TEXT: INTRODUCTION
  A myriad of islets all orbiting one another, trapped within an invisible web of their own 
  capture ﬁ elds, each sporting a ruin—The Shattered City is a dangerous, chaotic treasure 
  trove of lost salvage and plunder. On the far edge of this maelstrom of stone is Gateway, 
  the only populated island in the system. Gateway is a hive of villainy and commerce, serv-
  ing as both the jumping off place, and clearing house for Scavengers risking life, limb, and 
  sanity in the Scattered City. This supplement expands upon information found in both 
  Sundered Skies, and the Sundered Skies Companion.
  Gateway is in many ways a transitory place, few claim to actually live there, instead 
  insisting they are just passing through. This is true even if they have spent years in Gate-
  way; they still claim that once they have made their fortune they will head for better things 
  in either Shadowhaven or Plenty. Gateway is more than just the name of the city, it is also 
  seen by many as a metaphorical gateway to a better life.
  When hardly anyone considers a city, or an isle, their home, then that city has no civic 
  pride, and a place that has no pride, has no sense of community, and no hope. Gateway 
  is a den of vice, villainy and crime—albeit a polite one, as dictated by the strained social 
  customs of the Sundered Skies.
  GEOGRAPHY
  GEOGRAPHY
  Gateway was built upon the largest, most stable island found on the outskirts of the 
  Shattered City. Before The Sundering, Gateway was part of an extensive residential and 
  commercial district. The remaining buildings were repaired, and incorporated into the 
  design of Gateway. As such the city has an organic, rather designed look, as buildings 
  are adapted to their use rather than designed for it from the start. The stone for any 
  repairs or new buildings being taken as salvage from the Shattered City further enhances 
  this belief. One of the miracles the Lifemother provided is the parasitic plant known as 
  bindstone. This plant burrows through stone, and rather than undermine structures, it 
  actually cements them together as strong as any mortar. Many buildings in Gateway have a 
  strangely disjointed, mottled look, as wildly differing architectural styles have been forced 
  together in order to make a whole. This look is seen on many isles, but is particularly 
  common—jarringly so, at times—on Gateway.
  There is little vegetation upon Gateway—seen from the void it appears to be an island 
  covered in buildings. The scouring winds, and frequent collisions in antiquity have 
  31066
  31066
  WRITTEN BY
  WRITTEN BY
  DAVE BLEWER
  DAVE BLEWER
  EDITING BY
  EDITING BY
  VINCE KINGSTON
  VINCE KINGSTON
  GRAPHICS & LAYOUT
  GRAPHICS & LAYOUT
  ROBIN ELLIOTT
  ROBIN ELLIOTT
  GATEWAY
  GATEWAY
  www.tripleacegames.com
  www.tripleacegames.com
  © 2010 TRIPLE ACE GAMES. SUNDERED SKIES AND ALL RELATED MARKS AND LOGOS ARE TRADEMARKS OF  TRIPLE 
  ACE GAMES. SAVAGE WORLDS, SMILING JACK AND ALL RELATED MARKS AND LOGOS ARE TRADEMARKS OF PINNACLE 
  ENTERTAINMENT GROUP. ALL RIGHTS RESERVED. USED WITH PERMISSION. © 2010. ALL RIGHTS RESERVED.
  PERMISSION IS GRANTED TO PRINT THIS EBOOK FOR PERSONAL USE ONLY.
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  VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  
  stripped most of the topsoil from the island, revealing 
  glow-bleached bedrock. Food must either be shipped in 
  from Plenty, or grown on one of the dozens of underisles 
  caught in its capture ﬁ eld.
  The population of Gateway is mostly transient, and dif-
  ﬁ cult to estimate. One census performed nearly a decade 
  ago found the population to be in excess of thirty thousand 
  souls. Since then, several natural, and worked caverns, have 
  been found beneath the city, which now house a thriving 
  community of their own—known as the Undercity. New 
  caverns are being found all the time, so it is almost impos-
  sible to say how many live upon Gateway, only that it now 
  is signiﬁ cantly more than ten years before. 
  Every race of the skies is represented on the cosmo-
  politan isle of Gateway. Even barely civilized glowmad 
  groups can be found in the darkest recesses of the 
  Undercity. The majority of islanders are human, with a 
  growing number of glowborn being the second most 
  numerous. Swaggering orcs are often seen, laden with 
  salvage from the Shattered City. Elves of the Willow Court 
  have a large presence on the isle, but are viewed with 
  suspicion by most. Clashes with those who support the 
  Boughbreaker cause are one of the not-so Silent Wars, 
  which rage behind the scenes. Wildlings are common, 
  though they tend to keep themselves to the shadows as 
  bitter experience has taught them to be wary of those 
  in authority. Drakin are rare, and most are Chosen who 
  have succumbed to their wanderlust. Dwarves are the 
  rarest of all, but are certainly not an unknown sight.
  CRIME: ORGANIZED, AND 
  CRIME: ORGANIZED, AND 
  OTHERWISE
  OTHERWISE
  Gateway is one of the most lawless places in the Sun-
  dered Skies. Whether this is due to the lack of civic pride 
  in the city, the fact that nobody feels they actually belong 
  there, but are “just passing through”, or if it is in the 
  nature of those who are attracted to a place like the Shat-
  tered City is unknown, and ultimately doesn’t matter. 
  Some of the most common criminal practices are dealt 
  with below, but in no way should this list be considered 
  complete or exhaustive.
  COMBAT PITS
  COMBAT PITS
  People will always want to see others compete, the 
  bloodier and dirtier the contest the better. To serve 
  this need is one of the purposes of the three arenas 
  of the Battlelord, but they are weeks away. It is almost 
  inevitable—especially in a place as rough and lawless as 
  Gateway—that some will turn to underground ﬁ ghting 
  to get their thrills, and bet their money.
  Though they are called combat pits, they aren’t 
  always actual pits. Any space large enough for both the 
  ﬁ ghters and paying spectators will do. Often these ﬁ ghts 
  take place in the Undercity, but some have been staged 
  in abandoned warehouses, private homes and even in 
  the open, although care is taken to shield the spectators 
  from the glow. Although they are technically illegal, the 
  widely-held belief is that the spectacle serves a similar 
  purpose to those held in the arenas, and while the mili-
  tia will shut down a ﬁ ght if it gets too rowdy or out of 
  control, they generally turn a blind eye to them. With 
  success also comes fame, and many skilled pit Fighters 
  have a fearsome reputation.
  A ﬁ ghter can do very well in the pits, they are paid 
  a purse for every bout they win which can range from 
  a couple of hundred, to several thousand cogs. On top 
  of this, the best ﬁ ghters often attract sponsors who pay 
  for their day-to-day expenses including medical bills, and 
  provide them with the best weapons and armor. Those 
  who have yet to attract a sponsor often have to use their 
  skills as bodyguards, or less savory jobs. Many make ends 
  meet as leg breakers or enforcers for patrons and outﬁ t-
  ters (see page 11).
  Many prosper from the combat pits, but the true mas-
  termind behind the ﬁ ghts is Gar Sharpetongue. He has 
  ﬂ air for organizing and publicizing the events, and can 
  also spot a ﬁ ghter’s true potential, and often introduces 
  would-be sponsors to up and coming ﬁ ghters. Many 
  rumors persist about Sharpetongue; some say he was a 
  champion of the Arena who turned his back on the fame 
  when a jealous rival killed his lover. Others believe he 
  spent his youth as a pirate in the Shattered City before 
  age brought with it an understanding that his life would 
  end either in the hangman’s noose, or on the end of a 
  sword, and a desire to pursue something slightly less 
  NEW BACKGROUND EDGE
  NEW BACKGROUND EDGE
  GATEWAY BORN
  GATEWAY BORN
  Requirements: Novice, Born in Gateway
  You were one of the few who were born and raised 
  in Gateway, and as a permanent resident you have 
  seen many people come, go, and come back again. 
  In this cosmopolitan, ever-changing environment 
  you have learnt how to continue friendships with-
  out any awkwardness, regardless of how long has 
  passed since you last saw them. Furthermore, 
  something in your manner makes it easy for these 
  long lost comrades to pick up the threads of your 
  relationship.
  This edge operates much like the Connection Edge 
  (see Savage Worlds), however it can only be used 
  once per Rank per session, and is not tied into a 
  single organization. One session it may be used to 
  smooth things over with an irate merchant, and the 
  next session it might be used to procure some in-
  formation and material from a sometime pirate who 
  occasionally visits Gateway. If your character wants 
  more focused links with a single organization, then 
  take the Connections Edge instead.
  SUNDERED SKIES: ISLAND GUIDE: #01
  SUNDERED SKIES: ISLAND GUIDE: #01
  2
  
  illegal. All that is really known about the man is that he 
  is rich, eccentric, passionate, extremely private and well 
  connected. His private home is a veritable fortress on the 
  edge of Gateway. The truth about Gar Sharpetongue can 
  be learned on page 10.
  GANGS
  GANGS
  Gangs are rife on the streets of Gateway; whether 
  they are groups of disaffected youths rebelling against 
  the status quo, or groups of would-be scavengers who 
  lack the resources, skill, or courage to venture out into 
  the Shattered City and instead have elected to prey upon 
  their fellow islanders. These gangs are usually fairly small 
  never numbering more than 20, and have adopted exotic 
  intimidating names to identify themselves. These gangs 
  are extremely territorial, and are occasionally, but not 
  always, divided along racial lines. Gang warfare is one 
  of the most common silent wars raging in Gateway, as 
  the gangs struggle against one another to either defend, 
  or expand their territory and hold on to their various 
  business interests.
  Although most of these gangs are extremely preda-
  tory, there are several who are altruistic to those who 
  reside, or do business, within their territory. This comes 
  at a price however, be it in the form of protection money, 
  the use of premises or resources, or just turning a blind 
  eye to the gang’s activities. Finally, the most successful 
  gangs in Gateway have a ﬂ air for the dramatic. Whether 
  this manifests itself as a particularly distinctive appear-
  ance the gang favors, or as a distinctive ﬁ ghting style or 
  weapon, it varies from gang-to-gang. Listed below are a 
  few of the gangs currently in Gateway.
  The Chosen: Not a gang of drakin, but a gang that 
  claims to be led by a dragon, although whether this is 
  true or not is unknown. The Chosen are currently locked 
  in a vicious turf war with the Savages. Their weapon of 
  choice is a bone cestus, with which they are adept at 
  disarming foes (Str+d4, degradable, +2 to attempts to 
  disarm).
  The Ferals: A gang of thugs, who operate in the Port 
  area. Gang members sport facial tattoos, which give 
  them a bestial appearance. Their leader claims to be a 
  non-wildling Untamed, though whether his claim is true 
  is yet to be discovered.
  The Glowmad: A truly vicious gang who are battling 
  the Godless for territory around God’s Parade. Their 
  dress apes the appearance of the glowmad, and they 
  ﬁ ght with a wild abandon.
  The Godless: This gang has claimed the area around 
  God’s Parade. They prey particularly upon the temples, 
  usually resorting to petty vandalism, but sometimes 
  going as far as assaulting priests or worshippers. A signiﬁ -
  cant portion of their number has the Arcane Resistance 
  Edge.
  The Savage: An orcish gang who have carved out terri-
  tory, as well as a nasty reputation in the Undercity. Their 
  favored weapon is the stamp hammer, though few have 
  the strength to wield it effectively.
  THE LENDERS
  THE LENDERS
  The Shattered City tends to chew up and spit out 
  those who enter it unprepared, so it is only natural 
  that there are those who turn a healthy proﬁ t providing 
  weapons, armor, and equipment to would-be scavengers, 
  often with a staggering rate of interest. Not everyone can 
  make use of this service; they must show some potential 
  and provide proof of someone who will cover their debt 
  should they perish. This can be another scavenger, or a 
  family member, the lender doesn’t care as long as the 
  debt is covered. Lenders generally fall into two separate 
  categories: outﬁ tters and patrons.
  Outﬁ tters provide the best gear they can and are not 
  interested in what the recipient does with it, so long as 
  the debt is cleared. Patrons, on the other hand, are very 
  interested in the salvage their generosity has allowed 
  the recipient to recover, and are extremely keen to pick 
  over any loot, so they can claim their share. Patrons may 
  initially appear friendlier than hard-nosed outﬁ tters, 
  but they are both equally dangerous should their debt 
  remain unpaid at the end of the agreed time.
  GATEWAY: PIRATE HAVEN
  GATEWAY: PIRATE HAVEN
  It is an open secret that Gateway is the port of prefer-
  ence for many of the pirates operating in the Sundered 
  Skies. The amount of activity within the port as Scaven-
  gers are coming and going alongside the normal trafﬁ c 
  of ships ferrying produce and supplies from elsewhere in 
  the Skies allow, pirate captains to come ashore unnoticed 
  and un-remarked upon.
  HEROES AND COMBAT PITS
  HEROES AND COMBAT PITS
  Mercenary heroes can enter themselves into the 
  combat pits in an attempt to earn some cogs or get 
  themselves closer to Sharpetongue as part of an in-
  vestigation into his activities. Fights are run exactly 
  as those detailed in Sundered Skies on page 130, but 
  the participants will ﬁ ght until one can no longer 
  stand, or even death. Furthermore the victor wins a 
  purse equal to 200 cogs multiplied by the number 
  of successful bouts he has fought. This means the 
  ﬁ rst bought is more of an audition, than an actual 
  ﬁ ght proper, with the winner going unpaid unless 
  his actions elicit coin from spectators.
  Obviously, the ﬁ ghting pits are a dangerous place, 
  and an up-and-coming ﬁ ghter must be wary of jeal-
  ous rivals, or their sponsors both inside and out of 
  the actual bout. Cheating is common place, and a 
  ﬁ ghter hasn’t really made it until he has survived at 
  least one assassination attempt.
  GATEWAY
  GATEWAY
  3
  
  Of course, the authorities know this, but as long as 
  visitors do not openly ﬂ aunt their status the militia will 
  turn a blind eye to their presence. Pirates bring good—if 
  illicit—salvage into the coffers of Gateway’s merchants, 
  and have also on occasion, provided serious martial 
  expertise when the island is threatened by something 
  from the void.
  The pirate captains, for their part, beneﬁ t from a 
  place where they, and their crew, can come ashore to 
  rest, recuperate, and carouse after a long voyage, reason-
  ably sure they will not come to the attention of those 
  who wish them harm. They also have a place where they 
  can meet and deal with their fellow captains, for there is 
  an unspoken code that no pirate will draw steel against 
  another on the streets of Gateway. If the differences must 
  be settled with violence, then the ﬁ ght is taken out into 
  the Shattered City.
  Obviously, pirates are by deﬁ nition a lawless breed, 
  and not all of them respect Gateway’s status of a place 
  where “you do no harm”. Enough do however, that 
  should a pirate captain ﬁ nd himself pursued by bounty 
  hunters (or player heroes) through the streets of Gate-
  way, he could turn to the militia for aid, although they 
  will be more intent of separating the combatants than 
  slaying the pirates attackers.
  THE REIGN OF MERKAS GLADWING 
  THE REIGN OF MERKAS GLADWING 
  AND BEYOND
  AND BEYOND
  At the outset of the Plot Point in Sundered Skies, the 
  corrupt politician is both the Trade Council representa-
  tive, merchant, and the de-facto crime lord of Gateway—a 
  position from which the heroes may topple him. Glad-
  wing has his ﬁ ngers in a lot of pies and is able to skim 
  a bit of proﬁ t off everyone else’s criminal endeavors as 
  well as his own. He has the political power and physical 
  muscle to inﬂ uence—if not downright decide—many of 
  the occurrences in Gateway.
  His demise leaves a power vacuum, which after a short 
  period of instability and violence is ﬁ lled by one of his 
  surviving lieutenants, Kym “Crowbar” Kragg. Crowbar is a 
  thug with just enough intelligence to grasp the full extent 
  of Gladwing’s operations, but has none of the political 
  savvy to hold on to them the same way his old boss did. 
  Crowbar relies on intimidation and violence to maintain 
  his “empire”, and in doing so becomes much less of a 
  threat than Gladwing was—Crowbar is just another pirate, 
  and can be dealt with as any of them are.
  THE MILITIA
  THE MILITIA
  The militia of Gateway face threats, which dwarf those 
  faced by militia of the other isles. Not only must they 
  guard against outbreaks of glowmadness, and occasional 
  attacks by Voiders or necromancers, they must also deal 
  with a generally lawless population., Add also that that 
  Gateway is on the edge of the most dangerous place 
  in the Skies ﬁ lled with monsters, pirates and threats 
  unknown. This constant source of danger has forged 
  the Gateway militia into a ﬁ ghting force, extremely loyal 
  to one another. Their history is peppered with tales of 
  personal sacriﬁ ce and heroism, through which militia 
  have overcome fearsome foes who could have expected 
  to sweep them aside like chaff. 
  However, this comradeship has its downside—if some-
  one wrongs a member of a militia, they have wronged 
  all the militia. In many ways they are very similar to 
  one of the gangs of Gateway—albeit, a well trained and 
  equipped one. With the wrong leadership, the Gateway 
  militia could become an extremely predatory organiza-
  tion able to extort protection money from the citizens 
  they serve, but luckily the current leader, Commander 
  NEW HINDRANCE
  NEW HINDRANCE
  BEHOLDEN (MINOR)
  BEHOLDEN (MINOR)
  Your character has been outﬁ tted by one of the 
  many patrons or outﬁ tters who haunt the streets of 
  Gateway. You have a further 500 cogs to spend on 
  gear at Character Generation, but this leaves you 
  in debt to whoever provided you with the gear. An 
  outﬁ tter expects to be paid back within the year, 
  but charges an exorbitant amount of interest—you 
  will be debt free once you have repaid over 5000 
  cogs. A patron works differently, demanding the li-
  on’s share of any salvage you bring back from your 
  adventures. Similar to the outﬁ tter, the patron will 
  consider the debt cleared once he has claimed sal-
  vage with a base worth of 5000 cogs.
  If the debt is not cleared within the allotted year—
  or you leave his base island without gaining his per-
  mission ﬁ rst—then things become a lot less pleas-
  ant. Even the most urbane and pleasant seeming 
  patron can call upon the most brutal of thugs. A 
  hero who has fallen out of favor with those he is 
  beholden too must learn to keep a very low pro-
  ﬁ le. This hindrance can be taken more than once 
  increasing both the starting initial sum lent and the 
  debt to be repaid.
  NEW PROFESSIONAL EDGE
  NEW PROFESSIONAL EDGE
  GATEWAY MILITIA TRAINED
  GATEWAY MILITIA TRAINED
  Requirements: Novice, Smarts d6+, Strength d6+
  You have served in the elite Gateway Militia, and 
  have been trained in their particular ﬁ ghting tech-
  niques. Any ally adjacent to you enjoys the beneﬁ ts 
  of any medium or large shield you carry and also 
  suffers 1 less gang up bonus than normal.
  SUNDERED SKIES: ISLAND GUIDE: #01
  SUNDERED SKIES: ISLAND GUIDE: #01
  4
  
  Marcius Valerus, the current leader cracks down hard on 
  any militia member who oversteps their bounds. It must 
  be said though, that he encourages the gang-like loyalty 
  of his men.
  THE BROKEN
  THE BROKEN
  Gateway attracts people intent on making their for-
  tune in the Shattered City. Unfortunately not all of them 
  are cut out for the life of a scavenger. Some make it back 
  to Gateway sporting the hideous wounds their foray into 
  the ruins have left them with. Very few of these unlucky 
  souls have the means to leave Gateway again, so there 
  they stay, eking an existence as a beggar, and serving as 
  a very real reminder of the fate awaiting most who enter 
  the Shattered City—The Broken.
  These unfortunates have formed their own society, 
  with its own rules, hierarchy and even a king of sorts. 
  The life of a broken is a hard one, and to survive it they 
  must become harder still, but amongst their own they 
  can be surprisingly gentle. One example of this is the 
  habit of rescuing newly broken scavengers before they 
  starve to death, become glowmad or die of exposure on 
  the streets of Gateway. These “lucky” ones are taught 
  by other broken how to make their way on the mean 
  streets of Gateway, who will part with some cogs, who 
  won’t and which businesses can be tapped for food at 
  the end of a busy day cycle. They are also taught how 
  to compensate for their disabilities. Wildlings are par-
  ticularly welcome amongst the broken, which ﬁ nd their 
  grotesque appearance pleasing. More than one wildling 
  has found himself treated like a living mascot by a small 
  band of broken. This has even happened to wildlings 
  who have not joined their ranks.
   Despite their often scarred, damaged or downright 
  pathetic appearance, and their abject poverty, The 
  Broken wield a lot of power in Gateway. Little occurs on 
  the island, which is not observed, or eventually comes 
  to the notice of one of the Broken. This information is 
  passed between the beggars until it eventually reaches 
  the ears of Beggar King Zigzag (see page 10), he uses 
  this information to extort, blackmail, and manipulate 
  the situation as he sees ﬁ t. It is only a matter of time 
  before the simmering hostilities between The Broken 
  and Merkas Gladwing erupts into open warfare.
  CLOAKFIGHTING
  CLOAKFIGHTING
  Cloakﬁ ghting is a new martial art originally devised 
  and mastered by a particularly martial sect of Song-
  priests. The practitioner combines his attacks with 
  chaotic, unpredictable movements, similar to a swoop-
  ing, acrobatic dance. In addition to this the practitioner 
  wears a special weapon known as a cloakblade—a cloak 
  with weighted razor-sharp blades ﬁ tted to its hem. As the 
  wearer swoops and spins the hem ﬂ ares out and attacks 
  foes from unpredictable angles.
  Cloakﬁ ghting has fallen into disuse in other parts of the 
  Skies, as it became unfashionable and practitioners died, 
  but in Gateway it is still taught and used by scavengers who 
  enjoy the uniqueness of the ﬁ ghting style and claim that 
  the cloak also shields them from glowmadness—although 
  there is no actual proof of the truth of this.
  THE SILENT WARS OF GATEWAY
  THE SILENT WARS OF GATEWAY
  Whereas the so-called Silent Wars rage throughout 
  the Sundered Skies, the lawless nature and transient 
  population of Gateway make them particularly rife on 
  the island. Listed below are a few of these conﬂ icts. Bear 
  in mind that this list is not meant to be exhaustive and is 
  meant to stir the Game Masters creative juices.
  THE ALES WARS
  THE ALES WARS
  With the opening of two new drinking holes on Gate-
  way—Patchwork Hall, and The Scavenger’s Rest—the 
  Ale Wars are about explode onto the streets of Gateway. 
  Initially this will be little more than shouted arguments 
  in the streets, and a very welcome (for drinkers) price 
  war, but soon escalates into violence.
  Others in Gateway , such as Merkas Gladwing, elven 
  agents, or the Broken, could use this to strike against 
  their enemies and blame the chaos and death on col-
  lateral damage from the new ale war. Depending on 
  the desires, goals and personalities of the heroes they 
  may view this outbreak of violence as an opportunity for 
  employment, or something they must quickly bring to an 
  end before anyone else gets hurt.
  The elven brother’s Jeche and Jerle of the Windblown 
  Flotsam will show no interest in entering into the ale 
  wars, and after a couple of disastrous experiences, the 
  Drakespear and Grak families will soon learn to leave 
  them alone. The elven brothers have both the coin and 
  the contacts to make life very difﬁ cult for anyone who 
  crosses them.
  NEW PROFESSIONAL EDGE
  NEW PROFESSIONAL EDGE
  BROKEN
  BROKEN
  Requirements: Novice, a physical disability, such as 
  Blind, One Arm, One Eye, or One Leg, Spirit d8+
  . Your hero, after suffering tragedy, was taken in by 
  the Broken and taught how to survive on the streets 
  of Gateway. Not only does he enjoy a +2 bonus on 
  his Streetwise rolls in Gateway, but he can also ignore 
  1 point of penalty inﬂ icted by his physical disability. 
  Unfortunately this does not include the Ugly Hindrance, 
  because a broken cannot control how others view and 
  treat him.
  GATEWAY
  GATEWAY
  5
  
  HOLY WARS
  HOLY WARS
  Two religious conﬂ icts rage in the streets of Gate-
  way—one known, and one unknown.
  If any religion can call The Shattered City home, it 
  is the followers of the Rotting One. Their necromantic 
  death barges prowl the ruins “harvesting” the dead they 
  ﬁ nd (or create) to replace or bolster their rotting crew. 
  It is only natural that they would also react to a civilized 
  island right on their doorstep by trying to totally destroy-
  ing it. The Bright Cabal has agents, and priests hidden 
  amongst the ever-changing masses of Gateway. There is 
  even more than one temple dedicated to The Rotting 
  One either hidden behind seemingly mundane facades, 
  or hidden deep in the bowels of the Undercity.
  Often these cells of cultists are unaware of on 
  another, but whether this is by design or disorganiza-
  tion is unknown. Each of these groups is attempting to 
  disrupt, and destroy life on Gateway to some extent or 
  another. The Bright Cabal’s secrecy is both a blessing 
  and curse, each of these cells is individually fairly weak, 
  and easily defeated, but toppling one does not lead to 
  others. The worst fear that those in charge of protecting 
  Gateway have is that if these various groups should come 
  together and start working in unison, then Gateway, if 
  not the Skies, would be in serious danger.
  A more pernicious, and virtually unknown threat to 
  Gateway is the Church of The Splintered Soul operat-
  ing out of the grandly named House of Souls. For more 
  information on the threat posed by this cult, see the 
  Sundered Skies Companion (page 49).
  Not content with an aggressive, and popular recruit-
  ment drive, Grodan Barker—the de-facto leader of the 
  Uniﬁ ers on Gateway has decided to directly sabotage 
  the temples on God’s Parade. Working through patsies 
  he has recruited The Godless (see page 3) to commit 
  petty acts of vandalism and grafﬁ ti, which disrupt temple 
  services and functions. Once word of his actions reaches 
  Uniﬁ cation Hall on Shadowhaven, they will be driven to 
  dealing harshly with him before his actions reveal the 
  true agenda of the Church.
  THE WAR OF SHADOWS
  THE WAR OF SHADOWS
  In the Sundered Skies, darkness and shadows are 
  viewed as something to embrace rather to be feared. 
  Darkness gives blessed relief from the mutating effects 
  of the voidglow, snatching people back from the brink 
  of catastrophic madness. However, in the shadows of 
  Gateway another threat lurks.
  The Broken, under the command of their beggar 
  king, have long been an irritation to Merkas Gladwing’s 
  operations, but his intelligence, reputation, and sheer 
  muscle have always kept them in check. However, with 
  his death, or detainment, a much less able crime lord 
  takes over his operations (see page 4), and the Broken 
  see their chance to seize control.  The struggle is brutal 
  and messy, and often spills over into the light where 
  normal islanders live. The militia, still reeling from the 
  loss of their monthly income from Gladwing (Crowbar 
  has unwisely decided to stop this drain on his coffers) 
  lack both the coherent leadership and the will to stop 
  the vicious battles, and someone—the heroes—must 
  step up, and take responsibility where no one else will.
  NEW GEAR
  NEW GEAR
  Type 
  Dmg 
  Weight Cost Rarity 
  Notes
  Cloakblade Str+d4 3 
  200 VR 
  Ignores Shield
   
   
   
   
   
  Parry bonus.
  NEW PROFESSIONAL EDGE
  NEW PROFESSIONAL EDGE
  CLOAKFIGHTER
  CLOAKFIGHTER
  Requirements: Novice, Acrobat, Fighting d8+
  Your hero has been trained at the Gateway Dancing 
  School, and is particularly adept at using a cloakblade. 
  This Edge can be chosen once per advancement. Each 
  time he picks the Edge he may pick one of the options 
  listed below. No option can be picked more than once. 
  Furthermore, the hero has completely bought into the 
  belief that a cloakblade protects him from Glowmadness 
  and gains a +1 bonus on rolls to resist it.
  • 
  Agile: The hero can substitute his Agility for Strength 
  when rolling damage.
  • 
  Controlled: The hero is extremely skilled at making 
  pinpoint strikes with his cloakblade and gains a +1 
  bonus on Called Shots.
  • 
  Confusing: The movements of the hero are 
  extremely confusing to his foes, and he suffers 1 less 
  point of gang-up bonus as a result.
  • 
  Flurry: When facing a foe alone, the hero is able to 
  make full use of the maneuverability of the cloak-
  blade, attacking from many different angles at once. 
  The hero gains a +1 gang-up bonus to his attacks 
  even though he ﬁ ghts alone—unfortunately ﬁ ghting 
  alongside a comrade curtails his freedom with the 
  weapon and he loses the bonus.
  • 
  Frenzied Dance: Your cloak swishes and swirls as 
  you dance and ﬁ ght. Anyone—friend or foe—adja-
  cent to you who rolls a one on a Fighting die 
  (regardless of their Wild Die) has been caught by a 
  blade and suffers Str+d4 damage.
  • 
  Vicious: The hero is particularly adept at inﬂ icting 
  savage, debilitating wounds upon his foes. If the 
  hero scores a Raise on his Fighting Skill he rolls a d8 
  for bonus damage instead of a d6.
  SUNDERED SKIES: ISLAND GUIDE: #01
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  6
  
  NEW PLACES OF NOTE IN 
  NEW PLACES OF NOTE IN 
  GATEWAY
  GATEWAY
  Listed below are a number of new establishments, 
  hideouts, and places, which might interest heroes 
  when visiting Gateway. The information provided here 
  is intended to augment and compliment the entries 
  found both in Sundered Skies and the Sundered Skies 
  Companion.
  ASTRONOMER’S POINT
  ASTRONOMER’S POINT
  The Son’s of Spire are fascinated—even obsessed—
  with the whys, and wherefores of how rocks and islands 
  orbit and move through the void. Gateway offers them 
  the perfect place to study the chaotic orbits of the Shat-
  tered City from a place of relative safety.
  The Astronomer’s, using the strange magic of 
  voidomancy (see page 21 in the Sundered Skies Com-
  panion), dragged one of the larger islets into Gateway’s 
  capture ﬁ eld and stabilized it. Then, a series of observa-
  tion points, some equipped with powerful telescopes 
  were constructed facing out into the Shattered City, as 
  well as the buildings needed to house an ever changing 
  number scholars who use the islet to study the Shattered 
  City. Over the years, barracks, libraries and other ameni-
  ties have been added, until The Point became almost a 
  city within a city.
  Not every Son of Spire in Gateway is found on Astron-
  omer’s Point, some are far too eccentric, or obsessed with 
  their own projects to bother with the semi-structured 
  life on the islet, but enough are there for the Gateway 
  islanders to have dubbed the point New Spire, a name 
  the astronomers positively loathe.
  THE BROKEN PALACE
  THE BROKEN PALACE
  Deep below the streets of Gateway are the ruins of 
  what must have been before the Sundering, the lower 
  levels of an opulent palace. Considering the way the 
  Broken are viewed and treated in Gateway, this is prob-
  ably the most ironic of places where Zigzag could rule 
  his people from.
  Dark, twisting, labyrinthine tunnels, many of which 
  lead to dead ends, surround the Broken Palace. This 
  is purposely designed to confuse those who approach 
  the seat of Zigzag’s power. The surface entrances to this 
  maze are guarded by seemingly innocuous, pathetic 
  beggars, who have been trained to overcome their dis-
  abilities, and are formidable warriors. These guards also 
  serve as guides to those who convincingly plead a case 
  of seeing the Beggar King. These trusted Broken need 
  no light for their journey, having memorized the routes 
  to the palace, and as such only blindfold dwarves, trust-
  ing the darkness and the confusing route, to protect the 
  Broken Palace.
     The Palace itself is large, well lit and sumptuous—
  furnished by the salvage and contraband stolen from the 
  streets above. Here the broken favored by Zigzag live 
  a life in direct juxtaposition to the life they live above. 
  Their comfort, and well being is their king’s number 
  one priority. There is a fully stocked surgery that sees to 
  his people’s ailments, several broken priests of almost 
  every god who lead the beggars in prayer, as well as 
  well-stocked kitchens and drinking halls. He even keeps 
  a bevy of non-broken whores on his payroll within the 
  palace who see to his subjects more intimate needs.
  Zigzag’s generosity has created an army of well-fed, 
  well-trained, resourceful warriors who are intensely loyal 
  to him, and would obey his every command. 
  THE DANCING SCHOOL
  THE DANCING SCHOOL
  The Dancing School of Ilie, The Dervish, an elven 
  Songpriest is found in one of the alleys leading from 
  God’s Parade. Ostensibly it exists to improve the dancing 
  skills of its clients for both pleasure and worship. Ilie is 
  an amusing and light hearted man, which helps him be 
  a good teacher, and is able to take even the most clumsy 
  and ungainly of people into those who are not ashamed 
  of their skills in Gateway’s Choirhalls.
   Once these lessons have ﬁ nished, Ilie teaches more 
  martial skills—those of the Cloakﬁ ghter. The pleasant, 
  almost effeminate persona falls away revealing a stern, 
  almost cruel taskmaster beneath, who drills and trains 
  his students without mercy. His services are not cheap, 
  300 cogs per technique learned, but Ilie only trains one 
  student at a time, refusing to take another until he is 
  ﬁ nished with the last. Often, he will use prospective stu-
  dents as unpaid sparring partners for his current client. 
  They may not realize it, but often this is an “audition” to 
  determine whether or not they are suited to his teaching 
  techniques.
  As may be guessed from the elf’s unusual name, Ilie 
  has turned his back on his elven heritage, and no longer 
  mingles with his kin. Ilie was once a high-ranking Leaf-
  priest of the Wild, but renounced his faith turning instead 
  to Festival. The Willow Queen has taken his defection 
  very badly and has set a high bounty upon his head. 
  Should either Shepherds, or the Oakthorn discover Ilie, 
  his life will be in serious danger. Luckily his students are 
  extremely loyal to their Dancing master, and will ﬂ ock to 
  his defense. 
  DRAKE STABLE 
  DRAKE STABLE 
  Drake Stable is an enterprise, which could only 
  ﬂ ourish at Gateway. Many years ago, a lucky scavenger, 
  Jo Norrish, happened upon a large clutch of strangely 
  shaped drake eggs in her explorations of the Shattered 
  City. Through experimentation, and hard work she was 
  able to hatch a couple of these eggs and discovered the 
  creatures within were stunted, dwarf drakes.
  Luckily for her, these creatures imprinted upon her 
  GATEWAY
  GATEWAY
  7
  
  at birth, and believe her to be their mother. Full grown, 
  albeit much smaller than the average drake of the Shat-
  tered City,  they proved to be animals large enough to 
  bear her weight—. Using examples of little-known con-
  traptions she had discovered as salvage, Jo was able to 
  construct large ornate saddles and riding tackle for her 
  new “children” and started riding them on her excursions 
  into the ruins. It didn’t take long for her eccentricities 
  to be noticed by others, and soon she found her riding 
  drakes in demand by Scavengers who wished something 
  a lot more maneuverable than an island hopper to nego-
  tiate the ruins of the Shattered City. 
  Using her original drakes, Norrish has been able to 
  breed a reasonably sized herd of Riding Drakes, and 
  they prove to be (just) docile enough to accept a rider, 
  though once they have accepted a single rider, it takes 
  many months of work to break them and get them to 
  take another. 
  Drake Stables is a small islet, which orbits Gateway. 
  Norrish is able to use the islet to both train her drakes, 
  and teach the necessary riding skills to her clients. The 
  cost of a riding drake is 1000 cogs, but this includes the 
  tack and saddle. For another 1000 cogs, bronze barding 
  can be purchased which has a +3 armor rating. Norrish 
  can also provide lances (Str+d8, Weight 10, AP 2 when 
  charging, Reach 2) for another 450 cogs.
  Obviously riding a drake is not without its dangers, 
  falling from the saddle can be extremely hazardous for 
  instance. Fortunately it is possible to tether yourself to 
  the ornate saddle using a length of rope, and the drakes 
  are trained to hover in place while the rider hauls himself 
  back onto its back. Riding is not a skill, which has seen a 
  lot of use in the Sundered Skies in the past, and it should 
  remembered that the rider uses the lower of his Riding 
  or Fighting skills in combat when in the saddle. On the 
  other hand, riding drakes offer a maneuverability, and a 
  range of options not provided by an island hopper, or 
  even a cloud skiff.
  THE GAOL
  THE GAOL
  The Gaol, an underground structure on the fringes 
  of the Undercity, serves as a place to imprison the most 
  dangerous folk of Gateway. Some of these are criminals 
  who are awaiting transport to Shadowhaven for trial in 
  the Arena. Others are serving small sentences for misde-
  meanors, and there are a few who have been imprisoned 
  here by Merkas Gladwing for “bad business practices.” 
  However, the majority has been forcibly incarcerated 
  here to recover from the ﬁ rst stages of Glowmadness.
   These poor unfortunate souls are picked up by the 
  militia, reacting to reports of someone showing the ﬁ rst 
  signs of Glowmadness. The suspect is escorted to the 
  Gaol, and locked into a cell. They are fed and cared 
  for, but are only released two entire sleep cycles after 
  they no longer show signs of Glowmadness. There is a 
  steady stream of people entering and leaving the “glow 
  cells”—the majority of them scavengers returning from 
  the Shattered City who have suffered a little too much 
  exposure.
  As intimated above, Merkas Gladwing has invested 
  heavily in the guards of the Gaol, and enough are on 
  his payroll to allow him to use the complex as his own 
  personal jail. He arranges for those he is interested in 
  to have their names placed upon the daily lists of those 
  destined for the glow cells. Then, when they arrive 
  at the gaol, they are sent to much deeper, and darker 
  cells where Gladwings’s men wait to inﬂ ict a warning, a 
  beating, or a fate more painful and permanent. Marcius 
  Valerus is aware of the corruption of his men, but is in 
  Gladwing’s pocket himself so cannot do anything about 
  it, no matter how much he wishes he could.
  HONEST HAYRI’S DIRT CHEAP 
  HONEST HAYRI’S DIRT CHEAP 
  EMPORIUM
  EMPORIUM
  Not everyone returns from the Shattered City with a 
  successful haul of salvage—indeed many do not return 
  at all. Many limp back to Gateway with tales of dangerous 
  trap-ﬁ lled ruins, terrible monsters, lost comrades and a 
  small bag of dirt taken from the site of their near catas-
  trophe. It was almost inevitable an entrepreneur would 
  ﬁ nd a way to proﬁ t from this common situation.
  Honest Hayri, a sly looking glowborn purchases these 
  bags of dirt from failed scavengers, makes a few notes as 
  to their claims and sells them on to those who prefer to 
  have a destination of sorts, rather than just heading out 
  into the City on a blind quest for fortune and salvage. 
  These bags of dirt are attuned to a Waysphere Hayri 
  carries on his person (to check that they do come from 
  somewhere out in the Shattered City) and are sold for 
  a uniform price of 100 cogs. A card detailing everything 
  the original owner remembers about the location the 
  dirt was taken from accompanies each bag. As part of the 
  purchasing process, the buyer signs a document absolv-
  ing Hayri from any responsibility on what may be found 
  at the dirt’s destination.
  An operation like this is rife with opportunities to rip 
  off customers, but despite this Hayri prides himself on 
  running a business, which is as honest as he can make 
  it. He ﬁ rmly believes that once the dirt is purchased he 
  has no claim on any riches it may lead too, and has even 
  gone so far as turning down several considerable ﬁ nders-
  fees offered to him by scavengers who found riches after 
  purchasing one of his bags. This honesty only serves to 
  bolster his reputation amongst the Scavenger commu-
  nity.
  THE HOUSE OF SOULS
  THE HOUSE OF SOULS
  The House of Souls is the rather grandiose name The 
  Church of The Splintered Soul have given to a formerly 
  disused warehouse they have converted into a temple. 
  The house looms over the other temples on God’s Parade 
  SUNDERED SKIES: ISLAND GUIDE: #01
  SUNDERED SKIES: ISLAND GUIDE: #01
  8
  
  as if it is trying to intimidate them by its mere presence.
  The Uniﬁ ers, as they are commonly known, are rela-
  tively recent arrivals in Gateway, but the scavengers of 
  Gateway, who welcome the protection from Glowmad-
  ness joining the Church seems to impart, welcome their 
  message. As  such  The Uniﬁ ers are even more popular 
  on Gateway than they are in Shadowhaven, where the 
  movement started.
  The large ﬂ oor space of the House allows the Church 
  to sponsor many different events, including charity 
  drives for the unfortunate souls of Gateway, and debates 
  with the priests of the other temples in front of an audi-
  ence. The Broken accept the charity, but most refuse to 
  commit to joining the Church—their loyalty is solely for 
  their Beggar King. The other temples, however, generally 
  come off worse in the debates, and have started looking 
  for excuses to avoid them. Quietly, the Uniﬁ ers are crow-
  ing about their victories and pointing to the excuses as a 
  sure sign of the legitimacy of their claims.
  The Church of the Splintered Soul is truthfully a 
  demon-spawned cult whose growing popularity is slowly 
  starving the God’s of the Sundered Skies of the nourish-
  ment of worship. More information on this insidious 
  threat can be found in the Sundered Skies Companion 
  on page 49. Speciﬁ c details of their operations on Gate-
  way are detailed in the Silent Wars section on page 5 of 
  this document.
  PATCHWORK HALL
  PATCHWORK HALL
  Patchwork Hall is the epitome of buildings in Gate-
  way. It has been carefully constructed as several different 
  buildings, each with wildly differing architectural styles. 
  To further accentuate this unusual gestalt building, each 
  separate piece has been painted a separate gaudy color. 
  Patchwork Hall is fast becoming Gateway’s most recog-
  nizable, and popular tavern.
  Gevin Drakespear is the marketing genius behind 
  the construction of the Hall, but he is a worried man. 
  Drakespear knows that novelty and spectacle only lasts 
  so long before it starts to pale, and become mundane. 
  He knows that it is only a matter of time before he starts 
  to lose customers to either the Windblown Flotsam or 
  the newly opened orcish establishment, The Scavenger’s 
  Rest. With this in mind, Drakespear has decided to shut 
  his competitors down.
  Wisely, he has decided to open hostilities upon the 
  orcs ﬁ rst, they are not as established, nor do they have 
  the resources of the elven brothers at the Flotsam. Ini-
  tially he pays thugs to start ﬁ ghts in the bar, or commit 
  petty acts of vandalism, as well as attempting to discover 
  their source of liquor, and ale in order to disrupt or end 
  the ﬂ ow. Soon however, he will be either encouraged 
  by success, or frustrated by failure, and escalate to acts 
  of wanton destruction, including attempted assassina-
  tions, arson and piracy. Other disparate groups may use 
  this unrest as an excuse to launch their own attacks on 
  enemies, real and imagined. Drakespear’s actions may 
  start a maelstrom of violence, which cannot be stopped.
  SCAVENGER’S REST
  SCAVENGER’S REST
  Patchwork Hall is gaudy spectacle, and the Windblown 
  Flotsam offers its clientele urbane comfort and sophis-
  tication. The Scavenger’s Rest, just tries to be friendly. 
  Shaena and Dev Lund are a pair of surprisingly urbane 
  orcs who subvert the stereotype of their race. Distant 
  cousins of the Grag clan who are so active in other Ale 
  Wars throughout the Skies, the Lund’s—who are actu-
  ally brother and sister—just want to make a legitimate 
  proﬁ t.
  Not only does the Rest offer a warm ﬁ re, and decently 
  priced booze and food, the orcs also offer to purchase 
  salvage from their patrons, and even offer a limited 
  stock of equipment, and supplies scavengers often need. 
  Understandably, this has made the Rest a popular water-
  ing hole for the more adventurous folk of Gateway—and 
  those who wish to stare and gossip about them.
  It has also made the Lund’s a lot of enemies. Drake-
  spear has already decided to end them, as detailed above, 
  but their mercantile ambitions has also earned them the 
  ire of many of the merchants in the Market, as well as 
  Merkas Gladwing (or his replacement). The Lund’s will 
  soon be the focus of a lot of malicious attention, luck-
  ily for them they have fostered good relations with the 
  one group of people in Gateway who are equipped and 
  experienced in dealing with that sort of trouble.
  UNDERCITY
  UNDERCITY
  Beneath the streets of Gateway is another city, one 
  hidden from casual view. Whether by design or accident 
  the island of Gateway is riddled with caverns, and it is 
  only natural, given the dangers of voidglow, that some 
  would choose to live here than upon the surface. Some 
  of the residents of the Undercity, such as The Broken, 
  or the orcish gang The Savages, are detailed in this 
  document, other details are found in other publications 
  such as the Sundered Skies Companion or the scenario 
  Mindthief, which includes details on a hidden Rotting 
  One temple far below the surface of the city. 
  The Undercity should be kept vague and unmapped 
  to serve the Game Master’s needs. If you need a hidden 
  cluster of glowmad to suddenly attack the heroes then 
  they can lair in some forgotten corner of the Undercity. 
  There is almost certainly an area of the Undercity, which 
  has become home to a small group of dwarves—a mini 
  darkhome if you will. The Undercity is larger than the 
  surface of the island, and almost anything can be found 
  there, including pockets of undiscovered precious sal-
  vage.
  GATEWAY
  GATEWAY
  9
  
  SCENARIO SEEDS
  SCENARIO SEEDS
  To spice up the spectacle of the combat pits, Gar 
  Sharpﬁ nger has started smuggling glowmad in too 
  Gateway. It is only a matter of time before these terrible 
  creatures break out from their impromptu prison and 
  run amok on the isle. Of course, this is exactly what Gar 
  wants.
  Someone, or something is unifying the gangs of Gate-
  way into one cohesive force. The streets of Gateway run 
  red with blood as gang warfare breaks out all over the 
  island, but gradually the ﬁ ghting peters out and gangs 
  that were once sworn enemies are seen working together. 
  The militia ﬁ nds itself outclassed, and outnumbered 
  and martial law is declared, enforced by Trade Council 
  troops. Before the frustration and fear boils over into an 
  orgy of violence, someone must attempt to inﬁ ltrate this 
  newly formed army and bring it down from the inside.
  Agents of Uniﬁ cation Hall horribly murder Grodan 
  Barker and several other Uniﬁ ers in The House of Souls. 
  Never ones to let an opportunity for proﬁ t go past, the 
  murder’s are done in such a way to implicate the heroes, 
  who have been a thorn in the cloven hoof of the Lord’s 
  of the Abyss for far too long.
  A few people taken to the glow cells of The Gaol 
  are vanishing without trace. The ofﬁ cial story is they 
  succumbed to Glowmadness and had to be put out of 
  their raving misery. However, the truth is that the already 
  compromised Gaol has been even more corrupted. A 
  voider priest operating from deep in the Undercity is 
  using hidden tunnels to inﬁ ltrate the complex. He is 
  kidnapping folk to drag them back to his lair and submit 
  them to foul experiments.
  PEOPLE OF NOTE
  Listed below are just a few of the movers and shakers 
  who live and operate in Gateway. No stats are included, 
  but enough information is given to give the Game Master 
  a ﬁ rm grasp on their personality and abilities.
  GAR SHARPETOUNGUE
  GAR SHARPETOUNGUE
  Sharpetongue is not only a human businessman who 
  deals in the seedier, more vicious side of life; he is also 
  a voider priest who has mastered the act of appearing 
  almost sane. The effort of maintaining this facade in 
  public is extremely taxing for the mad priest, causing 
  him to take out his frustrations on the poor wretches 
  smuggled into his mansion. His home is guarded by a 
  collection of cultists and thugs who are very well paid, 
  enough to buy their total loyalty. Despite this, rumors are 
  starting to circulate through the isle about his appetites.
  MARCIUS VALERUS
  MARCIUS VALERUS
  The human commander of the Gateway militia, Vale-
  rus arrived in Gateway with dreams of making his fortune 
  as a scavenger. However a series of mishaps soon put an 
  end to his ambition, and instead found a place in the 
  Gateway militia. Through hard work and perseverance 
  he eventually rose through the ranks to lead.
  Valerus is a good man who has been forced by cir-
  cumstance to bed down with evil folk. He knows that 
  life on Gateway is precarious at best, as there are forces 
  within the Shattered City, both mundane and arcane, 
  which could destroy his city should they decide to do so. 
  This realization has driven the commander to make alli-
  ances with those he would rather arrest and imprison. 
  Not least of which is the crime lord-cum-political heavy 
  weight Merkas Gladwing. Valerus has been forced to 
  turn a blind eye to Gladwing’s wrongdoings, and even 
  supporting and on one occasion, aiding him in maintain-
  ing his position of power. In return Gladwing shares his 
  not inconsiderable knowledge of the denizens of the 
  Shattered City and directs his men to support the militia 
  in times of unrest. These dealings have made Valerus 
  literally sick, and his actions have become increasingly 
  unpredictable as the strain eats at his conscience and his 
  mind.
  ZIGZAG
  ZIGZAG
  The glowborn Beggar King of Gateway got his unusual 
  name from the horriﬁ c injuries he suffered in the Shat-
  tered City. Some say it was a stone guardian, others claim 
  it was an acid spewing trap.  Whatever it was it tore away 
  the right side of the King’s face, as well as his left arm 
  and right leg.
  Somehow, he survived, and made it back to Gateway. 
  Again, stories are conﬂ icted on how he managed this 
  depending on whom you speak with: a band of scaven-
  gers or possibly a priest who nursed him back to health 
  discovered him, while others claim he managed to bring 
  his skiff back into Gateways port before falling uncon-
  scious from his appalling injuries. Whatever the truth, 
  he was seized upon by The Broken as a totemic mascot 
  of their various afﬂ ictions, and was recruited into their 
  ranks. Not only did he survive his wounds, he proved to 
  be an intelligent, witty and charismatic man who soon 
  rose to become the very ﬁ rst leader of The Broken.
   In truth Zigzag is dead, perishing from his awful inju-
  ries long before he made it back to Gateway. However 
  his corpse was possessed and reanimated by a rare and 
  extremely ancient ghost. What this creature plans to do 
  with its newfound power is yet to be revealed, but has the 
  potential to be either extremely harmful or beneﬁ cial for 
  the islanders of both Gateway and the rest of the Skies.
  SUNDERED SKIES: ISLAND GUIDE: #01
  SUNDERED SKIES: ISLAND GUIDE: #01
  10
  10
  
  BESTIARY
  Detailed below are a number of foes and monsters 
  unique to Gateway, including gang members, the broken, 
  combat pit ﬁ ghters, and the riding drake.
  THE BROKEN
  THE BROKEN
  The Broken are the scarred and maimed beggars who 
  are extremely loyal to their beggar king Zigzag. Their 
  non-threatening appearance has lulled many into a false 
  sense of conﬁ dence, but they should not be under esti-
  mated, their hard life has made them extremely tough.
  AVERAGE BROKEN
  AVERAGE BROKEN
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Fighting d6, Intimidation d8, Knowledge (Gate-
  way) d6, Notice d8, Persuasion d6
  Pace: 6; Parry: 5; Toughness: 6
  Charisma: -4
  Hindrances: Choose one from Blind, One Arm, One 
  Eye, or, One Leg, Loyal, Outsider, Poverty, Ugly
  Edges: Broken, Danger Sense
  Gear: Daggers (Str+d4)
  Salvage: None.
   
  VETERAN BROKEN
   
  VETERAN BROKEN
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Knowledge (Gate-
  way) d10, Notice d8, Persuasion d8, Taunt d8
  Pace: 6; Parry: 7; Toughness: 6
  Charisma: -4
  Hindrances: Choose one from Blind, One Arm, One 
  Eye, or, One Leg, Loyal, Outsider, Ugly
  Edges: Acrobat, Broken, Command, Common Bond, 
  Nerves of Steel, Strong Willed
  Gear: Daggers (Str+d4)
  Salvage: Junk.
  Special Abilities:
  * Wretched: Broken can make a Smarts trick to 
  convince their attackers they are pathetic wretches. If 
  they get a raise on this roll, their next attack gains +4 
  to hit and damage.
  COMBAT PIT FIGHTER
  COMBAT PIT FIGHTER
  Skilled ﬁ ghters who compete in Gateway’s ﬁ ghting 
  pits. A pit ﬁ ghter excels in not only putting down his 
  opponent, but also doing so in an entertaining way. 
  Many supplement their income from the pits by working 
  as enforcers for merchants and criminals.
  AVERAGE PIT FIGHTER
  AVERAGE PIT FIGHTER
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6, Taunt d8
  Pace: 6; Parry: 6; Toughness: 8 (1)
  Charisma: -3
  Hindrances: 
  Edges: Brawny
  Gear: Leather armor (+1), bone short sword (Str+d6, 
  degradable)
  Salvage: Junk.
   
  VETERAN PIT FIGHTER
   
  VETERAN PIT FIGHTER
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, 
  Vigor d10
  Skills: Fighting d10, Intimidation d10, Guts d6, Notice 
  d6, Taunt d10
  Pace: 6; Parry: 6; Toughness: 11 (3)
  Charisma: -3
  Hindrances: Arrogant, Mean, Overconﬁ dent
  Edges: Brawny, Combat Reﬂ exes, Improved Nerves of 
  Steel, Quick, Mighty Blow, Strong Willed, Reputation 
  (Bad)
  Gear: Bronze armor (+3), full helm (+3), great sword 
  (Str+d10, Parry –1), dagger (Str+d4)
  Salvage: Goods.
  Special Abilities:
  * Low Blow: Veteran pit ﬁ ghters increase the extra 
  damage die from raises to a d8 when hitting a Shaken 
  foe.
  GANG MEMBER
  GANG MEMBER
  The majority of gang members are those who lack 
  the skills, courage, or resources to cut it as Scavengers 
  in the Shattered City. They are extremely loyal to their 
  fellow gang members, the gang often being the family 
  they never had. Most gang members are human, but all 
  races are represented in their numbers, including gob-
  lins. However it must be said, dwarf, wildling and drakin 
  rarely join the gangs of Gateway. To create gang leaders, 
  or lieutenants, just add the wild card status to the stats.
  To create a non-human gang member simply make 
  these changes:
  Drakin: Small (reduce Toughness to 5 (1)), add Arcane 
  Senses (see Sundered Skies page 10).
  Dwarf: Add Low Light Vision (see Sundered Skies page 
  11), Reduce Pace to 5”, increase Vigor to d8 (change 
  Toughness to 7 (1)).
  Elf: Increase Agility to d8, add the All Thumbs Hindrance, 
  add the Plant Heritage (see Sundered Skies page 12).
  Glowborn: Increase Guts to d8, and add a Combat 
  Edge.
  Goblin: Use the stats found on Sundered Skies page 
  151.
  GATEWAY
  GATEWAY
  1111
  
  Orc: Increase Toughness to 7 (1), increase Intimidation 
  to d10, increase Strength to d8, decrease Smarts to d4
  Wildling: Increase Spirit to d8, add the Fleshforged 
  ability (see Sundered Skies page 15), immune to Glow-
  madness, small (decrease Toughness to 5 (1))
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d8, Guts d6, Notice d6
  Pace: 6; Parry: 5; Toughness: 6 (1)
  Charisma: -3
  Hindrances: Loyal, Mean, Vengeful
  Edges: Leaders, and Lieutenants have Command.
  Gear: Leather armor (+1), bone short sword (Str+d6, 
  degradable), clubs (Str+d6), daggers (Str+d4)
  Salvage: Junk.
  RIDING DRAKE
  RIDING DRAKE
  Riding drakes are a stunted dwarﬁ sh version of the 
  much larger drake, which is a danger to Scavengers in 
  the Shattered City. As their name suggests, riding drakes 
  are docile enough that they can be trained to accept 
  a rider. Such is the proximity of many of the ruins in 
  the Shattered City; some scavengers prefer to travel by 
  drake rather than ship, claiming they offer much more 
  maneuverability.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d12+2, Vigor d10
  Skills: Fighting d6, Guts d8, Notice d6
  Pace: 3; Parry: 5; Toughness: 11 (1)
  Salvage: None
  Special Abilities
  * Armor +1: Scaly hide.
  * Bite: Str+d4
  * Flight: Riding Drakes have a Flying Pace of 8.
  * Fleet Winged: Riding Drakes roll a d8 when swooping 
  instead of a d6.
  * Size +3: Riding Drakes, despite their actual dwarﬁ sm, 
  are large creatures.
  SUNDERED SKIES: ISLAND GUIDE: #01
  SUNDERED SKIES: ISLAND GUIDE: #01
  12
  12
  
SOURCE: textdata/thevault/Triple Ace Games/Sundered Skies/Savage Worlds - Sundered Skies - Island Guide - Gateway.pdf