monopoly on 
  dweomercraft goods. 
  10♣ 
  Salzak 
  Planestrider 
  Extra-Dimensional 
  The Numismatists are a group of opportunistic conjurers 
  who run a high-end, extra-planar banking service.  Salzak 
  is a full partner of this organization.  He is famously 
  eccentric and spends most of his time living in a pocket 
  dimension. 
  J♣ 
  Tarjax Selael 
  Talishanter, 
  Denshen 
  Tarjax is a practitioner of a very rare and ancient martial 
  artform called The Way of the Withering Fist.  Masters of 
  this art are said to have been able to control the passage 
  of time.  He seeks to prove that his fighting style is the 
  best and wants to defeat every other martial arts school 
  on Skaern. 
  Q♣ 
  Valder Harlock 
  At large, 
  Middlemark 
  Charismatic leader of the Cult of the Starstrider, a group 
  of religious fanatics who want to absorb all the powers of 
  the Fated.  They are known for their blue robes and 
  tattooed faces.  They’ve begun showing up in cities all 
  over Middlemark. 
  K♣ 
  Lorlux 
  Melinder 
  Merkish, 
  Middlemark 
  The fact that Lorlux is the new Alchemy chair at the 
  University of Merkish is a remarkable achievement for one 
  of her young age.  The Headmasters at the University 
  expect great things from this prodigy. 
  A♣ 
  Belzigar Unius 
  Merkish, 
  Middlemark 
  Belzigar is a prominent member of the Twilight Congress, 
  the ruling organization of Merkish.  He desires to expand 
  the Arcanocracy and wants to found a new City-State.  He 
  is maneuvering his nation on a path that will lead to war 
  with the Kingdom of Rookport. 
  2♦ 
  Roelle Marona 
  Ishmoor, 
  Middlemark 
  Roelle is a low-born thief and spy who works in the 
  employ of the Duke of Ishmoor.  The Duke found her as an 
  orphan and trained her up to be his personal intelligence 
  officer.  He sends Roelle out to live amongst the peasants 
  in his duchy so that he can keep one finger on the pulse of 
  his people. 
  3♦ 
  Balto 
  Cornelius 
  Denfast, 
  Middlemark 
  One of the board members of the secret business cabal 
  called The Plunderbund, Balto wants nothing short of 
  absolute control over every financial market in 
  Middlemark.  His outward persona is that of a very 
  wealthy mead producer and distributor.  He has powerful 
  connections to several Thieves’ Guilds. 
  4♦ 
  Katlyn 
  Sheldrake 
  At large, Northern 
  Middlemark 
  Katlyn is a hard-drinking gambler who also happens to be 
  a Paladin of Skelper.  She is on a quest to retrieve some 
  relics stolen from her parish by a band of goblin thieves.  
  She loves taking chances and pressing her luck – 
  miraculously this hasn’t killed her yet. 
  5♦ 
  Arkiel Morvay 
  At large, 
  Middlemark 
  Arkiel is a bard from the League of the Lute.  He's an avid 
  traveler that is currently doing a circuit of every major city 
  in Middlemark, collecting songs and stories as he goes.  
  His fondest wish is to do a tour of the Nightlands. 
  6♦ 
  Bonn Rieger  
  Lashmere, 
  Middlemark 
  One of the Pirate Lords of Lashmere.  Unlike his brethren 
  Bonn has big ideas for Lashmere's future.  He'd like the 
  city to go legitimate and become a trading power in the 
  
  Terrell                                                                                                                             2011 
   
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  East but in order to do this he realizes he needs to clean 
  up his city's dark reputation. 
  7♦ 
  Waylon 
  Devgood 
  At large, Northern 
  Middlemark 
  A treasure hunter and tomb-robber that specializes in 
  Caledwyrian and Pre-Empire Alshadarian archaeology.  
  He’s a flamboyant rogue with a talent for avoiding the 
  sort of traps and guardians you typically run into in his 
  line of work. 
  8♦ 
  Asigbrax 
  The Beggar 
  King 
  Saxborg, Varsaxia 
  This former warrior has turned away from the life of 
  violence and devoted himself to Phalen, God of Peace.  He 
  is trying to spread his new religion throughout war-like 
  Varsaxia and has found some willing ears amongst 
  Saxborg's downtrodden and destitute. 
  9♦ 
  Jezana 
  Kavette,  
  The Stone Lady 
  Denfast, 
  Middlemark 
  Known around Denfast as The Stone Lady, Jezana is a 
  pityless Thief-Catcher who is neck-deep in a Gang War 
  between several of the city’s gypsy clans.  She doesn’t 
  always bring her targets in alive. 
  10♦ 
  Zaphil Malirac 
  Nyth Drimmen, 
  Cinlu 
  This evil Theurgist is the High Priest of the Arachnaurs, a 
  breed of vile man-spider hybrids.  Though he is human 
  himself, he has formed a cult venerating a Spider Deity 
  and has convinced the Arachnaurs that he is Her true 
  prophet.  Zaphil operates out of an ancient temple deep 
  in the jungles near Nyth Drimmen. 
  J♦ 
  Katinzia Relov 
  The Sharkwife 
  At large, 
  Sundered Seas 
  The Captain of the Red Sails, a mysterious band of pirates 
  who have been raiding all sea traffic between Lashmere 
  and Stro Machai.  She has been targeting Merkish freight 
  in particular and is building up an island lair in order to 
  make preparations for a formal declaration of war against 
  the Arcanocracy. 
  Q♦ 
  Sulena Saasis, 
  The Queen of 
  Lies 
  Principality of 
  Sabine 
  This cultured, well-born freelance assassin hails from the 
  Principality of Sabine.  She’s always had a gift for talking 
  her way out of legal entanglements, a fact that has earned 
  her the sobriquet of the Queen of Lies back home.  Sulena 
  is often hired to perform special jobs abroad. 
  K♦ 
  Savil Banlios 
  Denfast 
  An orphan girl raised by Scarlet Syndicate assassins, Savil 
  has decided not to follow that career path and instead 
  uses her prodigious dagger fighting skills to cleanse the 
  Ratman plague from Denfast’s sewers. 
  A♦ 
  Wren 
  Rookport City, 
  Middlemark 
  Wren is a master burglar and leader of the Thieves’ Guild 
  known as The Starlings.  She is an art-lover and antiquities 
  collector that uses her powers for wealth accumulation.  
  Her ambition is to break into Noble society. 
  2♠ 
  Mithdiel 
  Balstus 
  Nainarv 
  Mithdiel is a Paladin of Halzar who has received a vision 
  from his deity to purge wickedness from the world.  Fired 
  by divine zeal, it is his ambition to raise an army of the 
  faithful and bring about a Second Age of Cleansing Fire. 
  3♠ 
  Barala Domani 
  Ten Shards, Stro 
  Machai 
  Originally from Lashmere, Barala is a sell-sword and 
  adventurer who has relocated to Stro Machai to try and 
  establish an Adventurer’s Guild.  Her vision is to open 
  chapterhouses in every major city that would provide 
  services for relic hunters and fortune seekers. 
  4♠ 
  Coetta Zinzilar 
  Rookport City, 
  Middlemark 
  One of the most notorious bravos in Rookport’s dueling 
  scene, Coetta is beautiful and bloodthirsty.  She always 
  
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  15 
  goes the extra mile to try and humiliate her opponents.  
  Her family was murdered by the gang called The Merry 
  Satyrs and she has devoted her life to getting revenge on 
  the blue-blooded members of that gang.  
  5♠ 
  Benadene 
  Broken-Shield 
  Arlhagen, 
  Middlemark 
  Originally from Arlhagen, this member of the Sworn 
  Shields has undertaken a personal quest to protect the 
  common folk of Middlemark from the predations of Lord 
  Blacksheaf.  A few of her battle-brothers have offered to 
  lend assistance, but she will need a lot more help to make 
  a dent in Blacksheaf's Reavers. 
  6♠ 
  Sir Roban the 
  Red 
  Rookport, 
  Middlemark 
  Sir Roban is currently lighting up the tourney circuit in 
  Rookport.  This unheralded knight from an insignificant 
  house is winning honor and attention.  Several influential 
  nobles are already jockeying to secure him to their 
  households, but he has his eyes set on higher prizes. 
  7♠ 
  Brin Caleth 
  At large, 
  Middlemark 
  Brin Caleth had been one of the best longsword 
  instructors at the Royal Weapons Academy in Rookport 
  City but grew tired of training fatuous nobles the art of 
  not stabbing themselves during a duel.  He wants to put 
  his skills to better use in the adventurer's trade. 
  8♠ 
  Arhanna 
  Snowlock 
  At large, 
  Middlemark 
  This Pilgrim of Anwyn wanders seldom traveled paths in 
  Middlemark’s wild places, hunting game and providing 
  assistance to people who live off the land.  Her quest is to 
  achieve Sainthood by committing three Great Works in 
  the name of her Lord. 
  9♠ 
  Palander 
  Southern 
  Middlemark 
  Palander is the newest member of the exclusive order of 
  Warrior-Monks, The Ninety Nine.  His specialties are 
  intelligence gathering and sabotage.  Palander’s 
  instructors are impressed by his grasp of tactics and 
  believe he has the makings of being a great General 
  someday. 
  10♠ 
  Wulfgahn 
  Crow-Feeder 
  At large, Varsaxia 
  This Varsaxian Carl is an ex-soldier who cemented his 
  reputation by conducting a successful one man siege 
  against a rival’s stronghold.  He refuses to serve any 
  Thane now and is a soldier-of-fortune in the wild places of 
  his bitter homeland. 
  J♠ 
  Lord Sevren 
  Blacksheaf 
  At large, 
  Middlemark 
  This bastard son of a Rookport noble is a brigand who has 
  styled himself as a feudal lord.  He is actively conquering 
  other bandit gangs and forming them into an irregular 
  army so that he can overtake poorly defended towns and 
  castles.  Authorities from both Rookport and the Benling 
  League have placed large bounties on his head. 
  Q♠ 
  Finn Morkar 
  Arlhagen, 
  Middlemark 
  One of the Rangers of the Concordium, Finn is urging his 
  fellows to get more involved in politics.  He thinks the 
  Concordium needs to be a more active force for total 
  freedom, not just "the Police Force of Neutrality".  He 
  wants to overthrow all organized government. 
  K♠ 
  The Void 
  Khosteji, Nainarv 
  A super assassin who has learned about the benefits of 
  killing the Fated.  He now actively hunts for them and 
  wants to become the most powerful man in the world.  To 
  this end, he has created an organization called The Black 
  Circle to help him in this aim. 
  
  Terrell                                                                                                                             2011 
   
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  A♠ 
  Zendigorn 
  The Blood 
  Dragon 
  Sarcross Kiel, 
  Cinlu 
  A war-chief among the Cinlu people, known as the Blood 
  Dragon.  He's knocking off his rivals so that he can be 
  dubbed the Supreme Warlord and initiate a campaign 
  against Middlemark. 
  2♥ 
  Rilyn  
  Greeneyes 
  Dawnwood, East 
  Middlemark 
  Rilyn is a nature-loving Benling hermit who dwells in the 
  Dawnwood east of Denfast.  She is reputed to have the 
  gift of prophecy and has foreseen a time when Nature will 
  reclaim the world of Men.  She has made herself an 
  instrument of Nature’s Will and exhibits strange magical 
  powers over plants and beasts. 
  3♥ 
  Eldan Dorn 
  Arlhagen, 
  Middlemark 
  Eldan is a con-artist who works as a mining speculator for 
  a private investor in Arlhagen.  He uses his talents to scam 
  claims off of competitors and to turn slender profits into 
  sizeable margins.  What he doesn't realize is that his 
  employer is actually an Elemental Prince from the Plane of 
  Earth who is plotting an invasion of Skaern. 
  4♥ 
  Esarwick the 
  Sea Bard 
  At large, Small 
  Sea 
  Esarwick the Sea Bard is a Varsaxian skald who travels the 
  Small Sea on merchant sailing vessels.  Sailors consider 
  him something of a good luck token and he’s always 
  willing to lend a hand on deck.  Esarwick is writing an Epic 
  Poem that he hopes will instill the Varsaxian people with 
  newfound pride and purpose. 
  5♥ 
  Ostane Kull 
  Rookport City, 
  Middlemark 
  A political agitator who is pressing for a constitutional 
  monarchy in Rookport.  Ostane is slowly gaining grass 
  roots support for his movement and is public enemy 
  number one for the city’s aristocrats. 
  6♥ 
  Randor 
  Goldgleam 
  Rimegate, 
  Varsaxia 
  Randor is a recent graduate from Ravenblack Tower, 
  Saxborg's only wizard school.  He has taken his talents for 
  illusion magic north to Rimegate where he knows a gang 
  of shipwreckers turning over a fair bit of coin. 
  7♥ 
  Annvia Loron 
  Lonshire, Denfast 
  Annvia is a charlatan working for the Cult of the Green 
  Man.  She is using her talents to pose as a Priestess of 
  Bansule so that her cult can gain the trust of the people of 
  Lonshire and take over the town.  From here, the cult has 
  ambitions to spread to other farming villages. 
  8♥ 
  Tolar Kint 
  Nainarv 
  This successful merchant and city father was murdered by 
  the assassin known as The Void. 
  9♥ 
  Zelzisten 
  Malabaleth 
  The Tempest 
  Nyth Drimmen, 
  Cinlu 
  This demon-blooded elementalist is a specialist in "storm 
  magic", the weaving of air and fire.  He is the most 
  promising new recruit of the Stormcallers and desires to 
  become as powerful as Nyth Drimmen himself. 
  10♥ 
  Valralla 
  Tordani 
  Rookport, 
  Middlemark 
  The daughter of a powerful Duke who is renowned for her 
  loveliness.  She is so desirable that several suitors are 
  prepared to come to blows over her hand.  Her children 
  will be kings. 
  J♥ 
  Jebil Asvin 
  At large, Eastern 
  Middlemark 
  A solitary monk who lives in the wilderness where he can 
  practice his homegrown martial arts techniques in peace.  
  He is creating a new form of unarmed combat that draws 
  inspiration from animals in nature. 
  Q♥ 
  Elvalessa 
  Bardramael 
  Sheska, Nainarv 
  Elvalessa is an environmental activist who is "greening" 
  the desert in Eastern Nainarv.  She wants to make the 
  parched land green and beautiful again, as it once was 
  
  Terrell                                                                                                                             2011 
   
  17 
  according to ancient tales. 
  K♥ 
  Elouzon 
  Mamdraoch 
  Gravsten, 
  Varsaxia 
  Elouzon is the leader of the Black Elves who have been 
  immigrating to Gravsten recently.  His ambition is to carve 
  out a new nation for his people -- by force if necessary. 
  A♥ 
  Quesban 
  Thrice-Blessed 
  At large, Nainarv 
  Word is rapidly spreading across the Nightlands that 
  Quesban the Thrice-Blessed has a healing touch that can 
  cure all maladies.  This former potter has become an 
  itinerant faith healer, providing comfort to the poor and 
  sick in exchange for his daily bread. 
  Joker 
  The Leveller 
  At large, 
  Middlemark 
  A strange wanderer who knows the truth of the Fated and 
  is working through a number of proxies to make sure no 
  one group becomes too powerful.  Has hired the Invisible 
  Collegium to be his eyes, ears and arms. 
   
   
   
   
  
  Terrell                                                                                                                             2011 
   
  18 
  Appendix C: Timeline 
  Each of the Fated has a particular agenda that they are trying to advance.  As time passes and as the party 
  begins to unravel the truth of their destinies, the other powers of the world will not remain idle.  Use the 
  timelines below to loosely plan out the next year of maneuvers that the Fated will make.  Some of these 
  events could have far-reaching impacts; others could put different factions of the Fated in conflict with 
  each other or with the party. 
   
  Fated who have their signs usurped by Player Characters remain in the world and continue to stir up 
  trouble just as if they had been Star-Marked – they just won’t be able to gain the powers that go along 
  with their celestial inheritance. 
   
  Fated Name 
  Spring, Year 1 
  Summer, Year 1 
  Autumn, Year 1 
  Winter, Year 1 
  Arkiel Morvay 
  Sets out on foot 
  from Arlhagen to 
  Rookport City 
  stopping 
  everywhere he can 
  to play music and 
  share news. 
  Arkiel travels from 
  Rookport City to 
  Denfast, hitting all 
  the little towns 
  along the way. 
  Hooks up with a 
  caravan in Denfast 
  that is bound for 
  Merkish.  Plays for 
  his fare. 
  Winters in the city 
  of Merkish.  Spends 
  his free-time 
  hanging around the 
  League of the Lute 
  chapterhouse there. 
  Rilyn 
  Greeneyes 
  Befriends the Fair 
  Folk living in the 
  Dawnwood.  Works 
  with them to 
  disrupt Twiltyg’s 
  lumber operation. 
  Local sheriffs are 
  stumped; they 
  consult the gypsy 
  clans for aid.  A 
  spirit fence is 
  erected to block 
  the Fair Folk 
  Rilyn stirs up the 
  creatures of the 
  forest to dismantle 
  the spirit fence.  
  They run amok in 
  Twiltyg. 
  As winter falls, Rilyn 
  retreats into the 
  heart of the forest 
  to seek council from 
  Bydgwyll the 
  Sentinel, an ancient 
  treant 
  Balto 
  Cornelius 
  Balto monopolizes 
  the mead business 
  in Denfast and runs 
  his competitors as 
  shell companies. 
  Through his shells, 
  Balto begins 
  buying up real 
  estate infested 
  with Were-Rats.  
  Pays the leader of 
  the Were-Rats to 
  begin raiding new 
  neighborhoods. 
  Fixes up the ghetto 
  and starts selling 
  gentrified 
  properties for large 
  profits.  Sells off his 
  mead interests to 
  business rivals and 
  buys into the 
  Laukastos Combine 
  Secret annual 
  meeting of the 
  Plunderbund is held.  
  Balto puts a hit out 
  on Savil Banlios. 
  Plans are made to 
  expand into 
  Arlhagen’s markets 
  using the Combine’s 
  connections. 
  Uthrid Nasan 
  Discovers the 
  correlation between 
  the Fated and 
  stellar 
  constellations.  
  Begins charting all 
  53 Star-Marked 
  Realizes he is 
  Fated.  Through 
  magical channels 
  contacts a friend at 
  the Lyceum of 
  Arghazi to review 
  his data. 
  Learns of the 
  disaster at the 
  Lyceum.  Fearing for 
  his own safety he 
  books passage to 
  Sabine. 
  Runs out of funds 
  and is stranded in 
  Sabine.  Is detected 
  by Katinzia who 
  offers to give him a 
  lift to Stro Machai. 
  Ironbane 
   
  In a flamboyant act 
  of terrorism, The 
  Tinkers destroy a 
  major golem factory 
  in the Foundry 
  District of Merkish. 
  The Night Watch is 
  detailed to root 
  out the Tinkers.  
  Ironbane scatters 
  his organization 
  and goes to 
  ground. 
  Contracts some 
  Black Alchemists to 
  develop a Golem 
  Virus in a secret 
  bunker deep 
  beneath the city. 
  Releases the virus 
  into the city.  
  Golems begin 
  succumbing to an 
  inexplicable rust 
  plague.  Merkish 
  puts their best 
  mages on the case. 
  
  Terrell                                                                                                                             2011 
   
  19 
  Savil Banlios 
  Combs Denfast’s 
  sewers in search of 
  the source of the 
  Were-Rats.  Collects 
  a record number of 
  bounties. 
  Notices a change in 
  the Were-Rat 
  attack patterns – 
  they are being 
  organized.  
  Searches for a 
  leader. 
  Savil finds evidence 
  connecting Balto to 
  the Were-Rat 
  attacks.  Her 
  attempts to use the 
  evidence are 
  stymied 
  Narrowly avoids 
  getting killed by an 
  amateur assassin.  
  Gets serious about 
  taking down the 
  Plunderbund. 
  Barala 
  Domani 
  Emigrates to Stro 
  Machai from 
  Lashmere.  
  Purchases an old 
  tavern called The 
  Barnacle and starts 
  fixing it up. 
  Grand opening of 
  the Adventurer’s 
  Guild.  Barala signs 
  up her first 
  members and 
  expands her staff. 
  To generate 
  additional income, 
  Barala begins 
  leading paid 
  expeditions to the 
  Ruins of Arlech. 
  Becomes lost during 
  an expedition.  
  Presumed dead.  A 
  trusted associate 
  takes over the guild. 
  Eldan Dorn 
  Eldan is given 
  specific instructions 
  by his mysterious 
  employer to buy up 
  mine claims around 
  The Seven Sages (a 
  local mountain 
  chain) 
  Buys a busted 
  claim off a broken 
  old prospector 
  with some drugs.  
  Uses magic to sell 
  flawed gems and 
  base metal for 
  quick cash. 
  Spooks some rival 
  miners off a richer 
  claim with illusion 
  magic.  Offers to 
  take it off their 
  hands at a steal.  
  Starts selling 
  valuable ore. 
  Begins horning in on 
  Delvers Consortium 
  turf.  Eldan 
  sabotages some of 
  their shafts with 
  explosive potions 
  using mind-
  controlled rats. 
  Mithdiel 
  Balstus 
  Receives a divine 
  calling from Halzar 
  to purge wickedness 
  from the world.  
  Travels to Zarthik to 
  shut down a corrupt 
  Halzarian Church. 
  From the re-
  consecrated altar 
  of Zarthik’s temple, 
  Mithdiel issues a 
  Bull calling upon all 
  true Halzarians to 
  join his cause; 
  pilgrims migrate in 
  large numbers. 
  The Archbishop 
  commands Mithdiel 
  to report.  He brings 
  his entourage back 
  to Khosteji and begs 
  the Bishop’s Council 
  to take up his holy 
  mission. 
  Archbishop 
  commands Mithdiel 
  to recover the 
  Aurora Zodiac to 
  earn the church’s 
  sanction.  Mithdiel 
  forms the  
  Brotherhood of the 
  Sun. 
  Esarwick, 
  The Sea Bard 
  Signs on with the 
  Merry Mermaid, a 
  merchant vessel 
  making regular runs 
  between Saxborg 
  and Rookport. 
  Stays with the 
  Merry Mermaid 
  through the 
  summer.  It’s 
  smooth sailing all 
  the way.  The 
  captain enjoys a 
  very good season. 
  Catches on with an 
  Alshadarian clipper 
  ship named the 
  Northwind.  It calls 
  on trading stations 
  located along 
  Winterbright’s 
  coast. 
  Esarwick’s ship is 
  wrecked by the 
  Falselighters.  He 
  and the survivors 
  fight and defeat the 
  gang.  Esarwick 
  detects Randor. 
  Coetta 
  Zinzilar 
  Commits a breach 
  of etiquette by 
  killing a nobleman 
  in a duel and looting 
  his signet.  Is hunted 
  by his friends. 
  Uses the signet as 
  bait to challenge 
  and take down five 
  more nobles.  A 
  warrant is issued 
  for Coetta’s arrest. 
  Leaves Rookport to 
  evade capture.  Lays 
  low in Caelwick.  
  Falls in with 
  Blacksheaf’s 
  Reavers as a hired 
  blade. 
  Works her way into 
  Lord Sevren’s 
  confidences; 
  becomes his right-
  hand and consort.  
  They detect each 
  other. 
  Wren 
  Steals a rare 
  painting from Baron 
  Yormond’s private 
  collection and punts 
  it through the 
  Geldring in Saxborg. 
  Posing as the 
  daughter of a 
  fictitious Peer, 
  Wren gains access 
  to an exclusive 
  social club. 
  Steals a valuable 
  necklace from a 
  Countess.  Begins 
  shadowing 
  noblemen who 
  cheat on their 
  Scams her way into 
  the Royal Ball held 
  on Midwinter’s Day 
  at Rook’s Roost.  
  Plants the stolen 
  necklace on another 
  
  Terrell                                                                                                                             2011 
   
  20 
  wives. 
  noblewoman. 
  Sulzerga the 
  Defiler 
  Emerges from the 
  Underworld to 
  establish a lair in an 
  abandoned 
  Alshadarian fort.  
  Brings a platoon of 
  50 soldiers. 
  Begins to recon the 
  surrounding area.  
  Grows his army to 
  company strength 
  (100 soldiers). 
  Repairs to the Fort 
  are complete.  An 
  alliance with 
  another tribe brings 
  100 more soldiers. 
  Razes a Benling 
  village.  His losses 
  are replenished by 
  fresh recruits.  
  Begins conducting 
  experiments on 
  soldiers. 
  Randor 
  Goldgleam 
  Completes his 
  studies at 
  Ravenblack Tower 
  and heads north to 
  Rimegate.  Joins up 
  with a gang of 
  shipwreckers called 
  the Falselighters. 
  It’s prime shipping 
  season and with 
  Randor’s help, the 
  gang’s haul has 
  nearly tripled.  
  Local sailors  
  haven’t caught on 
  yet but the wrecks 
  are newsworthy 
  Trade begins to 
  slacken as autumn 
  storms pick up.  
  Randor begins 
  sidelining in 
  counterfeit work for 
  extra gold. 
  The gang is defeated 
  during one of their 
  salvage missions.  
  Randor detects 
  Esarwick and flees 
  into the winter wilds 
  where none can 
  pursue him. 
  Annvia Loron 
  Posing as a Priestess 
  of Bansule, Annvia is 
  scamming farmers 
  in Lonshire for the 
  Cult of the Green 
  Man 
  Rumors of 
  disturbing 
  sacrifices reach the 
  local Sheriff.  
  People come to 
  Annvia seeking 
  comfort. 
  The Cult makes a big 
  move during the 
  Harvest Festival, 
  corrupting the rites 
  in the name of the 
  Green Man. 
  The residents of 
  Lonshire begin 
  falling under the 
  cult’s spell.  Cult 
  members are 
  insinuated into key 
  positions. 
  Katlyn 
  Sheldrake 
  Goblin thieves steal 
  a holy relic from the 
  Temple of Last 
  Chances.  Katlyn is 
  charged with 
  hunting them down. 
  Staying roaringly 
  drunk in the hopes 
  of having a vision, 
  Katlyn loses the 
  goblins 
  somewhere in the 
  Caledwyr Forest. 
  After months of 
  fruitless searching, 
  Katlyn drowns her 
  sorrows in 
  Kesselmir.  By 
  chance a smuggler 
  shares information 
  about the missing 
  relic. 
  According to 
  rumors, the goblins 
  supposedly have a 
  subterranean town 
  deep in the Singing 
  Caves.  Katlyn heads 
  to Arlhagen to 
  follow up on this. 
  Finn Morkar 
  Finn is supporting 
  the First Sons, a 
  small time anti-
  Dwalinarch 
  resistance group in 
  Arlhagen. 
  Hears about 
  Ostane Kull’s 
  demagoguery in 
  Rookport and 
  travels south to 
  make contact with 
  him. 
  Discovering 
  Ostane’s 
  incarceration, Finn 
  orchestrates and 
  pulls off a bold jail-
  break. 
  During the 
  Concordium’s winter 
  meeting, Finn 
  lobbies to support 
  the overthrow of 
  Rookport’s King; a 
  schism forms. 
  Quesban 
  Thrice-
  Blessed 
  Quesban is healing 
  the sick around 
  Arghazi.  News of 
  his miracles is 
  spreading across the 
  whole of Nainarv. 
  Travels east to 
  Sheska.  Is 
  followed by an 
  entourage of 
  disciples who 
  believe Quesban is 
  a messiah. 
  Begins performing 
  miracles in Sheska.  
  Local authorities 
  struggle to deal with 
  the crowds of 
  supplicants. 
  Is slain by The Void. 
  
  Terrell                                                                                                                             2011 
   
  21 
  Benadene 
  Broken-Shield 
  Travels from 
  Arlhagen to the 
  Barony of Yormond 
  to investigate 
  rumors of bandit 
  attacks. 
  Follows the trail of 
  bandit activities 
  south to Caelwick.  
  Makes contact 
  with the local 
  Baron to offer 
  assistance. 
  Begins a patrol of 
  surrounding 
  villages, pushing 
  back several sorties 
  by Blacksheaf’s 
  Reavers. 
  Cornered by 
  Blacksheaf’s Reavers 
  in the Hamlet of 
  Burnfield.  Organizes 
  the villagers into a 
  rag-tag militia to 
  make a last stand. 
  Roelle 
  Marona 
  Is dispatched to the 
  Village of Elford 
  near Lothiel to 
  search for signs of 
  Merkish infiltration. 
  Roelle keeps an ear 
  out for war related 
  news.  Notes Brin 
  Caleth’s passage 
  through town. 
  Roelle is recalled by 
  Duke Ishmoor as 
  news of unrest in 
  neighboring 
  Caelwick intensifies. 
  The Duke sends 
  Roelle into Caelwick 
  without his peer’s 
  knowledge to 
  discover the true 
  state of affairs 
  there. 
  Saleica Kiuren 
  Saleica is the star 
  pupil of Sutairu, a 
  master of Water 
  Style martial arts.  
  She spends all of 
  her time in training. 
  Saleica’s master is 
  killed in the 
  Massacre of 
  Philosopher’s 
  Square.  Riven by 
  sorrow she vows 
  revenge against 
  Tarjax Selael. 
  Challenges Tarjax 
  and is slain. 
   
  Ostane Kull 
  Delivers an 
  incendiary anti-
  monarchy speech in 
  Docktown.  Evades 
  capture by the 
  constabulary. 
  While printing 
  seditious leaflets, 
  Ostane is sold out 
  by a confederate.  
  He is imprisoned in 
  the Sea Tower. 
  The terrorist ranger 
  Finn Morkar breaks 
  Ostane out of prison 
  by scaling the 
  tower.  They detect 
  each other. 
  Hides out with 
  Finn’s band in the 
  Caledwyr Forest.  
  Finn encourages him 
  to keep sending 
  coded instructions 
  to his confederates. 
  Sir Roban the 
  Red 
  Competes in and 
  wins the games held 
  for Valralla 
  Tordani’s cotillion.  
  Catches the 
  maiden’s eye. 
  Is rebuffed in his 
  attempts to call on 
  Valralla.  Earns 
  more honor in the 
  lists. 
  Competes in Duke 
  Norkirk’s Harvest 
  Games.  Narrowly 
  avoids an 
  assassination 
  attempt by Sir 
  Mander. 
  Is secretly contacted 
  by Valralla Tordani, 
  who tells him about 
  her father’s plots to 
  kill him.  They run 
  away together. 
  Waylon 
  Devgood 
  Discovers the 
  location of the High 
  King’s Barrow in the 
  Skyshield 
  Mountains.  
  Recovers a rare 
  artifact. 
  Heads to the 
  smuggler’s port of 
  Kesselmir to meet 
  with a buyer.  Wins 
  a treasure map on 
  a bet. 
  Takes his chances 
  with the weather 
  and follows the 
  map.  Faces Salt 
  Ghouls and Frost 
  Wisps on the way. 
  As winter begins 
  biting, discovers the 
  Moldritch Mines.  
  He establishes a 
  base camp and 
  begins exploring. 
  Zelzisten 
  Malabaleth 
  The Tempest 
  Zelzisten earns his 
  Sigil Tattoo and 
  graduates out of the 
  novitiate ranks as a 
  full-fledged 
  Stormcaller. 
  Violence breaks 
  out at the 
  Midsummer 
  Conclave.  The 
  Stormcallers and 
  the Gloombinders 
  renew hostilities 
  Zelzisten frames the 
  Gloombinders to 
  pull the Emerald 
  Cabal into the feud.  
  Key members of 
  each faction are 
  killed. 
  A temporary 
  armistice is declared 
  at the Midwinter 
  Conclave.  Zelzisten 
  begins performing 
  dark rites to gain 
  more power. 
  
  Terrell                                                                                                                             2011 
   
  22 
  Brin Caleth 
  Takes a sabbatical 
  from the Royal 
  Weapons Academy 
  in Rookport and 
  heads to Ishmoor 
  seeking adventure. 
  Lends a hand to 
  the Army at Lothiel 
  and then decides 
  to push on through 
  Elford. 
  Bears east into the 
  wilderness on the 
  south bank of the 
  river.  Helps 
  pioneers deal with 
  local monster 
  threats. 
  Arrives at the edge 
  of the Dawnwood.  
  Takes winter in a 
  remote Benling 
  Shire, exchanging 
  labor for sanctuary. 
  Lorlux 
  Melinder 
  Teaching Spring 
  term classes at the 
  University of 
  Merkish.  
  Conducting research 
  into Multi-State 
  Potions. 
  During the summer 
  break, Lorlux takes 
  some vacation in 
  the countryside to 
  harvest rare 
  ingredients for her 
  potions. 
  Talk around the 
  University is about 
  an Alchemical 
  Engine invented in 
  Arlhagen.  Lorlux 
  attempts to 
  correspond with the 
  inventor. 
  Lorlux is ordered by 
  the Arcanocrats to 
  devise an antidote 
  to the Rust Plague.  
  Her team works 
  without rest 
  through the Winter 
  term. 
  Arhanna 
  Snowlock 
  Sets out from her 
  church’s woodland 
  shrine in search of a 
  Silver Raven that 
  she saw in a vision. 
  Passes near 
  Arlhagen on her 
  quest but doesn’t 
  tarry long.  Local 
  rangers are unable 
  to shed any light 
  on her quarry. 
  Through ways 
  known only to her 
  priesthood, she slips 
  around the 
  southern edge of 
  the Skyshield 
  Mountains. 
  Comes into the 
  Dawnwood.  Senses 
  that the forest is 
  distressed.  Some 
  animals tell her a 
  Silver Raven was 
  seen to the south. 
  Jezana 
  Kavette, 
  The Stone 
  Lady 
  Hunts down a pair 
  of the bloodiest 
  Gypsy Captains, 
  Nico Radescu and 
  Costin Dimitriu, in 
  the Vagabond 
  Quarter. 
  The Radescu and 
  Dimitriu clans 
  swear vengeance 
  against Jezana.  
  Multiple attempts 
  are made on her 
  life. 
  Backed by a crew of 
  regulators, Jezana 
  breaks the Radescu 
  hold over 
  Blackborough, 
  injuring their 
  matriarch, Mama 
  Narcisa, in the 
  process. 
  The Clans hire the 
  Storoi Syndicate to 
  kill Jezana.  She 
  succumbs to 
  withering poison but 
  lives. 
  Baneth 
  Her company of the 
  Iron Regiment is 
  detached to Lothiel 
  to shore up the 
  position there. 
  Merkish forces on 
  the border suffer a 
  number of losses 
  at the hands of 
  Rookport.  
  Baneth’s unit is 
  hard pressed and 
  under resourced. 
  During a sortie 
  Baneth discovers 
  leaked Merkish 
  intelligence in 
  Rookport’s hands.  
  She is furious. 
  Baneth leaves her 
  unit to confront her 
  superiors with the 
  leaked intel.  She is 
  told to forget about 
  it and risks court 
  martial. 
  Sulena Saasis 
  The Queen of 
  Lies 
  Accepts a retainer 
  from The 
  Numismatists.  
  Carries out a side 
  job for one of The 
  Sabine’s councilors. 
  Gets involved in a 
  love triangle with a 
  couple of Peers.  
  Plays the two men 
  off each other 
  which results in 
  one of them 
  getting killed. 
  Salzak transports 
  Sulena to Merkish 
  via dimensional 
  gateways.  Puts her 
  at Nimsaenne’s 
  disposal. 
  Accompanies 
  Nimsaenne by ship 
  north to Arlhagen 
  (via Kesselmir).  The 
  passage is slow due 
  to the weather. 
  Azdolph the 
  Strange 
  Completes a 
  prototype for his 
  Alchemical Engine 
  and unveils it at a  
  Guild of Alchemists 
  Azdolph returns to 
  tinkering in his 
  workshop. 
  Thieves break into 
  Azdolph’s shop and 
  steal his prototype.  
  His original plans, 
  however, are safe. 
  Undaunted by 
  recent setbacks, 
  Azdolph proceeds to 
  build a full scale 
  Engine.  With the 
  
  Terrell                                                                                                                             2011 
   
  23 
  meeting.  The 
  reception is mixed. 
  help of Abner 
  Grunholt he hires 
  the Sworn Shields 
  for security. 
  Salzak 
  Planestrider 
  Places Sulena Saasis 
  on retainer and 
  conducts a 
  background check.  
  Hides out in his 
  Planar Vault. 
  Summons 
  Nimsaenne 
  Mardora to 
  present her 
  research, which he 
  has been 
  bankrolling.  He 
  demands to try 
  Astral Bottling. 
  Arranges to have 
  Sulena and 
  Nimsaenne work 
  together.  Hires 
  some mercenary 
  muscle to assist 
  them. 
  Disappears for a 
  time to handle some 
  business affairs in 
  another Plane.  
  Returns with filled 
  coffers. 
  Palander 
  Is sent on patrol 
  with a small 
  detachment of 
  senior brothers to 
  explore Eastern 
  Middlemark. 
  Burns out a war 
  band of Gnolls and 
  a Troll den.  
  Discovers 
  Sulzerga’s fortress.  
  Reports back to 
  the Citadel. 
  Receives orders to 
  do nothing about 
  Sulzerga for the 
  time being.  Is 
  granted a 
  promotion to 
  Captain. 
  The leaders of the 
  99 announce that 
  they are in talks 
  with a mysterious 
  client.  They could 
  take the field next 
  year. 
  Bonn Rieger 
  Uses his personal 
  fleet to provide 
  escort for merchant 
  vessels.  Cleans up 
  corruption around 
  Lashmere’s docks. 
  Attempts to 
  convince the Pirate 
  Lords to support 
  regulated 
  commerce and 
  taxation. 
  Convinces Zephriam 
  Nightsail to support 
  his plan but Slortha 
  Graalmok flatly 
  refuses.  Skirmishes 
  erupt between the 
  rival crews. 
  Slortha Graalmok’s 
  force is ejected from 
  the city.  She vows 
  to return with 
  numbers.  Bonn 
  uses his family 
  fortune to bolster 
  Lashmere’s 
  defenses. 
  Zaphil Malirac 
  With the help of 
  Arachnaur minions, 
  finds and re-
  sanctifies the 
  Temple of Arkosh-
  Akalu near Nyth 
  Drimmen. 
  Discovers a path to 
  the Underworld 
  beneath the 
  temple.  Begins 
  sending scouts into 
  the Dark Ways. 
  Locates an 
  underground city 
  built by a dead race.  
  They used Umber 
  Hulk servitors to 
  build massive 
  expressways. 
  Arachnaur scouts 
  make contact with 
  Mind Flayers.  The 
  abominations share 
  information on how 
  to reach the other 
  side of the world. 
  Tarjax Selael 
  Becomes Sifu of the 
  Withering Fist 
  School by slaying his 
  former master in a 
  formal duel.  Issues 
  an open challenge 
  to all other schools 
  in Talishanter. 
  Lacing his fists with 
  contact poison, 
  Tarjax massacres 
  several martial arts 
  masters in 
  Philosopher’s 
  Square.   
  Renegade monks 
  flock to Tarjax’s 
  dojo.  City officials 
  quickly lose control 
  of the situation.  
  Tarjax locates and 
  kills Saleica Kiuren, 
  discovering that he 
  is Fated in the 
  process. 
  Establishes his 
  dominance over all 
  martial arts in 
  Talishanter.  Begins 
  planning a Grand 
  Tournament and 
  sends messengers to 
  invite fighters from 
  all lands to 
  participate. 
  Wulfgahn 
  Crow-Feeder 
  Joins an adventuring 
  party to explore an 
  ancient fort in the 
  Jagged Crown 
  Mountains of 
  Varsaxia.  He is the 
  Leads a second 
  expedition into the 
  Jagged Crown and 
  manages to clear 
  out Sargoth’s Hold, 
  the haunted castle 
  After facilitating the 
  disappearance of his 
  former companions, 
  Wulfgahn sets 
  about turning 
  Sargoth’s Hold into 
  Wulfgahn winters in 
  the Hold and makes 
  contact with the 
  Specter of Sargoth.  
  The powerful ghost 
  possesses him. 
  
  Terrell                                                                                                                             2011 
   
  24 
  sole survivor of the 
  expedition. 
  of a long-dead 
  Thane. 
  a permanent lair. 
  The Void 
  Hunts down and 
  kills Tolar Kint.   
  Begins forming The 
  Black Circle in 
  Khosteji. 
  Agents of the Black 
  Circle find out 
  about Uthrid 
  Nasan’s data.  The 
  Void goes to 
  Arghazi and kills 
  the scholars at the 
  Lyceum. 
  Armed with Uthrid’s 
  data, The Void hunts 
  down Quesban and 
  Elvalessa.  He 
  journeys to Sheska. 
  Kills Elvalessa and 
  Quesban.  Heads 
  north toward 
  Zarthik to find more 
  targets. 
  Valder 
  Harlock 
  Arranges the 
  kidnapping of the 
  party members in 
  preparation for a 
  deification ritual 
  that is foiled by 
  agents of The 
  Leveller. 
  Remains persistent 
  in his desire to 
  capture the party 
  members.  Sends 
  fresh waves of 
  blue-robed thralls 
  to pursue them. 
  From his hideout in 
  the Skyshield 
  Mountains, Harlock 
  scrys the location of 
  other Fated.  
  Purchases 
  Devgood’s artifact 
  through agents. 
  Begins plotting the 
  capture of other 
  Fated.  Opens a new 
  temple in Rookport 
  to recruit more 
  members. 
  Elvalessa 
  Bardramael 
  Forms an aid group 
  called The 
  Reclaimers and 
  undertakes 
  irrigation projects 
  for small farms on 
  the outskirts of 
  Sheska. 
  Elvalessa’s 
  humanitarian 
  efforts are 
  impeded by the 
  Bronze Hill Raiders.  
  A call for heroes is 
  sent out. 
  The Reclaimers pay 
  some mercenaries 
  to help with their 
  bandit problem.  
  Autumn storms aid 
  the irrigation 
  project 
  Is slain by The Void. 
  Jebil Asvin 
  Leaves Asero’s 
  Monastery of the 
  Four Winds and 
  founds a hermitage 
  in East Middlemark.  
  Studies the moves 
  of prairie cats. 
  Skirmishes with 
  some of Sulzerga’s 
  outriders.  
  Undertakes a 
  thorough study of 
  hawks. 
  Spends the autumn 
  hunting down grass 
  snakes so that he 
  can imitate their 
  elusive movements. 
  As the cold months 
  settle in, Jebil 
  meditates on the 
  stolid plains bison.  
  Tarjax’s messengers 
  find him. 
  Elouzon 
  Mamdraoch 
  The Black Elves are 
  already well 
  established in 
  Gravsten.  Elouzon 
  requests a secret 
  audience with the 
  Thane. 
  The Thane of 
  Gravsten offers to 
  make Elouzon into 
  one of his Carls if 
  he can deal with a  
  nearby Forest 
  Giant tribe. 
  Using rare poisons, 
  Elouzon defeats the 
  giants and gains the 
  Thane’s confidence.  
  Permission to build 
  a Keep is granted. 
  The Black Elves 
  break ground on 
  their Keep.  Work 
  continues round the 
  clock despite harsh 
  winter storms.  The 
  Elves prove to be 
  exceptional 
  stonemasons. 
  Katinzia 
  Relov, 
  The Sharkwife 
  The Red Sails hit six 
  rich targets: 4 
  Merkish traders and 
  2 laden Lashmerian 
  pirates.  All are 
  taken as prizes. 
  Continues to raid 
  the shipping lanes.  
  Waylays the ship 
  carrying The 
  Leveller and takes 
  him hostage.  They 
  detect each other. 
  Is convinced to work 
  with The Leveller 
  and provides him 
  with passage to 
  Nainarv.  He 
  supplies her with 
  letters of credit. 
  Draws large sums 
  against The 
  Leveller’s credit in 
  Sabine.  Locates 
  Uthrid Nasan by 
  chance and offers to 
  take him West. 
  
  Terrell                                                                                                                             2011 
   
  25 
  Tolar Kint 
  Is slain by The Void. 
   
   
   
  Lord Sevren 
  Blacksheaf 
  Blacksheaf’s 
  Reavers pillage a 
  hamlet in Yormond; 
  the band moves 
  south to Caelwick 
  where they subdue 
  and absorb a rival 
  gang, The Riverdale 
  Bandits 
  Reclaims a disused 
  castle on the 
  fringes of Caelwick 
  and garrisons it.  
  Sends raiding 
  parties into 
  Westhill for 
  supplies. 
  Becomes aware of 
  Benadene Broken-
  Shield’s actions.  
  Sends a force of 
  picked men to deal 
  with her.  Takes 
  note of Coetta’s 
  fighting prowess. 
  Extends Coetta 
  Zinzilar an offer to 
  serve directly under 
  him.  They detect 
  each other.  Begins 
  plotting a systematic 
  takeover of 
  Caelwick. 
  Tragen 
  Domzoth 
  Sets sail from 
  Merkish to 
  Galagorn, Cinlu.  
  Arrives without 
  incident and begins  
  building a network 
  of contacts 
  Hires the Vigilant 
  Companions to 
  escort him to Nyth 
  Drimmen in search 
  of relics from the 
  Age of Rolling 
  Thunder. 
  Arrives in Nyth 
  Drimmen after 
  braving the jungles 
  dangers and makes 
  contact with the 
  Emerald Cabal.  
  They are reluctant 
  to assist. 
  Tragen follows a tip 
  to explore the Caves 
  of Xilxarn, once the 
  lair of a powerful 
  dragon.  His party is 
  gone through the 
  winter. 
  Nimsaenne 
  Mardora 
  Nim is conducting 
  research into Astral 
  Bottling – the ability 
  to store your soul in 
  an extra-planar 
  receptacle to cheat 
  death. 
  Summoned by 
  Salzak Planestrider 
  to present her 
  research; he 
  wishes to test the 
  procedure on 
  himself. 
  Nim is dispatched to 
  obtain the 
  resources she needs 
  for a full scale test.  
  Sulena Saasis is  
  brought on to assist. 
  Rumors of Azdolph’s 
  Alchemical Engine 
  reach Merkish.  Nim 
  thinks this is the 
  power source she 
  needs and heads to 
  Arlhagen 
  Asigbrax, 
  The Beggar 
  King 
  Establishes a 
  ministry in 
  Tiggerhull, outside 
  of the Borse.  
  Beggars and war-
  wounded begin 
  flocking to his 
  sermons. 
  Tiggerhull is filled 
  beyond capacity.  
  The King sends 
  some of his men in 
  to disperse the 
  crowds. 
  Asigbrax’s followers 
  refuse to disperse.  
  The Bloodguards are 
  hired to crack some 
  skulls.  Asigbrax is 
  wounded. 
  Asigbrax recovers 
  sufficiently to 
  forestall his 
  followers from 
  rioting.  Agrees to 
  lead his people out 
  of Saxborg. 
  Valralla 
  Tordani 
  A cotillion is held to 
  celebrate Valralla 
  coming out as an 
  eligible maid.  
  Games are 
  sponsored in her 
  honor. 
  Smitten with a 
  certain Red Knight, 
  Valralla turns down 
  a couple of likely 
  suitors.  Her father 
  forbids a match 
  with Roban. 
  Valralla’s father 
  secretly places a 
  bounty on Roban 
  and backs Sir 
  Mander in the lists 
  during Duke 
  Norkirk’s Harvest 
  Games. 
  Valralla discovers 
  what her father has 
  done and flees to 
  tell Sir Roban.  Falls 
  madly in love with 
  the Red Knight and 
  agrees to elope with 
  him. 
  Zendigorn, 
  The Blood 
  Dragon 
  Spring means the 
  start of raiding 
  season in Cinlu.  
  Zendigorn defeats a 
  rival war chief and 
  sacks his town. 
  Flush with plunder, 
  Zendigorn turns on 
  the Kiel’s picked 
  man, the favorite 
  to be the next 
  Supreme Warlord.  
  Zendigorn burns 
  his fleet to the 
  Zendigorn’s actions 
  have caused a 
  political stir.  He 
  leads a successful 
  high-profile raid 
  against Zarthik to 
  win favor in the 
  Warrior’s Council. 
  Formally challenges 
  the Kiel’s leadership 
  and defeats him in 
  single combat.  
  Promises fiefs to any 
  war chiefs who 
  support his regime. 
  
  Terrell                                                                                                                             2011 
   
  26 
  waterline. 
  Belzigar Unius 
  A strong voice of 
  the Pro-Expansion 
  movement in the 
  Arcane Congress.  
  Successfully 
  increases the levies 
  around Lothiel. 
  Leaks information 
  to Rookport’s 
  forces in Lothiel, 
  allowing them to 
  win several 
  engagements.  War 
  tensions on the 
  border heighten. 
  The Arcane 
  Congress is in 
  recess; Belzigar 
  meets with co-
  conspirators to 
  finalize plans for 
  requesting a Civic 
  Charter.  Strategic 
  bribes are made. 
  During the Winter 
  Session, Belzigar 
  submits his claim for 
  Civic Charter on the 
  grounds that a new 
  colony could buffer 
  Merkish’s interests.  
  The Charter is 
  granted. 
  The Leveller 
   
  Manages to thwart 
  Valder Harlock’s 
  ritual through his 
  agents in the 
  Invisible Collegium. 
  Travels east to 
  Lashmere and 
  catches a boat to 
  Stro Machai.  Is 
  kidnapped by 
  Katinzia.  They 
  detect each other. 
  Convinces Katinzia 
  to join forces with 
  him.  Exchanges 
  letters of credit for 
  passage to Nainarv. 
  Makes landfall in 
  outside Khosteji and 
  establishes contact 
  with local Invisible 
  Collegium agents.  
  Begins tracking The 
  Void. 
   
  In successive years, events should begin to spiral into world-spanning conflicts.  The longer the Fated 
  remain alive, the more of a gravitational pull they have over the lives and destinies of other mortals.  
  Where matters end up should remain entirely between the Fatemaster and the Players; let the outcomes 
  form organically. 
   
   
   
  
  Terrell                                                                                                                             2011 
   
  27 
  Appendix D: Ancient History 
  The History of Skaern is broken up into Ages which broadly correlate to generational spans of time 
  (anywhere from 40-80 years, with a couple of notable exceptions).  Anyone with a Knowledge of Ancient 
  History would be familiar in passing with the major events of the most recent Ages.  There are 
  professional sages who would know a great deal more, but these individuals must be sought out (in places 
  of learning such as the University of Merkish or the Scintillarium). 
   
  The length of an Age is tied to the lives of the Fated that live during that time.  When the last Fated of an 
  Age dies, that Age ends and the next one is able to begin (with the births of 53 new Fated individuals); as 
  they mature and become aware of their powers, these Fated begin to determine what shape the new Age 
  will take.  The Fated are usually human, but there have been times when non-human Fated have presided 
  over Ages that were hundreds of years in length (the Age of Rolling Thunder, in particular). 
   
  After the Age of Heroes years are counted by the notation S.R. (Sage's Reckoning) 
   
  Age 
  Years 
  Description 
  Age of Ancient 
  Musings 
  ?? 
  The first human settlements are founded by the very first 
  generation of Fated.  Their names and the oral histories of their 
  exploits are permanently lost.  It is believed they created "seed 
  cultures" all over Skaern.  All of the subsequent civilizations owe 
  their existence to these mysterious "Founders". 
  Age of Crimson Rain 
  ?? 
  The "First Great War" in human history is waged during this Age.  All 
  of the first settlements are involved in a globe spanning conflict 
  over territory and slaves. 
  Age of Burnished 
  Bronze 
  ?? 
  The Dominion of Ardin emerges as the victor from the Age of 
  Crimson Rain.  Their fearsome Myrmidons murder innocents and 
  civilians until an uneasy peace can be forged.  The rule of the 
  Dominion is harsh and absolute. 
  Age of Rolling 
  Thunder 
  300-400 
  Years 
  Also called the Age of Dragons, the Fated of this Age are almost 
  entirely drawn from that terrible and magnificent race.  Dragons 
  encircle the globe, crushing the Dominion of Ardin and putting the 
  human race in chains.  Draconic fiefdoms are founded from which 
  the eldest of their race rule over humanity like sultans. 
  Age of Living Gods 
  ~80 Years 
  This Age signals the beginning of recorded, written history.  The 
  Fated of this generation are known throughout the world because 
  they are now worshipped as Gods.  Among their many exploits, 
  these heroes overthrow the Draconic Sultanates and, through some 
  mysterious process, manage to achieve divine immortality.  Some 
  sages speculate this was accomplished through an unprecedented 
  Convergence of Fated. 
  Age of Steel Flowers 
  1 - 60 S.R. 
  After the Ascension of the Fated, numerous human kingdoms arise 
  to fill the void left by the defeated Dragons.  These kingdoms 
  quickly declare war against one another to determine who will 
  reign supreme over Skaern.  The deeds of the legendary hero 
  Killthandi are sung in virtually every hall. 
  First Age of Kings 
  60-140 S.R. 
  As the Age of Steel Flowers wears on beyond the point of political 
  endurance, several of the warring factions band together into large 
  feudal Monarchies to hasten the end of hostilities.  In Middlemark, 
  the Kingdom of Caledwyr achieves hegemony over the region while 
  in the Nightlands the Denshen Dynasty asserts itself as the principal 
  power of the East. 
  Age of Smiling 
  140-220 
  After decades of peace, the military arts are replaced by espionage 
  
  Terrell                                                                                                                             2011 
   
  28 
  Masks 
  S.R. 
  and dark magic.  The practice of Necromancy and Sanguinomancy 
  become widespread, spreading fear throughout the peasantry.  
  Both Caledwyr and the Denshen Dynasty begin to rot from within. 
  Age of Black Desires 
  220-260 
  S.R. 
  A global epidemic strikes Skaern, slaying hundreds of thousands of 
  people.  No civilization is spared from this plague.  The authority of 
  government recedes and small communities of people begin ruling 
  themselves in a pseudo-tribal existence.  The Cults of Malos run 
  rampant. 
  Age of Spurned 
  Wishes 
  260-340 
  S.R. 
  The last two generations of black magic and plague produce an 
  abnormal proliferation of inhuman beasts.  Monsters begin 
  appearing around the world in unsettling numbers.  Humanity fights 
  for survival against regular invasions and raids. 
  Age of Cleansing 
  Fire 
  340-400 
  S.R. 
  Pushed to the breaking point, the human races initiate genocidal 
  pogroms against all species of monsters.  Churches everywhere gain 
  considerable power and Theocracies become the order of the day.  
  Armies of merciless crusaders sacrifice beast and heretic alike on 
  the Altar of Faith.  In Nainarv, the monster-inhabited city of Gol-
  Duan is razed by the Argent Alliance, a confederacy of good-aligned 
  paladins. 
  Age of the 
  Beekeepers 
  400 - 480 
  S.R. 
  Having stepped back from the brink of annihilation, the races of 
  mankind enter into a period of intense religious devotion.  Piety 
  becomes the highest virtue and those exhibiting a lack of piety are 
  brutally suppressed.  Humanity takes to the seas in a serious way to 
  spread their religious doctrines to other lands. 
  Age of Shooting 
  Stars 
  480 - 560 
  S.R. 
  This is a time of great maritime feats.  Sailors circumnavigate the 
  globe as they transport missionaries, diplomats and cargo to foreign 
  lands.  The science of Astronomy is born and Sages begin to arrange 
  history into the now familiar Ages.  The first real information about 
  The Fated is recorded and studied.  Varsaxia is colonized by a band 
  of warriors from far-off Cinlu. 
  Age of Golden 
  Omens 
  560 - 640 
  S.R. 
  The religious fervor of the previous Ages begins to die down and is 
  replaced by the secular fascination with money and commerce.  The 
  opening of foreign markets creates a new hunger for rare goods 
  and cultures.  A middle-class begins to emerge as merchants and 
  guildsmen amass large amounts of private wealth.  In Stro Machai, 
  the City-State of Arlech becomes the richest place on Skaern. 
  Second Age of Kings 
  640 - 720 
  S.R. 
  The Second Age of Kings places a capstone on the last several 
  generations of stability and peace.  The harmonious merger of the 
  powers of church, state and guild produce three enduring regimes: 
  the Kingdoms of Trendani and Melarid in Middlemark and the 
  Sultanate of Khosteji in Nainarv.  Cinlu becomes a Caliphate of 
  Khosteji. 
  Age of New 
  Twilights 
  720 - 860 
  S.R. 
  Experimenters in the magical arts discover the existence of 
  alternate Planes of Existence.  Overwhelmed by curiosity, they 
  amateurishly open several breaches into these other Realms and 
  allow Demonic beings to issue forth.  Several of the Fated from this 
  Age are Demons so the span of the Age is longer than normal.  It 
  takes another supreme effort on the part of the human races to 
  contain the planar invasion.  The mad demon wizard Exion 
  insinuates himself into the court of the Melarid King and presses for 
  war against neighboring Trendani. 
  Age of Iron Words 
  860 - 920 
  With the end of the Twilight Wars, strict laws are put into place 
  
  Terrell                                                                                                                             2011 
   
  29 
  S.R. 
  everywhere governing the use of magic.  Mage "registration" 
  becomes common practice and special Colleges and Guilds are 
  founded to properly train and control magic-users.  As magic 
  becomes institutionalized, its benefits to society become more 
  apparent.  Winterbright is tamed by the Alshadar who abandon 
  their long-held settlements in Northwest Middlemark.   
  Age of Fulgent 
  Candles 
  920 - 1000 
  S.R. 
  This era of intense innovation and development is spurred on by 
  the regulation of magic.  New products, services and economies are 
  created by new forms of commercialized wizardry.  The stigma 
  associated with being a mage is replaced by an admiration for their 
  capabilities.  The Principality of Sabine becomes especially famous 
  for its dweomercraft goods. 
  Third Age of Kings 
  1000 - 1080 
  S.R. 
  A powerful wizard named Traxilant begins to style himself as 
  Emperor and musters an unbeatable, magic-using army in a bid to 
  conquer the world.  He largely succeeds, placing huge swaths of 
  both hemispheres under his control.  Traxilant puts Arlech to the 
  sword and plunders its wealth to fund his war machine.  The 
  Sultanate of Khosteji remains conspicuously neutral during 
  Traxilant's occupation. 
  Age of Eight Daggers 
  1080 - 1130 
  S.R. 
  The embattled Kingdoms of Skaern fight a sustained rear-guard 
  action against Traxilant's heirs, who desperately cling to the reins of 
  power.  Violence is commonplace and the rule of law is challenged 
  everywhere.  The Kingdoms of the Trendani and Melarid are both 
  reduced by years-long sieges.  In the most high profile uprising on 
  the Age, the Duke of Highperch nearly succeeds in overthrowing the 
  Trendani Monarchy. 
  Age of Shattered 
  Wands 
  1130 - 1190 
  S.R. 
  The reign of the last Traxilant ends and his Empire is carved up 
  amongst several of his lieutenants.  These Mage-Warlords begin 
  warring against each other in a quest for pre-eminence.  As they 
  regain their feet, the established powers of Skaern play the 
  Warlords off one another with bribes and promises of support.  The 
  legendary order known as The Ninety Nine single handedly take 
  down Halenon Baleflame, the most powerful of Traxilant's consuls, 
  in the Battle of Whitecliff. 
  Age of Bitter 
  Harvests 
  1190 - 1230 
  S.R. 
  The most brutal famine in recorded history occurs during this Age.  
  The last of the Mage-Warlords surrender their ambitions as the 
  food shortage puts unbearable strain on their already depleted 
  resources.  There are peasant revolts in every city and countless 
  aristocrats are publically executed.  The city of Standholm in Eastern 
  Melarid is eradicated by a hideous plague. 
  Age of the Leviathan 
  1230 - 1270 
  S.R. 
  An Age of unnaturally violent storms and climate fluctuations 
  crushes Skaern in its grasp.  Sea travel becomes almost impossible 
  and the nations of Skaern temporarily lose contact with one 
  another.  The adventurer Viktus Blackblade carves a murderous 
  swath through Middlemark, heaping infamy upon his name. 
  Fourth Age of Kings 
  1270 - 1350 
  S.R. 
  Emerging from the tempests of the Age of the Leviathan, the 
  reclusive Alshadar issue forth from their frozen home of 
  Winterbright to establish an Empire that envelopes the whole of 
  Middlemark.  Though their rule only lasts an Age, in that time they 
  introduce cultural and administrative reforms that revitalize the 
  West. 
  Current Age 
  1351 S.R. 
  Though sages continue to debate what this new Age will augur the 
  
  Terrell                                                                                                                             2011 
   
  30 
  stars are aligning in a way that hasn't been seen for nearly 1500 
  years.  We are living in the midst of a Second Age of Living Gods. 
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Fatemaster - Bound by Fate (Campaign).pdf