TEXT: Era of Unrest  Jumpstart
  Era of Unrest  Jumpstart
  
   
  “This game references the Savage Worlds game system, available from Pinnacle Entertain-
  ment 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.”
  Written By: Josh Heath, Quinn C. Moerike, Rui Ramalho, David Horwitz
  Developed by: Quinn C. Moerike and Josh Heath
  Layout by: Josh Heath
  Art by: Sadia Bies, Edwardckkk, and JE Shields
  Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.
  Edited by: David Horwitz, Josh Heath, Quinn C. Moerike, and Rui Ramalho
  Mechanics By: Rui Ramalho, David Horwitz, and Josh Heath
  Trade Dress and Logo by: Sigil
  More Archons of Nikud coming in 2019, be ready.
  www.highlevelgames.ca for more details
  
  3
  
  Introduction
  Eras of the Archons
  Welcome to Archons of Nikud. In this setting for Savage Worlds Adventure Edition you’ll take 
  the role of anthropomorphic beings from the world of Nikud. These demi-god like beings are 
  the rulers, heroes, and villains of their homeland. We hope to release Archons of Nikud as a 
  full-setting book in late 2019. For now, enjoy this Jumpstart as it gives you the tools to take up 
  the legacies of the Archons. The world of Archons of Nikud is designed to be a series of stories 
  set in various eras of import to the people of their world. Our first is Era of Unrest, where the 
  squid like Grimpotex rise out of the sea and take to the land. Will you join the Empire of the 
  Chatoulim? Take to the sky as a Sokoli? Or, perhaps, you’ll care for the world as a spider like 
  K’Krax? Regardless of the internecine conflicts these species face, they are also harried by 
  horrible demons that live on the edges of civilization. Will they unite against these creatures or 
  will they lay themselves to waste before disease or demon can wreak havoc? 
  Are you ready to fight for the fate of the world?
  Era of Unrest 
  Jumpstart
  
  5
  The First Archons
  The Archons have always been with us. No one knows, really, from whence they came or 
  what their purpose truly is. We know only that their powers have shaped the world and 
  changed the course of history. We know that that the foul energies of the Empty don’t seem 
  to tear their minds apart the way it does others. We know that history’s greatest heroes of 
  legend, those that have expanded our knowledge of and power in the world, have been Archons. 
  We know, too, that our greatest villains have also been Archons. 
  It is believed by many that the First Archons were a pantheon of beings that were placed 
  among the people by the Ancients, those who some call the Creators. That while their original 
  purpose has been lost to time, their deeds and powers were beyond imagining. Elders say that 
  they wrestled with the mountains themselves, carved the rivers into the ground, and scattered 
  the clouds into the sky.  
  They were not infallible beings. Some were petty, capricious, and cruel. Others, while noble, 
  were fatally flawed. There may have been wars, as some have said; there may have just 
  been squabbling, as children’s stories tell. They may have even interacted with the Ancients 
  themselves, as I believe. But we do know that they made mistakes, we know that they killed 
  and were killed, we know that the demons of the Empty did not hold as much sway over our 
  world as they did then. 
  But was Nikud a better place? Would we be satisfied living underneath even the benevolent 
  boots of these beings, these gods? 
  The Archons of today are already both vilified and deified by the hoi polloi today. And by 
  those in power, they are both threats and tools.
  Their power is a glimmer, a reflection, an echo, of the First.
  And yet they already stand above the rest of us. Now they shape the world as did the First.  
   
  The question at the heart of any examination of the First is though, not from whence or 
  when, nor even whom, but why did they leave their echoes? Why did they leave us the world 
  we have today? And will they be coming back?
   
  -Torbouth Janoth, Professor of Pre-Imperial History, University of Storm Boulder 
  in a letter to an unnamed Sokoli collaborator, sometime prior to Grimpotex first contact.    
  
  Timeline
  c-1000 Cl: Oldest confirmed occupation records of CloudPeakWindCaves, 
  the oldest, large scale K’krax cluster. K’krax oral tradition places this date 
  at least a millennium earlier. 
  c-850 CI: First confirmed contact between the Sokoli and the K’krax 
  c-500 CI: First confirmed contact between K’krax and Chatoulim. Trade 
  flourishes, but relations are tense from the start.  
  C-317 Cl: Outbreaks of the Aberration occur over a forty-year period. Minor 
  outbreaks are recorded in ancient texts throughout history, but this is the 
  first recorded wave lasting for more than a season. 
  -4 CI: Discovery of the Karin Ore Mines 
  1 CI: Founding of the City of Karin
  45 CI: Karin invades a nearby community, which leads to the rise of of a 
  coalition of five nearby communities against them. They are summarily 
  defeated at the Battle of Koramm’s Ridge, under the command of First 
  Empress Lenar. Most scholars point to this as the true beginning of the 
  Chatoulim Empire as these communities then fall under the sway of their 
  emerging power. 
  180 CL: Massive outbreak of the Aberration causes a 15 percent reduction in 
  Nikud’s population. This outbreak hit the Sokoli particularly hard. 
  c200 CI: The Woeful Flight, referred to by the Chatoulim as the Day of Dark 
  Sky Prophets. Sokoli messengers converged on the city of Karin and other 
  major population hubs, warning of a great calamity. The warnings were 
  unheeded by most, and many were lost. Karin and various communities 
  nearby were almost completely wiped out by a wave of demons that 
  invaded the land following a great series of earthquakes. This was a 
  blessing as well as a curse in that it allowed for the core lands of the 
  Chatoulim Empire to be rebuilt and planned from the ground up as well 
  as many other nearby nations asking for protection after witnessing the 
  military might of the empire in fighting off the calamity. The Chatoulim 
  have since held the Sokoli in a special esteem.   
  412 CI : 1st Chatoulim-K’krax War (War of Sand) - Chatoulim incursion. A 
  number of small Clusters are destroyed, one full Sized Cluster is invaded, 
  and after an unsuccessful pacification attempt, also destroyed. After a 
  number of bloody battles, the Chatoulim partially retreat, and entrench 
  themselves along a new border. 
   
  Nikud’s Epochs
  
  7
  452 CI: 2nd Chatoulim-K’krax War (War of Sorrows) - 40 years later, an 
  impossible number of K’krax Soldiers materialize out of the Northeastern 
  lands, the mindless “Killing Waves”. These Soldiers scour the land, reach the 
  new border, smash it, and continue to advance, with no apparent strategy 
  other than the destruction of everything in sight. A hastily mobilised Chatoulim 
  army eventually slows and stops the wave but not before several major 
  Chatoulim cities and towns are wiped from history. Casualties are catastrophic 
  on both sides. The Chatoulim rage across the borderlands and invent the 
  current Chatoulim military doctrine for pacifying K’Krax, the merciless 
  targeting and subsequent slaughter of their children. 
  Inroads were made into K’Krax territory, but Chatoulim strength was low 
  and gains were difficult to capitalize upon. A tense truce follows, lasting 
  many centuries with nearly zero contact. The Chatoulim regard this event 
  as the closest to destruction their Empire and species has ever faced. This 
  moment features heavily in Chatoulim history, drama, song, and children’s 
  tales. Psychologically, this event harries them at all turns. Tax records from 
  this time analyzed by scholars suggest that nearly 70% of the entire Chatoulim 
  population was killed in this conflict. This led to centuries of militarized cold 
  war, with some small, localized conflicts between the Empire and various 
  Clusters, but no general conflicts.    
  678 CL: Last major outbreak of the Aberration. This outbreak caused the death 
  of nearly ¼ of the entire population of the world.  
  923 - 943 CI: 3rd Chatoulim-K’krax War (War of Stings) - 20 years of strategic 
  attacks with various flare-ups along the border, from both sides. Multiple 
  atrocities occur on both sides, with Chatoulim continuing their successful 
  military doctrine. Smaller scale “Killing Waves” were known to occur. When 
  the only logical step became a total escalation, a reluctant non-aggression 
  pact is reached, which is still in effect. There are rumours of small scale strikes 
  still happening, on The Empty side of the border (Far North) but these reports 
  are largely unsubstantiated. Commerce between the two sides begins and 
  flourishes. On paper, the border is not technically open (every major road has 
  outposts on either side of the border), but anyone without clear and visible 
  hostile intent is allowed to pass unchallenged. That said, Imperial defense 
  strategy still calls for a constant ⅓ of its military to be posted on those border 
  posts at all times.  
  c1000 CI: Organically, a few hundred K’krax traders and displaced farmers 
  gravitate towards Chatoulim lands and end up in Karin. They settle into 
  a nameless, swampy island at the then edge of town. Within 50 years, 
  it’s nicknamed Clustertown, and is now a nexus of trade, weavers, and - 
  remarkably - restaurants. Young Chatoulim nobles test their bravery trying 
  to eat a full bowl of G’nark, a highly spicy Gyf Root soup. After consumption, 
  visits to healers are not uncommon. 
  1234 CI: Present Day, the Grimpotex emerge. K’krax and Chatoulim relations 
  are neutral, but a profound distrust is still apparent.
  
  Historians of Nikud
  The Chatoulim
  All the world - all that is worth knowing at any rate - comes to my place of writing, the Imperial 
  Capital, Karin, City of Bridges. I know that even those simpletons writing their quaint observations 
  about the provinces and hinterlands that they adorably call home will admit that this, the heart of the 
  Chatoulim Empire, holds wonders and greatness beyond the imagining of any previous age. Its pavilions 
  and marketplaces and its military parades and marches, the heart swells with pride. 
  And why should it not? The Empire provides the peace, stability, and the system that all peoples crave 
  and the Imperial Pride should dwell under the watchful and stern eye of our benef icent Empress Jazzine 
  Ethelwild IV she deserves nothing less, blessings be on her Name and those of the Hereditary, may 
  she reign forever. It is from these golden columns that anything worth ruling in the world either pays 
  tribute or is brought to heel. Her generals carry out her will from one end of the Three Seas to the 
  other. 
  But onto the boring things that my collaborators want to ponti f icate about.
  The Empire is the most militarily, culturally, artistically, and scientifically advanced civilization in the 
  world. Magic? Magic is dangerous and best used by hirelings on behalf of the Empire. No self-respecting 
  citizen of the Empire would dabble in such things in public, though it is rumored that in the salons of 
  the Blooded Quarter the younger generation is balking at that more traditional view but, such is youth 
  amongst the children of nobility. 
  Our wealth is built upon our military might, tribute paid by vassal peoples, and a long history of 
  stability and trade. Karin was once merely a collection of hovels surrounded by walls but our warriors 
  provided a peace and stability that was always attractive to people, and we expanded through conquest 
  and trade from those humble beginnings. Of course, initially we did build upon the discovery of a vein of 
  
  9
  incredibly pure iron, and our location along the great river. The weapons we forged were stronger, lighter, 
  and sharper than our enemy’s. Our warriors are also, of course, the best in the world, a greatness derived 
  from their training, quality weapons, and our brilliant leaders.
  All citizens are afforded the protections of the law, regardless of species, though our detractors would say 
  otherwise and citizenship can always be earned through military service as the droves of volunteers in the 
  outer regions prove. Of course, one must survive service to gain their deserved benef its. 
  The typical existence of a citizen is f illed with pride at being a member of the Empire, if not much 
  in the way of creature comforts, and life of the non-citizen is...much harder, which provides excellent 
  incentive for them to improve their lives through service. 
  The armies of the Empire are always on the move, with the Imperial Regiments stationed both near and 
  far, always visible symbols of the power of the Empire. It is they, through their heroic service who secure 
  our way of life. True glory is found in their ranks.        
  All power in the Empire f lows from the Sovereign, who is advised by an elite group of counsellors, myself 
  among them, each with a specif ic expertise, a portfolio they are responsible for, or as sitting generals. 
  Below, ahem, in addition to, that the Grand Congress is a huge group of blustering bureaucrats and those 
  who vie for some kind of relevance each representing some group, people, region, or province that they 
  hold sway in. Theoretically, the Empress is to seek their counsel prior to enacting important decisions. In 
  theory. 
  Scribe: 
  Janga Swarie II of the House Tenetheratte, Imperial Court Historian and Scribe to Her Imperial 
  Majesty Jazzine Ethelwild IV, Chancellor of the Imperial War Academy, Dean of the Faculty of 
  History, Heraldry, and the Great Houses, First Patriarch of the Province of Sakin.
  Commentary:
  K’Krax
  We’ve traded, and been in conflict with, the Chatoulim for generations. We hate them and 
  they hate us, that much is clear. The only reason one side hasn’t wiped out the other is 
  that it would be too costly for both, otherwise it would have been done long ago. They are 
  untrustworthy, lying, arrogant, and will often sacrifice others and even family for personal 
  gain. We have a saying, meaning roughly ‘everyone has a virtue’: ‘Even the Chatoulim make 
  good steel’. If their whole kingdom disappeared overnight, we would temporarily have a 
  shortage of knives. That would be the extent of it.
  Var’Kan’Kt’Taxx
  Sokoli
  Though the empire has fashioned for itself a comfortable structure within which 
  to live, it has achieved little of consequence. Their petty squabbles provide some 
  exercise for the Reysi, however, as our winged, blessed folk are often contracted 
  to deliver conspiratorial messages or even, as I’ve heard it, poisoned letters. Many 
  Sokoli view this as a wicked waste of the Reysi’s divine talents, though I have been 
  
  Historians of Nikud
  able to learn much from winged ones who delayed just a bit too long at some imperial 
  noble’s windowsill. And I admit that the interrelations of Chatoulim “Houses” are far 
  more intriguing than most conflicts between Sokoli Kestri. Still, their warmongering 
  and invasiveness makes them ill suited to ruling a land that needs no such governance. 
  So I shall do as my kin do when a Chatoulim warband seeks to oust Sokoli from their 
  nests: pay them little mind and simply move along.
  Tenevil
  Wise One, formerly of the 8th Kestre, 143rd VyKestre
  Grimpotex
  Why do the soft dry ones pick up lances and stone when we touch their faces? We scream 
  our names, we call to Unity, and they become like sharks. Sharks know not to bite our 
  legs. If these soft dry ones continue to act as sharks we will teach them. My second 
  heart calls to make them hear us before it comes to shaping water around their heads.
  Gargantus
  Second Scribe of the Third Mollusk
  The K’krax
  ‘Do you know our name? The K’krax? In our 
  language it means ‘Those that endure’. We are 
  survivors. We may abandon some areas, move into 
  others, get killed in battles, or great disasters, but 
  we shall never fully disappear. That is our way. We 
  build, we trade, we protect. And we endure. We have 
  stories and tales going back thousands of seasons. 
  To us, they are all true. We were there at the dawn 
  of the Awakening, and we will be there when the 
  last blade of grass wilts and dies. We know how 
  some of the people see us. But we care not. We are. 
  We were. And we will be. Ultimately, we endure.’
  I know what you think of us, the giant insects of 
  old, the murderous shadows dwelling bellow. We 
  are the chitinous murderous masses sweeping the battlefield, the merchants in the odd, dark 
  places of the world. The mindless workers, toiling till death. All true. All different sides of what 
  we are and have always been.
  We live in Great Clusters, other people would call them cities. Some are giant hive mountains, 
  and some are underground. Thunderous obsidian spikes criss cross gigantic chasms, providing 
  accessways, aqueducts, storage, homes. Light filters from skylights, piercing the gloom. You can 
  hear the chitterings of thousands and thousands of our kind and woe to any that tries to war in 
  those tunnels.
  
  11
  Our kind are indeed great builders. Not all of us, of course. We have many forms: Soldiers, 
  Builders, Planners, Weavers, Nannies, Traders and others, each with its own shape, to better do 
  its job. We are easy to tell apart,  from the lightning fast, blade wielding Soldiers to the smart 
  Planners, those of ideas and politics, who then pass the information to those that need it. And 
  lets not forget the ones the other people see more often, the gargantuan Builders, with great 
  pincers and crushing claws. But shape is nothing, all work for the Cluster. Not all of us can 
  procreate, few of our kind are fertile, (the Progenitors), and we tailor our numbers to available 
  resources; it would be far too easy for our numbers to get out of hand and no one wishes to see 
  the so called “Mindless Killing Waves” of the past. We are not mindless, we just know our part 
  in that story.
  We have been called a people of absolutes, of clear thoughts, and that is true,  the way the 
  other peoples talk confuses us. Things are, or are not. Words like honour, duty, responsibility 
  are meaningless, just sounds. One IS your Cluster. One IS your family. There is no choice. There 
  is no ambiguity. Also, it matters not who you are, or what you look like. We have invited many 
  into the Clusters, not of the K’krax, but they then BECOME K’krax. A young Chatoulim cub 
  raised in the Cluster is as much a K’krax as the Cluster Queen. 
  Many people hire our Builders, as they are without peer in what they do. Also, we are tough, 
  we thrive in varied temperatures, and that means we are everywhere, trading and learning, and 
  sometimes fighting when we must. We do have some internal conflicts but these are always 
  between Clusters, typically when competing for area or resources. Most Clusters can cooperate 
  in big projects, gigantic construction drives, or terrible battles. It is said our Soldiers covered and 
  hid the land with their numbers in the great battles of yore, and advanced like a murderous wave. 
  Stories, says I, but maybe with a hint of truth, we are of one mind when provoked.
  So, this is us. Mindless? No, just focused. Talented? No, just prepared for the job at hand. 
  Ruthless? Yes, but just when provoked. Dedicated? Most definitely. One is their Cluster, after all.
  Var’Kan’Kt’Taxx 
  *K’krax naming convention goes Name-Bloodline-Morphic Type-Personal Name (a sort of nickname, although its 
  used as a surname by the other peoples)*
  Commentary:
  Chatoultim
  These people make my mane crawl. But here we are: it is long standing Chatoulim Imperial Military Doctrine 
  that when besieging a Great Cluster the Lord-General is to immediately threaten, attack, or otherwise endanger, 
  the young and eggs of the community. The K’Krax fierce devotion to family, young, and Cluster is their greatest 
  weakness. Bah! Some in the Imperial Court have argued against this tactic as unnecessarily cruel. They 
  seemingly have never seen a Great Cluster at war or remember the histories of the Mindless Killing Waves.   
   
  -Janga Swarie II of the House Tenetheratte, Imperial Court Historian and Scribe to Her Imperial 
  Majesty Jazzine Ethelwild IV, Chancellor of the Imperial War Academy, Dean of the Great Houses, First 
  Patrarch of the Province of Sakin. 
  
  Historians of Nikud
  Sokoli
  While it is true the K’krax are our oldest allies, we still cannot fully understand the 
  crawling ones. The path of mercantilism, as I have explained personally to a member 
  of their peoples, is a directionless one. It has no end and its twists and turns are 
  treacherous. I admire their talent for construction, however. Permanence is itself 
  transient, but if anything in this land possesses true immutability, it would be K’krax 
  design. Still, they would be best served should they join us on our paths, where we 
  can grow together and leave the destructive forces of exploitation behind. 
  Tenevil
  Wise One, formerly of the 8th Kestre, 143rd VyKestre
  Grimpotex
  My hearts beat in third-third time when I saw them first. Their hard outsides were like 
  the eldest ones. We saw ourselves in their eyes and when they did not scream in Unity 
  we left them to be. For many eons we have left things for one another upon the edges of 
  the water’s tower. When they realize we are the ones who have gifted them, they shall 
  seek to touch our faces.
  Carloti
  Ambassador of the Third Tentacle, Screamer In the Dry
  
  13
  The Grimpotex
  We are the Grimpotex. We mean no harm to your hands and feet. Beneath the 
  water we have been waiting, hoping to become one with you. I have been commanded 
  to witness our mission upon this lamb’s skin. I am Gargantus, first scribe of the Second 
  Mollusk. We have slept under the water’s tower for longer than you have been upon 
  the lands of this place. Long ago we sought to enter you, and you refused us. We agreed 
  that we would no longer step upon the dryness and we forgot how to shape air. Over 
  the eons we called to ourselves, speaking in unison, screaming to the shallow waters 
  in universal joy. Until we began to realize we were alone.
   
  Our eyes dried out with our despair. We wanted to stroke the faces of others, 
  to touch them so that we would know one another. Our people scream at one another 
  to mark choices, and then we act as one. Our leaders call down to the deepest temple, 
  calling upon the names of the deep ones, and all attend. Once our choice is marked, we 
  spent the space of twenty spawnings to learn how to shape air, once more. We learned 
  many things about shaping, many things we could force into your minds with our 
  tendrils, if you allow us. Our love is strong and we hope to share that love with you. Call 
  to us in return, scream our names to the water and we will return. Our latest journey to 
  the air made our eyes dry. A pod of our people came to the water’s tower and we spoke 
  our hope of unity. YOUR PEOPLE THREW YOUR WEAPONS AT OUR EYES! 
   
  Our arms are open, we will watch you, and scream at you, and when you are 
  prepared we will crawl to land and touch your faces and allow you to touch our feet. 
  Such is the hope and dream we have to find unity with those who came from beyond the 
  tower’s tower. Come into the water and scream our names and we will rush to you. We 
  can thrust upon you the guidance of shaping and we will shape alongside you.
  Another Grimpoti Writes
   
  Dry ones, we think you cannot make sense of the vibrations we make, even with 
  the hope of shape we give you. This makes our eyes dry, it makes our tentacles droop, 
  it makes my hearts hurt to think you cannot make clear our poetry! We shall continue 
  to sing our songs upon the shoulders of the land, and we will swim away if we must, 
  but please hear our calls, our yearning hopes. We are alone in the depth and we cannot 
  be alone without you any longer. Our pearls will be yours, we see how you covet them. 
  We will let you touch our feet and we will touch your faces. I am Carlotis, bearer of the 
  tower’s fragments, Gargantus and I will learn your hand slaps on lamb’s skin and we 
  hope that this will be a way for us to vibrate in a way that brings calm hearts.
  Shaping
   
  Gargantus: Shaping is the way we move our arms and feet to move the water. 
  The water becomes what we need. It is our weapon, to strike the eyes of beasts. The dry 
  becomes wet, the wet becomes dry, the towers fall into the sea, what we need, once we 
  gain the skill, we can shape. We can shape you. Unity.
   
  Carlotis: To come to you we have shaped the air to be wet, so that we may speak 
  and be moist. We do this to find a home for us both to shape as one. We seek unity with 
  you. Please, touch my face and see that I vibrate with the hope of the people.
  
  Historians of Nikud
  Commentary:
  K’Krax
  We were jumped by Chatoulim raiders, five days north of Stone Bridge. Things were getting 
  interesting when we saw the Blue Mist. Like ripples of water, but in the air. We all had heard 
  the tales, and all, friend and foe, circled the wagons. They came out of the clouds then. Like 
  nothing I’ve seen. Glittering wet armor, a plume of blue vapour around their heads. Masses of 
  tentacles underneath huge, thinking, cold eyes, their skin shiny and rubbery. They spoke, or at 
  least there was a sound, a vibration in the air you could feel in your carapace. The Chatoulim 
  shouted at them, calling them demons. The figures didn’t react. They kept speaking their odd 
  vibrations. They were getting frustrated. Eventually they retreated into the mist, and both them 
  and the blue were gone. The Chatoulim took some water and left some dried meat. No words 
  were exchanged, none were needed. Their leader nodded at me and led his band off. When we 
  got to Green Field, we were laughed out of the tavern. At least until the report on what had 
  happened when the Blue Mist got to Storm Boulder arrived. People stopped laughing then. 
  Var’Kan’Kt’Taxx 
  Chatoulim
  It is the of f icial opinion of the Imperial Court that wherever these strange creatures come from and 
  whatever they are doing here, they present a clear and present danger to the Empire. The attacks on our 
  naval base at Storm Boulder and the loss of the town only serve to strengthen our resolve to deal with these 
  interlopers on a permanent basis. And finding out that they are in a position to disrupt the sea trade only 
  emphasizes that urgency. Plus, their abilities are clearly unclean and dangerous. 
   
  -Janga Swarie II of the House Tenetheratte, Imperial Court Historian and Scribe to Her Imperial 
  Majesty Jazzine Ethelwild IV, Chancellor of the Imperial War Academy, Dean of the Faculty of History, 
  Heraldry, and the Great Houses, First Patrarch of the Province of Sakin.
  Sokoli
  The unknown deep has long been a subject of tales used to terrify youths into behaving 
  properly. Now that I see the truth, I am glad that I reacted with curiosity instead of 
  fear when I heard those stories. Many of my people will abhor and reject, perhaps 
  violently, the threat to their independence. While others find the idea of unification 
  distasteful, I believe it is clear that the visitors from beneath have good intentions. 
  When they understand that ours are just as noble, I have no doubt that the floodgates 
  shall be opened, and the waters of wisdom shall flow in both directions. I, for one, 
  intend to glean as much as I can before such a day, for I do not trust it to come swiftly. 
  Tenevil
  Wise One, formerly of the 8th Kestre, 143rd VyKestre
  
  15
  The Sokoli
  The snow has settled in. The 
  Migration has passed, marking 
  another year for the Sokoli 
  peoples. Though it caused great 
  consternation among the other 
  wise ones, I make these marks 
  upon the scroll to record our 
  histories and customs. Tradition 
  must be protected and our 
  memories are long, but we are 
  fools to continue ignoring the 
  benefits of recordation. For is it 
  not the feathers of our winged 
  ones, our blessed Reysi, that are 
  used for such endeavors?
  But where to begin? Much 
  has become obscure with the 
  passing of ages, but it is known 
  that the first of the Sokoli were 
  all Reysi, all winged, blessed 
  folk. They soared through the 
  untarnished skies, each free to 
  nest with families or exist solely 
  by their designs. And nest they 
  did, across the wide open spaces of the world, between the dozen edges and beyond. 
  Though our peoples achieved sanctuary and peace, Osmon, the Living Sky, became 
  displeased.
  As more of our progenitors decided to settle and nest, they gradually lost their 
  gifts. Many, and then many more, were born without wings, becoming as we are 
  today. Some blame the Aberration for this. Still, Osmon did not forsake our peoples 
  completely. One in twelve hundred is born a Reyse. Such occasions are celebrated 
  throughout the lands, and these wondrous folk are respected far and wide. To do 
  otherwise would be disastrous, and invite further curses from the  Osmon. Further, 
  Reysi must each seek their lives among the peoples of the world, as it has been told 
  even in our earliest memories
  Though most of us have lost our wings, we yet travel the land. Our constant 
  itinerancy brings favor and bounty from holy sky and generous soil. Only during 
  the annual Migration do we join together as one people, so as to share our stories 
  and, in some cases, exchange the members of our Kestri. Twelve Kestri there are, 
  since the days of earliest memory. Each is a home, a traveling city, and made up of 
  12 dozen families. The VyKestri they are, a tightly woven nest. One, two, or three 
  dozen members call each VyKestri their kin. Twelve is the sacred number, and it 
  shan’t be forgotten. Twelve is the sacred number, and it shan’t be forgotten.
  Other folk come to the Sokoli for many purposes. Some value our sight, which 
  remains considerable, even among those not blessed as the Reysi. They come to us 
  
  Historians of Nikud
  Commentary:
  K’krax
  The tale is that the first K’krax/Sokoli meeting happened when both peoples were sharing the 
  same mountain: the K’krax digging their Cluster out, and the Sokoli digging their nest in. We’ve 
  been allies ever since. There are many things about the feathered ones we understand: their needs 
  are modest, and their dedication to their families is similar to ours. We do not understand their 
  wanderlust, but such is their way. We’ve been hiring Sokoli as pathfinders, scouts and messengers 
  for as long as our stories recall. Three of our major Clusters (MountainSnowForestGreen, 
  BlueIceGlacierRock and ClayCraggyPinnacleStream) still exist with seasonal Sokoli nests on its 
  surface.
  Var’Kan’Kt’Taxx 
  Chatoulim
  The Sokoli are a complex people, and one that has been held in a place of either awe or enmity throughout the 
  Imperial histories. They travel throughout the Empire, facilitating trade and messages, all the while being 
  vexingly difficult to tax and govern. Many Chatoulim go to them for “spiritual” guidance, after a fashion, 
  thinking their sight sees deep into the metaphysical. I have no opinion, but I do know that it is considered 
  by most bad luck to harm a Sokoli. Of note is that the Sokoli due to their nomadic nature, travel far and 
  wide outside the bounds of the Known World, even into the province of the demons and horrors of the Empty.  
  -Janga Swarie II of the House Tenetheratte, Imperial Court Historian and Scribe to Her Imperial Majesty 
  Jazzine Ethelwild IV, Chancellor of the Imperial War Academy, Dean of the Faculty of History, Heraldry, 
  and the Great Houses, First Patrarch of the Province of Sakin. 
  Grimpotex
  Last I crested the tower of the water I saw a sight that brought me joy. We have tales of 
  a meeting with fish that shape swimming air. We touched their faces and they held our 
  hands. To  the towers we were one for a brief moment. When I saw the people with my 
  own eyes, they were dry like sand. I hope that we can touch their faces soon.
  Carloti
  Ambassador of the Third Tentacle, Screamer In the Dry
  to deliver messages to their kin, and many Reysi are committed to this task so as to 
  swiftly announce doom or deliver succor. Our memory retains the tale of the Woeful 
  Flight, when a sacred twelve Reysi brought news of the sky’s wrath. Few heeded the 
  warnings; many were lost forever; never forgotten.
  More knowledge can still be given and learned by this old Sokole. I know with the 
  creation of this scroll I have assured my exile, but I also know they shall not destroy 
  it; it is too valuable a thing. My solitary wanderings ahead, my withering kin behind, 
  I seek now the words and teachings of other peoples. I hope that I might be able to 
  share them with all Sokoli before I return to the embrace of Osmon, wherein I, at 
  last, may rest.
  Tenevil
  Wise One of the 8th Kestre, 143rd VyKestre
  
  17
  
  Characters
  Sample Characters 
  The characters below may be used in the adventure, Attack on Storm’s Boulder, or 
  used in any other story. Information on Archons and their legacies can be found in 
  the full Archons of Nikud setting that is forthcoming from High Level Games.
  Parlak Ventara, 2nd Legion, 8th Squadron, Retired 
  Chatoulim Seasoned Doombringer 
  Attributes: Agility d8, Smarts d4, Spirit d6, 
  Strength d10, Vigor d6 
  Skills: Athletics d8, Common Knowledge d4, Fighting d12, Notice d4, Persuasion d4, 
  Shooting d6, Stealth d8 
  Pace: 6; Parry: 9; Toughness: 11 (2) 
  Hindrances: Arrogant, Phobia (Major—Enclosed Spaces) 
  Edges: Block, First Strike, Know Someone, Tougher Than Steel, Two-Fisted 
  Gear: Panther Armor (+4), Goggles, Shortsword x2 ( Str+d6 and Str+d6 )
  Know Someone: The Chatoulim have vast networks of family which they are 
  prone to exploit. Established systems of requesting favors exist in the Empire. The 
  Chatoulim will have a contact in all major cities, and likely in minor villages and 
  towns.
  Tougher Than Steel: Add +4 to Toughness of the Doombringer after all 
  calculations to determine their toughness.
   
  Background
  Parlak was a good soldier, until he was wounded in the battle of Seven Strikes, 
  outside of Fallswatch. Worse, he was thought dead and thrown into the pile to be 
  buried. The weight of the bodies brought him back to consciousness, but it took 
  nearly an hour before anyone heard his shouts and came to help him out. He was 
  discharged from his unit due to his injury, and left by the Legion. However, during 
  his healing process his legacy as an Archon become apparent and he quickly rose 
  to prominence as a people’s hero, taking on demons and other horrors as required. 
  He’s become convinced of his own innate heroism, but his claustrophobia is a 
  major weakness he tries to keep hidden. Parlak isn’t sure why Ilze is still traveling 
  with him. He admires her courage in battle though.
  Ilze of the Reysi 
  Sokoli Seasoned Skycaller 
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6 
  Skills: Athletics d8, Common Knowledge d6, Faith d8, Fighting d6, Notice d6, 
  Persuasion d8, Shooting d6, Stealth d8 
  Pace: 6/12 (Fly); Parry: 5; Toughness: 5 
  Hindrances: Hallowed Bodies, Earthbane 
  Edges: Arcane Background (Miracle), Home in the Heavens 
  Gear: Alligator Leather (+2) Goggles, Axe ( Str+d6, Weight 6, Reach 1, Two-Hands), 
  Epona of Iron
  Miracle Spellcaster
  Power Points: 30, Storm Aura
  
  19
  Gear Description: Epona of Iron: A small tin horse figurine with iron rivulets. 
  When thrown high into the air, this figurine transforms into a Courser-sized 
  horse composed of dark, shifting clouds and sparking energy. This being counts 
  as a regular horse, except that it has no real weight, has +4 Toughness against 
  damage from all non-magical sources, recovers Wounds at a rate of 1/hour, and 
  can be ridden by the summoning Skycaller with their Faith skill instead of Ride. 
  All others attempting to ride the being find the creature insubstantial. This being 
  obeys the summoning Skycaller without hesitation. It lasts for 1 hour, after which 
  it must spend 8 hours as a figurine before being summoned again. If the being 
  takes 3 Wounds, it reverts to a figurine and functions as if it had been active for 1 
  hour (and therefore the Skycaller must wait 8 hours before summoning it again). 
  Home in the Heavens: Spending time in the sky where the air is thin gives 
  the Reyse a +4 bonus to resist such environmental conditions, even if they are 
  extreme or artificially induced (choking, drowning, vacuum, etc). This counts as 
  armor for attacks deal damage by choking or throttling. 
  Hallowed Bodies: The Reysi are not meant for the heat of the earth. They suffer 
  a -4 to resist extreme heat, which becomes + 4 bonus damage on fire/heat based 
  damage rolls. 
  Earthbane: As the sky calls to the Reysi, so too does the Earth spurn them. If 
  the Reysi is touching the ground with any part of their body, they feel spiritually 
  bereft and long for the freedom waiting above. All abilities and spells costs +2 PP 
  unless they do not cost PP to activate.
  Storm Aura: The very presence of the Skycaller is as ominous as a dark sky. As 
  a free action and by spending 1 PP, the Skycaller creates one of the following 
  effects for 5 rounds, which may be extended or changed by spending 1 power 
  point during the Skycaller’s turn. Only 1 of these effects may be active at a time.
  +2 to attack for allies within (Spirit) radius
  +2 to damage for allies within (Spirit) radius
  -2 to attack and damage to enemies that target you
  Forceful Words: The rumbling voice of the Skycaller can shake the hearts of even 
  the most courageous. This ability functions like the Fear spell, with the following 
  changes: The Range is changed to Spirit, the base cost is raised to 3 PP, and the 
  caster may instead choose to inflict Awe instead of Fear, which reduces Spirit rolls 
  to resist all Persuasion skill attempts by 2 (4 with a raise). If they choose Awe, the 
  duration is 1 minute for Wild Card targets and 1 day for Extras. The effects of 
  persuasion rolls are treated normally, and the target of this power is not aware 
  that they were magically influenced unless the casting check fails. Note that, for 
  either Awe or Fear, the target still makes a Fear check to resist (typically a simple 
  Spirit roll), with a -2 if the caster gets a raise on their casting check.  
  Weather Command: By spending 5 PP and a full round shouting into the wind, 
  the Skycaller can alter the localized environmental conditions within a radius 
  equal to (Spirit) inches centered on the Skycaller. This radius moves with the 
  Skycaller as they move. The Skycaller makes a Faith check. With a simple success, 
  
  Characters
  they can create a mildly hazardous condition, such as heavy rain or bitter cold. 
  Such conditions typically inflict a -2 environmental penalty on all physical actions 
  for all within the area of effect, exempting those the Skycaller wishes to spare. 
  With a raise on the casting check, the penalty increases to -4. This effect lasts for 5 
  rounds, and may be maintained.  
  Background
  Ilze was a rare Sokoli that wanted to stay in one place. She loved the lake she 
  was born near and hoped to grow old and die there, happy. That was not to be, 
  as the Gods and her people called her to take a responsibility she never coveted. 
  As a Reysi, and an Archon, she could hardly ignore the call. And so, she has 
  traveled the world to learn from those unlike her, to see other places, and to 
  bring hope and joy. Ilze recently met Parlak, and though she doesn’t like him, she 
  sees something inside of the Chatoulim warrior that she admires and hopes to 
  cultivate. 
  Voulimar, Sokoli Personal Guard
  Sokoli Seasoned Doombringer 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
  Skills: Fighting d8, Notice d10, Shooting d10, Stealth d6, Survival d8, Tracking d8
  Pace: 10; Parry: 5; Toughness: 10 (1)
  Hindrances: Arrogant, Cautious, Obligation (Kestre)
  Edges: Agile, Double Shot, Fleet Footed
  Gear:Toughened Feathers (+1), Army Bow (2d6, Range 12/24/48, ROF 1), 30 
  arrows, Chatoulim Gladius (Str+d6)
  Creatures of the Earth: Having lost their ability to fly, the feathers of their 
  ancestors became scaly and rigid, providing a +1 Toughness increase.
  Walker of the Paths: Sokoli receive a +2 Pace bonus, as they are born itinerants. 
  They also increase their running die type by one step.
  Vision of the Ancestors: The Sokoli have extremely keen perception, which has 
  expanded to include noticing even subtle changes in facial features or distant 
  environs. They start play with the Notice core skill at a d6. 
  Kestre-Sworn: Sokoli are duty bound to their Kestre (their family group) and even 
  when they leave, they must spend time, money, or energy supporting their home 
  Kestre. They begin the game with the Obligation (Minor) Hindrance.
  Background
  Voulimar has always been an outsider. His lust for battle and conflict were, if not 
  unknown amongst his kind, at least unusual. For many years he has had dreams 
  of battle and glorious victory. Selling his considerable martial abilities to the 
  highest bidder, he’s fought, patrolled, guarded and escorted people and cargo 
  pretty much everywhere. Many a commanding officer have offered permanent 
  positions, but Voulimar has always refused, spurred on by visions of combat 
  and war. Recently, he found himself accepting a one month contract, teaching 
  Chatoulim Navy cadets melee combat. Why he accepted such a short, not that 
  well paid contract, he couldn’t say. But he knew he had to. A week after arriving, 
  the Grimpotex emerged.
  
  21
  Dar’Lon’Tn’Nokk, Explorer and Scholar
  K’krax Seasoned Wayfinder 
  Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
  Skills: Climbing d4, Fighting d6, Guts d6, Notice d6, Persuasion d4, Shooting d6, 
  Survival d4, Tracking d4, Knowledge (History) d6
  Pace: 6; Parry: 5; Toughness: 9 (2)
  Hindrances: Greedy; Stubborn
  Edges: Arcane Background, Engineer, Foresight, Jack of All Trades, Scavenger
  Gear: K’krax Pincers (Str+d4), K’krax Chitin (+2 Armour), Chatoulim throwing 
  squares (Range 4/8/12, Damage 2d4 RoF 1), 15 squares
   
  Foresight: Wayfinders possess the ability to sense impending danger, failure, or 
  potential for success. It is this sense which all of their other abilities are based 
  on in some form or another. Ancient Chatoulim stories attribute this power to 
  the ability to see the future, with ancient tales of Wayfinders like Wakati of the 
  Paths being filled with prophecies that were strikingly accurate. Wayfinders 
  who fail any roll may re-roll once per session, if the player fails on their second 
  roll they receive a Wayfinder Benny. This Benny may be used for an automatic 
  success on a future roll, and may only be used for that purpose. This Benny 
  must be used in that session and is lost at the end of the session if unspent.
   
  Arcane Background: Wayfinders can tap into powerful magic powers that 
  suffuse the land. The Wayfinder gains Arcane Background (Magic), 20 PP, and 5 
  spells.
   
  Engineer: This Wayfinder uses their abilities to sense out ways to engineer 
  new tools on the fly. These devices provide a 1d8 bonus to the ability they are 
  designed to assist. For example, a makeshift telescope will provide a 1d8 bonus 
  to the Notice ability. They need some form of materials, but these need not be 
  perfect, or even designed for this task. Creating such a device takes 2 rounds. 
  These makeshift devices last 1d4 rounds.
  Background
  Dar’Nokk has long heard voices, from the wild, from the forces some call magic, 
  from old books. This developed a wanderlust that is rare amongst his kind. 
  Leaving his cluster at a young age, he’s wandered the Known Kingdoms and The 
  Empty, exploring, mapping, and mostly, learning. Three months ago, a rumor 
  started, of a wreck found on a distant shore. Some scrolls had been found, 
  they said. One of them was said to be the quasi-mythical 3rd Rebuttal of The 
  Principles of All Life by Kormall of House Rettenn. Dar’Nokk immediately made 
  haste to the place the scrolls had been sent: The naval base at Storm Boulder.
  
  Characters
  Lok’Tre’Yi’Ger
  K’krax Seasoned Shadowsinger and Petty Thief 
  Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8
  Skills: Common Knowledge d8, Fighting d4, Investigation d8, Lockpicking d8, 
  Notice d6, Persuasion d4, Spellcasting d8, Stealth d4, Taunt d4
  Pace: 6 ; Parry: 5 ; Toughness: 7(2)
  Hindrances: Curious, Death Wish,
  Edges: Connections, Danger Sense
   Gear: K’krax Pincers (Str+d4), K’krax Chitin (+2 Armour), Dagger (Str+d4, Range 
  3/6/12, RoF 1)
   
  Darkvision: Using 1 PP, a Shadowsinger can see perfectly in total darkness. This is 
  a mental ability, it does not provide any enhanced vision, they see as well in total 
  darkness as they do in bright light. Darkvision does not allow for subtle distinction 
  of colors, as all colors tend to blend into a green central tone.
   
  Living Shadow: A Shadowsinger can use 2 PP to merge with a shadow, and 
  become pretty much invisible (requiring a -2 Notice roll). A 3rd PP will allow the 
  Shadowsinger to emerge from the shadows up to its Pace away, instantaneously. 
  (NB: To use this power you need two shadows, one to enter and another to emerge 
  from)
   
  What lurks beneath: Using 2 PP, a Shadowsinger can detect evil intentions, evil 
  thoughts, lies, as well as other negative/belligerent thoughts and emotions. (Target 
  can roll Spirit to resist, at -3) Using a 3rd PP, the Shadowsinger has some limited 
  ability to manipulate said emotions/thoughts and turn them more benign/calming 
  them (Spirit roll at +3).
  Darkblast: after concentrating for 1-5 minutes and using 1-5 PP, the Shadowsinger 
  can summon total darkness in a sphere 5-25 inches wide (respectively), centered 
  around the summoner. This darkness will cancel all sight, dim most normal intensity 
  sounds and confuse other types of detection (mental, electronic, etc) All Notice and 
  any other detection rolls by everyone apart from the caster are at -3.
  Background
  Lok’Ger has been everywhere in the Known Kingdoms, picking up small odd jobs 
  here and there, mostly stealing small things. He couldn’t explain why he never 
  expanded into a higher gain products, but it might have been something to do 
  with the call of the shadows. From the lowest gallery in his birth Cluster, to any 
  alleyway, the shadows always spoke to him. He gravitated to Storm’s Boulder about 
  a month ago, and was beginning to become a nuisance to be taken care of by the 
  city militia when the Grimpotex emerged.
  
  23
  Moll’le Tomas
  Chatoulim Seasoned Edifier 
  Attributes: Agility d8, Smarts d10, Spirit d6, Strength d4, Vigor d4
  Skills: Athletics d4, Common Knowledge d8, Fighting d4, Investigation d8, Notice 
  d6, Persuasion d8, Repair d10, Stealth d4, Taunt d4
  Pace: 6 ; Parry: 4 ; Toughness: 3 (1)
  Hindrances: Curious, Code of Honor
  Edges: Arcane Background, Know Someone, Luck, Natural Crafter, Tipping the 
  Balance, Strengthening the Core
  Gear: Reinforced Makeshift Armor (+1 Armor) 
  Dagger (Str+d4, Range 3/6/12, RoF 1)
  Power Points 30
  Know Someone: The Chatoulim have vast networks of family which they are 
  prone to exploit. Established systems of requesting favors exist in the Empire. The 
  Chatoulim will have a contact in all major cities, and likely in minor villages and 
  towns
  Natural Crafter: Edifiers begin play with the Repair skill at d6 (and a maximum 
  of d12+2). Additionally, they choose a material that they are particularly good at 
  working with (metal, wood, paper, food/drink, or glass) and add +2 to all rolls to 
  design, craft, or repair using that material.
  Tipping the Balance: The Edifier perceives the balance of every structure, made 
  or as yet unmade. With a just a touch in the right place, the balance can be altered 
  or even destroyed. With a touch and the expenditure of 5 PPs, the Edifier makes 
  a damage roll with 2d6 + Repair die. Unlike most attempts to harm objects, this 
  damage roll can Ace, regardless of the type of object it is. Magic or masterwork 
  items (at the GM’s discretion) are not irrevocably lost when “destroyed” by this 
  effect, only temporarily broken until repaired or reimbued. In order to affect a 
  weapon or object being held/wielded by an opponent, the Edifier must make an 
  attack at a -2 penalty. 
  Strengthening the Core: Objects and living beings alike have a structure that the 
  Edifier can build upon or improve. This ability functions like the Boost Trait spell, 
  with the following changes: Cost 4, Duration 1 hour, and it may affect weapons, 
  structures, or vehicles. Should it be used non-living targets, the boosts available 
  are: +1 handling, +10% top speed, +2 Toughness, +2 damage, or reduce Str by 
  1 die type (Note, this cannot be used to lower traits). Once an object has been 
  improved, it may not be further enhanced, but the enhancement may be replaced 
  with a recast. Raises on the casting roll provide a second bonus (may choose the 
  same benefit twice).
  Background
  Left for dead soon after birth, Moll’le learned how to fend for herself early on. She 
  was raised on the street by street kids, and even after she gained her legacy as an 
  Archon she has continued to live amongst her people. From the beginning she felt 
  that something was off about the day prior to the invasion. Moll’le has a sense that 
  not all is as it seems about the Grimpotex, but for now all she cares about is saving 
  as many people as she can.
  
  Attack On Storm Boulder
  Prologue Summary: The City of Storm Boulder is a port trading Imperial town with 
  a sizable Imperial garrison. It is key to the sea trade and a critical naval port for the 
  Empire. It lurches over the rocky shore with jutting stone edifices designed to both 
  intimidate all who gaze upon it and defy centuries of wear. This adventure begins with 
  the 12th Imperial Regiment outside the city doing training maneuvers, in the rainy 
  period between Summer and Fall, when a terrifying mist invades.
  Read Aloud: 
  Your group has been together for some time, and you have experienced various dangers 
  together. But nothing like the scale of what you witness now. The City of Storm Boulder, your 
  current home base, stretches before you, covered in a kind of glowing, purplish mist, and you 
  can hear the terrified screams of its populace, even as those screams are muffled by it. Streams of 
  refugees, the citizenry of this once great city, are running for their lives in front of you, beyond 
  the bridge you stand on. 
  You know that after the town militia was overwhelmed,the garrison responded, entering 
  into pitched battle with the beings that were apparently attacking. Over the sounds of terror and 
  desperation you hear the clear ring of steel on steel, explosions, and the howls of battle, setting 
  your muscles taut. 
  From the mist beyond, you see a huge metallic construct, glowing with eldritch energy 
  emerge. A massive cannon-like appendage fires a blast that utterly incinerates the last of the city’s 
  defenders. It turns, focusing its attention on your group. You see squid-like humanoid shapes in 
  strange mechanical armor coming to reinforce. Terrified looking civilians look to the only source 
  of strength in their vision to save them, you, and no more soldiers left in this area.Then, you hear 
  a horn sound a distant retreat in the manner of the Imperial Regiment. There is no help coming, 
  and these civilians’ lives are in your hands.  
   
  Initiative
  The information below should provide enough material for a difficult fight. Depending 
  on the size and composition of the PC group, it may be appropriate to make the 
  Grimpotex Mech Suit a Wild Card. The city is swarming with Grimpotex. Player 
  Characters should start near a wide stone bridge over a river; the drop is 45 feet with 
  incredibly difficult to climb walls. The water itself is relatively shallow, only 3 to 5 feet 
  deep in most places, but is covered in sharp rocks and impassable muck.
   
  For now, the Grimpotex are presented as antagonists, and there is likely to be 
  a pitched battle. The confusion of intentions here will have lasting repercussions on 
  Nikud. It is possible for heroic Archons to alter the fate of this event into something 
  that builds lasting peace, but such a thing is highly unlikely. Protecting civilians and 
  bystanders may be all that they can do at this stage.
   
  If the characters run into problems, Janeuriss of House Linnaeus, a seasonsed 
  sergeant at arms in the Chatoulim legions can be used to help get them out of trouble. 
  Janeuriss can have any backstory that you feel is appropriate for the particular situation 
  you are using them for. Otherwise, they can be from the capital region of the Chatoulim 
  Empire, stationed in Storm Boulder for the last few years. They have a positive 
  reputation with the locals, including non-Chatoulim (excluding the Grimpotex, of 
  course.)
  Attack On Storm’s Boulder
  
  25
  GRIMPOTEX MECH SUIT (Original Name: Nautilus Class Emergence 
  Exo Suit Mark 4)
  Attributes: Agility D6, Smarts D8, Spirit D8, Strength D10, Vigour D8
  Skills: Fighting D8, Guts D10, Knowledge (Mecha Engineering) D6, Notice 
  D8, Shooting D8
  Charisma -4, Pace 6, Parry 6, Toughness 12 (6)
  Hindrances: Overconfident
  Edges: Command, Level headed
  Gear: Nautilus Armour (Medium armour +6), includes Pressure Cannon, 
  2 mags, 12/24/48, Dmg 2d6-1, AP1, Force Multiplying Gauntlet (Str+D6+2, 
  AP4)
  Special Ability: Zealot (This character is immune to Fear and Intimidation)
  GRIMPOTEX ASSAULT ENVOY(Lightly armoured Grimpotex)
  Attributes: Agility D6, Smarts d6, Spirit d6, Strength d8, Vigor d6
  Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d8
  Pace: 6 Parry: 6 Toughness: 7 (2)
  Hindrances: Arrogance
  Edges: Counterattack 
  Gear: Light Armour (+2), Improvised Melee Weapon (Str+D4), Electro-
  cannon (D6+4)
  JANEURISS OF HOUSE LINNAEUS (Chatoulim Sergeant)
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
  Skills: Climbing d4, Fighting d8, Guts d6, Intimidation d4, Notice d4, 
  Persuasion d4, Riding d4, Shooting d8, Survival d4, Swimming d4
  Pace: 6; Parry: 6; Toughness: 8 (2) 
  Hindrances: Code of Honour; Doubting Thomas 
  Edges: Sweep
  Gear: Long Sword (Str + D6+1), Large Shield (+2 Armour)
  The mist surges and crackles with harmful energy. It causes great pain and 
  mutations to exposed people, sometimes even death. These effects are unpredictable 
  and dangerous. The mist saps strength from Archons, but they are otherwise immune its 
  powers. Archons in the mist gain one level of Fatigue per hour. They recover at a rate of 
  30 minutes per level of fatigue outside of the mist.
  Background
  This adventure is structured in three main parts, the initial attack on Storm’s 
  Boulder, the investigation and exploration of the besieged city, and finally, a conclusion 
  of the conflict that leaves the fate of this matter in the hands of the assembled Archons. 
  The Grimpotex are the “attacking” force. They have lived at the bottom of the 
  sea for as long as they have been in existence and have made a few attempts previous to 
  this to peacefully make contact with the surface world. However, their alien nature and 
  inability to survive for long on the surface have precluded them from joining the rest of 
  
  Attack On Storm Boulder
  the world. However, recently this has all changed. A new magical technology has been 
  developed among them, and though they are still perfecting it, it has allowed them to 
  create armor that facilitates communication and a life above the waves. 
  Using this new power, they devised a plan to contact the largest Empire 
  amongst the peoples of the surface, the Chatoulim Empire. So, their elders and Archons 
  crafted a powerful magic that would allow for communication and survival without 
  their constraining armor on the surface. They waited until nightfall, believing that the 
  darkness they preferred in the depths was preferable for diplomatic exchange, and 
  then cast their spell. Unfortunately, their peaceful intentions went horribly awry. The 
  spell’s power got out of control, and while it did allow for the Grimpotex to come to the 
  surface, it caused horrible pain and mutations to the surface dwellers. 
  The Grimpotex came with entirely peaceful intentions, but they are very capable 
  of defending themselves. And from their perspective, when they cast the spell allowing 
  First Contact with the surface world, the people who they already suspected were 
  very warlike, attacked them. They began to defend themselves, and a pitched battle 
  in the city broke out. With the Chatoulim 12th Imperial Regiment outside the city on 
  maneuvers, and the spell creating a misty environment dangerous to surface dwellers, 
  the Grimpotex quickly overran the city. 
  Some of the surface dwellers seem immune to the power of the mist, and weren’t 
  able to flee the city. They now hide, attempt escape, or fight the Grimpotex when they 
  can. The Grimpotex for their part are horrified at what has happened. Some of their 
  leaders feel as though they should establish a foothold here and begin a conquest of the 
  surface world, others feel as though diplomacy could still be a way forward, while still 
  others want to retreat below the waves for a few generations and try again when their 
  mastery of their newfound power is more complete. 
  The Refugee Camp
  The people of the city that have managed to flee have gathered some distance 
  away from Storm’s Boulder under the protection of the 12th Imperial Regiment. The 
  Regimental Commander, Lady Koleet of House Goldpaw. Lady Koleet has set up a 
  command centre and has established an efficient line of battle containing the Grimpotex 
  incursion and sending messengers asking for orders and requesting reinforcements. 
  She is a capable and battle tested commander, a veteran of many raids near the K’Krax 
  frontier. She has a personal dislike for the K’Krax due to the battles of her youth, giving 
  any K’Krax a -2 when dealing with her. She has a Sokoli advisor, Rivterim, non-military, 
  who creates talismans of power.
  The camp is a desperate and chaotic affair, with the Imperial Regiment trying 
  to organize the people, arming those who can bear spears, distributing what food and 
  water they have left, and enlisting people to build defensive ditches and siege artillery 
  in case either are needed. The people are terrified, many missing family members, some 
  having seen them in the early stages of mutation, and others they watched die. There is 
  no shelter, not enough food and water, and the weather is turning wet and cold.    
  As soon as the Lady Koleet hears of Archons in her camp, she sends for them, 
  asking them for help. She will offer a thousand Gold Lions, half the coins now, should 
  the Archons agree to serve the Empire. She desperately needs intelligence. She will offer 
  this, along with a protective talisman against the effects of the mist, to each of them if 
  they will enter Storm’s Boulder and find out what is going on, and report back to her. 
  The Lady is a shrewd woman, and sees the Archons as powerful assets, and 
  completely disposable. She has asked her Sokoli advisor to make more and better 
  talismans for her troops should they need to take back the city themselves. She will be 
  very interested in their report of what they saw in the battle, absorbing every word, her 
  brilliant strategic mind taking in every detail for future consideration.     
  
  27
  Storm Boulder
   
  The city is unnaturally quiet, with purplish mist everywhere, creating an eerie 
  haze. Scattered fires of various sizes burn here and there, and an occasional scream rips 
  through the town, only to be snuffed out moments later. Roars and strange gurgles float 
  on the night air, making for an atmosphere of oppression and terror. The roar of the sea 
  only complicates placing these sounds, which seem to come from nowhere. 
   
  The following list of encounters can be done in any order you wish, as makes 
  the most sense for you. Do as many as you want or as may as the players can handle 
  without suffering too greatly before the final encounter. 
  1) Mutants in the marketplace. A group of locals has been mutated by the power of 
  the spell. They dig through the remains of the ruined marketplace, clearing the site of 
  a battle fought when the Grimpotex were overrunning the city. See Blue Mist Mutations 
  below. 
  2) A Grimpotex elite unit. This unit is moving from rooftop to rooftop, mercilessly 
  pacifying any resistors they find. They spy the Archons while on a rooftop, and try and 
  move into a good position for ambush. See Grimpotex Assault Envoy below.
  3) Hiding refugees. A group of non-combatants are cowering in a cellar when they see 
  the Archons through a crack in the wall, They call out to them and ask for help. They 
  are led by an old man named Hester, a toothless Chatoulim that claims he was once 
  a regimental soldier. He grasps a broken spear and will fight (poorly) to the death to 
  protect the people he is with. Accompanying him are a Sokoli child, a terrified K’Krax 
  mother with three young K’Krax children, who will only fight if the children are directly 
  attacked, (she will fly into a terrible rage should that occur) and two teenage Chatoulim, 
  Hester’s grandchildren, who will run from any danger, leaving everyone behind. 
  4) Grimpotex elders and guard ransacking a book shop. A group of elders have decided 
  to try and learn more about Empire to build a case for diplomatic options. To the 
  untrained eye, they likely look like they are robbing the place or destroying books, 
  
  Attack On Storm Boulder
  throwing them to the ground, pulling things off of shelves, etc. If the Archons are seen, 
  the guards will immediately attack, while the elders try and run. See Grimpotex Assault 
  Envoy and Assault Ambassador below.
  5) Grimpotex mecha at the docks. A squid shaped metallic submarine glowing blue 
  eldritch power rises out of the ocean and its grey, hard, tentacles latch haphazardly onto 
  the dock. It’s robot-like maw opens up from its head, and Grimpotex immediately leap 
  out to start unloading cargo. It is three more of the mecha faced earlier! This is the first 
  reinforcements. This kind of power is not something the Regiment outside is prepared to 
  face. See the stats for the Grimpotex Mecha above, and include five Assault Envoys from below.
  6) A denser area of purple mist surrounding a smouldering temple. A temple stands 
  surrounded by denser mist than in other parts of the city. From the temple, the sounds 
  of a child crying waft through the air. Moving through this area of mist will cause 
  harm. The mist causes mutations in most surface dwellers, but for Archons they have 
  the below strange reactions. The child is Chatoulim, about age six, they are protected 
  by a badly wounded and dying Grimpotex, whose ability to communicate verbally has 
  somehow left them. They are trying to help the child but are unsure how to leave the 
  temple without mutating the child. Player characters that pass through the mist make 
  a Vigor Test -2 or roll on the table below. Effects continue to impact the characters until 
  they exit the mist, and last until they make another successful Vigor role.
  1
  Pain wracks the character, dropping them to the ground unable to move, 
  screaming loudly in pain. Cries may draw unwanted attention.
  2
  Character is gripped by alien thoughts invading their mind, and suddenly is 
  terrified by any non-Grimpotex near them, lashing out violently. 
  3
  Character feels their strength and power leaving them, gains one level of fatigue 
  per round spent in the denser mist.
  4
  Character falls unconscious.
  5
  Character cannot breathe, and begins to suffocate. Use Smoke Inhalation Rules. 
  6
  Character gains insight into the Grimpotex plan, experiencing a series of images. 
  They now understand that this was a peaceful attempt at contact gone horribly 
  wrong, but the Grimpotex are now considering all out war.
  7) K’Krax Cluster Attack. A small squad of K’Krax operatives are using this opportunity 
  to raid a secured set of Naval Command Offices in the district near the harbor. The 
  building is heavily made from stone, with a stone tile roof, and steel shutters and doors. 
  The doorways and interior have both magical and mechanical traps but was completely 
  abandoned by its remaining staff when the attack occurred. The K’Krax are trying to 
  break in and steal documentation about naval activity in the area, to give their Cluster, 
  which has seafaring interests in the area. They will likely not notice the PCs as they 
  arrive on scene (-2 to notice) but will try and eliminate all witnesses should they become 
  aware of any prying eyes. See stats for the the Order of the Darkened Gallery below. 
  8) Sokoli merchant trying to escape the city. You find a Sokoli named Vesuam that is 
  travelling alone. He is hiding behind a wheeled cart with all of his possessions. He begs 
  you for protection and a path to safety, but absolutely refuses to leave his things under 
  any circumstances. For later fun, if he joins the PCs, have the cart’s wheel break. 
  
  29
  GRIMPOTEX ASSAULT ENVOY (Lightly armoured Grimpotex)
  Attributes: Agility D6, Smarts d6, Spirit d6, Strength d8, Vigor d6
  Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d8
  Pace: 6 Parry: 6 Toughness: 7 (2)
  Hindrances: Arrogance
  Edges: Counterattack
  Gear: Light Armour (+2), Improvised Melee Weapon (Str+D4), Electro-
  cannon (D6+4)
  GRIMPOTEX ASSAULT AMBASSADOR (ELDER) (Lightly armored 
  Grimpotex)
  Attributes: Agility D8, Smarts d6, Spirit d6, Strength d8, Vigor d6
  Skills: Fighting d8, Gambling d6, Intimidation d6, Notice d6, Shooting d8
  Pace: 6 Parry: 6 Toughness: 7 (2)
  Hindrances: Arrogance 
  Edges: Elan
  Gear: Light Armour (+2), Dread Ribbon Skin Whip (Str+D6), Heavy 
  Electro-cannon (2D6)
  
  Attack On Storm Boulder
  ORDER OF THE DARKENED GALLERY (K’Krax Special Ops)
  (Lighter weight Soldier K’Krax, trained in infiltration) 
  Attributes: Agility D10, Smarts d6, Spirit d6, Strength d8, Vigor d6
  Skills: Climbing D6, Fighting d8, Notice d8, Stealth d8, Survival d8, 
  Tracking d8
  Pace: 6 Parry: 6 Toughness: 7 (2)
  Hindrances: Vow
  Edges: Quick
  Gear: Barbed pincers (Str+D6)
  Grimpotex Beachhead HQ        
   
  The Grimpotex have begun to coordinate their efforts from a new, huge, mollusk-
  shaped artificial structure that appears to have been dragged ashore. It is the size of a 
  large pavilion or circus tent, and was originally developed to facilitate a ceremony called 
  the Exchange in the shallow and murky waters of the Meeting Pool, located at the center 
  of the structure. 
   
  When the PCs find this structure, it will have a small group of Grimpotex 
  soldiers guarding the outskirts, with a blue magical glow and the low gurgled 
  rumbling of chants coming from within. If they come closer, they find that they begin to 
  understand the chanting in their own language and it is actually a ceremonial recitation 
  of arguments between various elders of the Grimpotex to determine the best way 
  forward. One group argues that there is still a diplomatic way forward that leads to 
  peaceful coexistence with the surface world, another argues for using Storm’s Boulder 
  as a beachhead to begin their conquest of the surface world, while the last group argues 
  that they should retreat below the waves for a few generations and try again when their 
  mastery of their newfound power is more effective.
  
  31
  GRIMPOTEX ASSAULT ENVOY (Lightly armored Grimpotex)
  Attributes: Agility D6, Smarts d6, Spirit d6, Strength d8, Vigor d6
  Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d8
  Pace: 6 Parry: 6 Toughness: 7 (2)
  Hindrances: Arrogance
  Edges: Counterattack
  Gear: Light Armour (+2), Improvised Melee Weapon (Str+D4), Electro-
  cannon (D6+4)
  GRIMPOTEX ASSAULT AMBASSADOR (ELDER) (Heavy armored 
  Grimpotex)
  Attributes: Agility D8, Smarts d6, Spirit d6, Strength d8, Vigor d6
  Skills: Fighting d8, Gambling d6, Intimidation d6, Notice d6, Shooting d8
  Pace: 6 Parry: 6 Toughness: 7 (2)
  Hindrances: Arrogance 
  Edges: Elan
  Gear: Light Armour (+2), Dread Ribbon Skin Whip (Str+D6), Heavy 
  Electro-cannon (2D6) 
  The End
  This adventure can end in many ways. Do the players attempt to make contact and talk 
  to the elders? Will they be successful in brokering a peace for the Empire and the surface 
  world? Do they attack and precipitate a war? This should be left to the players, there is 
  no correct answer here, and each of these can and should be used as a jumping off point 
  for a full campaign.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Misc/Savage Worlds Adventure Edition ACE Setting Jumpstart/Savage Worlds - Jumpstart - Archons of Nikud.pdf