TEXT: 1
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  Tyrnador
  Fate of Ventar JumpStart
  A High Fantasy Savage Worlds  
  setting By Umberto Pignatelli
  
  2
   
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.pe-
  ginc.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.”
  Tyrnador
  Fate of Ventar JumpStart
  A High Fantasy Savage Worlds  
  setting By Umberto Pignatelli
  
  3
   
  120
  3
  Welcome to Ventar
  Imagine a land where men, dwarves and 
  elves vie for supremacy, trying at the same 
  time to survive the threat of the goblinoids 
  and the dangers of the wilds.
  This place is the Kingdom of Ventar, 
  founded centuries ago by a human prince 
  looking to fulfill the Fate of his people, 
  written in an ancient Prophecy.
  And then, suddenly, the forgotten 
  Prophecy came true: from the Sleepless 
  Sea the fleet of the Necromancer came, 
  to subdue the living and drag them into 
  darkness.
  Only by fighting together did the Free 
  People manage to repel the Necromancer, 
  who today lurks, defeated but not 
  destroyed, beyond the Gates of Night, an 
  immense fortress in the far north.
  Ventar lies destroyed and devastated: 
  cities and villages are reduced to ruins 
  filled with monsters, pleasant fields 
  have become dark woods populated 
  by bandits and ogres, and, in the deep 
  forests, powerful Faerie coming from the 
  mysterious Faerann try to lure and enslave 
  mortals at their whim.
  This is Tyrnador: Fate of Ventar, a land 
  where mighty warriors, cunning rogues, 
  wise priests and powerful mages dare to 
  enter the ruins and explore the Wyldlands 
  to find enough power to rebuild their land.
  So, grab your sword, learn your spells, 
  and be sure your backpack is full of rations 
  and torches.
  Are you ready to discover what the 
  real Fate of Ventar will be?
  
  4
  THIS IS APRIEVIEW FILE
  Welcome to Ventar
  4
  Timeline
  Below you’ll find a sketchy timeline of Ventar’s story, as Stomper told you in the previous pages. 
  It is far from complete, but it will be expanded in future installments of the series.
  Dates in this book refer to the foundation of Ventar. So we have AV (After Ventar’s foun-
  dation) and BV (Before Ventar). If you want to stick to the Kalyrian Empire’s dating system, 
  simply add 5537 to the dates below.
  0 AV: 
  Foundation of Ventar.
  5 AV: 
  Ventar’s Crowning.
  18 AV: 
  Foundation of Hel.
  23 AV: 
  Maiden forged, killing of Redflame.
  50 AV: 
  Death of Ventar, Great Pestilence.
  89 AV: 
  Fall of Verat.
  121 AV: 
  Rise of Mosgar, the Goblin King.
  122-127 AV: 
  Goblin War.
  128 AV: 
  Death of Mosgar.
  153 AV: 
  Maddening of the Giants and Coming of Blackbane.
  155 AV: 
  Foundation of Clanshall.
  163 AV: 
  Death of Torvak the dwarf.
  200 AV: 
   Coming of the Necromancer. The Fate of Ventar finally revealed. Necroman-
  cer’s War begins.
  200 AV: 
  The Lady of Flames appears in the Redflame Hills.
  201 AV: 
  Battle of Port Terror, the Waters of the Dead appear.
  203 AV: 
  Betrayal of Guynan and theft of the Staff of Holbrook.
  204 AV: 
  Fall of Ventar
  205 AV: 
  The Pact of the Free People.
  207 AV: 
  Battle of Duskwood.
  207 AV: 
  Marriage between Princess Elara and King Valerios.
  209 AV: 
  Prince Valen is born.
  217 AV: 
  Today. Age of the New Dawn.
  
  5
  Hauflins
  120
  5
  Races
  Hauflins
  Only Big Ones call hauflins “hauflins”. They 
  call themselves Naikivi, a word meaning 
  “men” in their language. Nobody knows 
  when hauflins came to Ventar, probably 
  they arrived from beyond the sea, in the 
  far past, because both elves and dwarves 
  remember their presence from long ago.
  Physically hauflins are around three 
  feet tall, the tallest of them reaching four, 
  and weigh between twenty and forty 
  pounds, because they love food. 
  Hauflins, I can assure you, don’t have 
  hairy feet and actually wear every type of 
  footwear, from socks to boots. This is a wild 
  story, probably arising from the fact that 
  Boater hauflins (see sidebar) spend much 
  of their time barefooted on their barges.
  Males usually wear trousers and 
  gilets, of which they are very fond, while 
  females sport dresses and gowns.
  Old Oaker garments are usually more 
  sober, while Boaters prefer more showy 
  attire, including feathered caps, of which 
  they are very proud.  
  Naikivi are of fair complexion and 
  usually have brown eyes and curly chestnut 
  hair. Blonde women are rare and considered 
  very beautiful by hauflin standards. 
  Their lifespan is a little longer than 
  humans, ranging from 80 to 100 years; 
  they reach maturity at 20 and become 
  elders around 60.
  Hauflins are a single race which in 
  ancient times divided into two different 
  cultures. 
  
  6
  THIS IS APRIEVIEW FILE
  Welcome to Ventar
  6
  The first are the Old Oakers, static 
  and peaceful farmers and herders, who live 
  mainly in Rosebud County. This people 
  is known to be polite, plain-dressed, 
  hospitable and not very adventurous, 
  although in the past they demonstrated 
  their valor in times of dire need more than 
  once.
  Different from the Old Oakers as 
  moon is from sun are the People of 
  the Boats, or simply Boaters, as they 
  call themselves. These multicolored 
  wanderers pass all their lives on large 
  boats propelled by oars and poles, acting 
  as peddlers, news bringers, entertainers 
  and, occasionally, swindlers. If a river 
  is in the least bit navigable you can bet 
  your last coin that one day or another a 
  Boater barge will sail along it, ready to 
  intoxicate you with their spiked wine, sell 
  you marvelous trinkets that tomorrow 
  will look ugly, and fill your head with 
  exotic songs. 
  A small percentage of hauflins, 
  regardless of the culture they belong to, 
  develop a particular state of the spirit 
  called wanderlust after the end of their 
  teens, which forces them to leave their 
  families behind to explore the world, 
  looking for new experiences and emotions. 
  This state usually lasts for some years, after 
  which the wanderer comes back home and 
  settles into a normal life (if he is still alive), 
  although there are cases of hauflins who 
  experience wanderlust all their lives. Yes, 
  like me. 
  Hauflins, regardless of their culture, 
  are a peaceful race, which most of all 
  enjoys life in all its forms. They can be 
  warriors and kill to defend their families 
  and homes, but even when dispatching the 
  worst goblin raider, they feel a little sting 
  of regret in their hearts.
  Their spirituality is simple but deep: 
  they worship mainly Baarathi, Lord of 
  Nature, who they know as Father Bari, and 
  Myrthala, who they call the Good Mother. 
  Clerics and mages aren’t very common 
  among them, but some can be found, 
  especially among the Boaters.  
  Hauflin names have a Scottish and 
  Irish sound, like: Cinaed, Dougal, Ennis, 
  Fenella and Llendallyn. hauflins always 
  mention their family name, as family and 
  kinship are very important to them. Family 
  names are usually connected to something 
  notable in the past of the family, usually 
  a deed or misdeed (like Boatsinker), 
  an attidude (like Merryweather) or a 
  profession (like Woodcutter).
  Humans
  The common belief is that men were the 
  last arrival in Ventar’s land. This is not 
  strictly true, because a human society 
  existed in the Lashari Islands before the 
  coming of Ventar, but, because of their 
  peculiarity, I’ll speak of them later.
  Today three main human cultures 
  exist in Ventar: the true Ventarians, 
  Ridgemen and Lashari.
  Ventarians
  Ventarians are true heirs of the Kalyrian 
  Empire: tall, broad-shouldered and with 
  hair ranging from black to blonde, they 
  have fair complexions and men often 
  sport beards or mustaches, though not so 
  imposing as those of the dwarves. They 
  dress in a variety of clothes, but men prefer 
  breeches and short tunics of wool, while 
  women almost always wear dresses.
  The offspring of Ventar are strong-
  willed and determined, with the spirit of 
  true colonists: they tamed a harsh land all 
  by themselves and aren’t afraid of working 
  or fighting. Their society is organized as it 
  was in the Empire, but on a smaller scale, 
  
  7
  Introduction
  120
  7
  Introduction
  Introduction
  Stomper Says: More About Boaters
  Boaters have a very complex culture, deeper than you could imagine from seeing their flamboy-
  ant dress, hearing their gaudy songs and being cheated with the cheap pottery they sell you.
  First, Boaters are an inclusive and very open group: among them you can find men, some 
  dwarves and, I bet that if they weren’t too stuck-up to ask to join, there would be a place for elves 
  among them, too.
  To become a Boater a person must ask acceptance of the Boat Captain: if he accepts, you 
  become part of the crew, your past is cancelled and you find a new family on deck and underdeck. 
  While you are devoted to the boat and her people, fellow Boaters will give their lives for you.
  Boaters know a little of magic too, even if they aren’t properly trained wizards; among 
  them there are soothsayers of a certain skill. Boaters worship Baarathi as the other hauflins do, 
  but surprisingly they pay homage to Kaavor too, the Lord of the Pacts, which, they say “always 
  blesses honest commerce”. Knowing the fairness of Boaters’ trade, the Justicars are always 
  puzzled why their god doesn’t sink every Boater vessel on the three rivers, but who are men to 
  judge the acts of gods?
  Stomper Says: 
  Boaters’ Boats and Borgas
  Boaters’ boats aren’t your usual boats: they are more like floating houses, ingeniously built so 
  they have many comforts like fireplaces, real beds, and, in some cases, even greenhouses. They 
  aren’t very big, because most of the time they must be propelled against the current with poles. 
  Boats are the core of a boater’s life, they have a name, a story and a soul. No worse thing could 
  happen to a Boater family then losing their barge. Boats are inherited by the Captain, who is 
  usually the eldest son of the previous one. This is more a custom than a rule: in the past a dau-
  ghter, a younger son, or even an adopted Boater has inherited a boat, whatever is best for the 
  welfare of the barge and of the crew.
  Boaters think that their boats are living, magical things, and that each of them is linked to 
  a powerful creature, called the Borga. The Borga is never far away from the barge and constantly 
  protects it, because the life of Borga ends when the boat to which it is linked is destroyed.  Nobo-
  dy has ever seen a Borga, but it is he who howls in the night to alert the crew of incoming pirates, 
  he who miraculously pushes the barge away from shallow waters or who ensures a Boater child 
  fallen in the river is found alive. For this reason, boaters greatly respect their Borga, leaving him 
  offering of milk, bread and smokeweed, which he is fabled to love. 
  
  8
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  Welcome to Ventar
  8
  with farmers and others living in the 
  country subject to local nobles, who obey 
  the king, and are obliged to give him troops 
  in time of war and to pay tribute.
  Ventar’s kingdom is divided into 
  several baronies and duchies, more or less 
  faithful to the King, who today resides in the 
  new capital of Scarlet. All except the Barony 
  of Hel which declared independence and is 
  in a state of silent war with the kingdom.
  They are good artisans and builders 
  although only children compared to elves 
  and dwarves. Many great Ventarian cities 
  and castles have imposing walls, but they 
  were built in the past by the giants, before 
  their Maddening.
  Ventarians are a pragmatic people but 
  with a large streak of religious faith: we 
  must not forget that they came to this land 
  in obedience to a prophecy of Kaavor, the 
  Lord of the Pacts, who is their main god, 
  second only to Myrthala, Lady of Mercy.
  Ventarian names are very different 
  in nature, many of them from different 
  regions of the Empire like the colonists 
  themselves. They tend to be have no more 
  than two or three syllables, and often 
  they have an assonance with the name of 
  one of the parents (usually the one of the 
  same gender), as in “Artos son of Tosan” 
  or “Ulnara daughter of Uletha”. Good 
  examples of Ventarian names are Aros, 
  Baraios, Hela, Nicoros, Tariana, Ulnara, 
  Zoran.
  Lashari
  Lashari are the original human population 
  living in the Lashari Islands, south-east of 
  Ventar. The word in their tongue means 
  “mariner” or “man” while in Ventarian it 
  has assumed the meaning of “pirate”.
  Lashari are of medium height and 
  frame, with a tanned complexion and hair 
  usually of black or dark brown. They have a 
  strange physical feature: their eyes, usually 
  intense green or blue, have no distinction 
  between iris and sclera, and they are 
  completely colored, with no “white of the 
  eyes”. In very rare cases, a Lashari is born 
  with completely milky white eyes, and 
  when this happens, he or she is immediately 
  uplifted to the nobility, as the white eyes are 
  the sign of the Prophets.
  Lashari are a race of mariners and their 
  dress reflects this: they wear loose pantaloons 
  and silken shirts or gilets, when they don’t go 
  bare-chested. Some of them wear turbans, 
  to protect themselves from the fierce sun of 
  their islands, but warriors traditionally shave 
  their heads, except for a single knot of hair. 
  Women dress in loose gowns of the same 
  material, and many of them wear the shalif, 
  a veil covering from the top of the nose to the 
  upper half of the chin.
  Lashari are an isolationist race of sea 
  raiders, which has always seen the coming 
  of the Ventarians as an invasion of their 
  lands. For almost two hundred years the 
  fast Lashari ships razed all the coastal cities 
  of Ventar, in certain cases even launching 
  incursions deep inland, and showing 
  no interest in commerce or peaceful 
  relationships with the newcomers.
   The Lashari Islands are an archipelago 
  enjoying tropical weather due the heat 
  generated by their many active volcanoes 
  and are very treacherous for anyone who 
  isn’t a skilled mariner (and the Ventarians 
  aren’t), granting them virtual immunity for 
  their piratical activities. 
  The Lashari are a theocracy, governed 
  by a cast of Prophets, at the head of which 
  is the All-Seeing Eye, a great Prophet of 
  extreme power. The Lashari don’t worship 
  a specific god, but the follow the Prophecy, 
  a series of revelations written in the Book 
  of Lasha, their holy text, which proved 
  completely true till some years ago, when 
  the attack of the Necromancer came, and 
  its veracity faltered.
  
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  9
  The coming of the evil one wasn’t 
  expected and as well as great losses in their 
  fleet and people, this caused a deep spiritual 
  crisis in their society, which for the first time 
  in millennia started doubting the Prophets. 
  This caused a rift between the Prophets and 
  the Sea Captains, the civilian lords, who in 
  the end made a truce with the Ventarians 
  and aided them in the battle against the 
  Necromancer.
  Today, that the war is ended, the 
  relationships between Ventarians and 
  Lashari are still very tense, but without 
  open warfare, and, for the first time, some 
  Lashari ships now dock at Port Sentinel to 
  trade with the locals, bringing with them the 
  exotic wares of faraway lands. A few Lashari 
  individuals have even started appearing in 
  the inland areas of the kingdom, but they 
  are still very rare and usually received with 
  mistrust if not open violence.
  Lashari names are long and complex, 
  with an Arabic feel, usually made up of 
  three words; a first name, a middle particle 
  (which shows what part of the Prophecy 
  the person belongs to) and a family name, 
  for example Aluf Ibar Mazir,  Berasa Nad 
  Halema, Jazir Vel Tolar.  
  Way of Life
  Technology
  Describing my world in a few pages isn’t 
  easy, but in this small chapter I’ll tell you 
  something of the mighty achievements of 
  Ventar.
  Currency. Money is an important 
  thing in every kingdom, and Ventar is no 
  different. The problem is that various realms 
  and races share this land, and each of them 
  has, or had, money. The most precious coin 
  is the octagonal dwarven rilk, made in silver 
  and gold and bearing the mark of Arkalion 
  (the oldest ones) or of Clanshall, while the 
  Ventarians use the golden crown, the silver 
  royal, and the copper penny. King Toras the 
  Wise, probably the most stone-headed of all 
  the dynasty, did one thing right during his 
  reign: he declared that all coins have their 
  value determined by the metal of which 
  they are made, regardless of the race who 
  made them. The dwarves grumbled a bit, 
  but today we have only gold, silver and 
  copper “pieces”, regardless of the coinage. 
  We hauflins stick happily with this law, 
  because like the majority of rural areas, we 
  don’t use much money, preferring barter 
  and the exchange of favors. I haven’t the 
  faintest idea if elves have coins, probably 
  not.  
  Entertainment. I saw, at the court of 
  the king at Scarlet, acrobats and dancers 
  from far away lands impress the courtiers 
  with their tricks. I saw hedge wizards 
  impress the people with their craft (a thing 
  that no serious Mage of the Order will 
  do, so don’t ask them, trust me). I heard 
  the bards tell tales so old that nobody else 
  remembers them, and I heard the elves 
  singing, a memory that, even if I live for 
  centuries, I’ll always remember. That said, 
  we Ventarians are a simple people, enjoying 
  simple pleasures; a beer or a dozen at the 
  local tavern, and a good tale told around 
  the fire. 
  Food Production. Ventarians brought 
  with them the deep plow and strong oxen, 
  but they didn’t know about crop rotation, 
  which we hauflins traded to them. With 
  our joint efforts, Ventar became a verdant 
  garden, where fields of wheat, more 
  
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  Welcome to Ventar
  10
  precious than gold, extended far to the 
  horizon in the sunny summer afternoons. 
  Sadly, it isn’t like that anymore: the war 
  made the wild reclaim many of the fields, 
  now reduced to savage woods and tracts 
  of brambles. Famine is a harsh reality, and 
  in many places hunting, poaching and 
  gathering wild fruits is the only way to 
  assure survival. Dwarves didn’t suffer the 
  famine as badly as us, because they had 
  great underground farms of fungi (they are 
  quite tasty, too), while elves tend very small 
  orchards, but incredibly productive. I even 
  saw one of them speaking with bees once, 
  so I think they definitely use magic in their 
  farming, but they are also excellent hunters 
  and gatherers. Rivers are also a good source 
  of fish, especially salmon in the high Jotun, 
  which the Ridgemen fish with nets and 
  spears.
  Government. The kingdom of Ventar 
  is obviously a monarchy, but the King, apart 
  from a few exceptions in the past, has had a 
  lenient hand. His vassals, counts and barons, 
  pay him homage, giving the kingdom taxes 
  and soldiers in case of necessity, but they 
  are largely independent. This was probably 
  the cause of Hela’s rebellion. Some cities, 
  for example Bridgegate, don’t have a noble 
  ruling them, but a city council, in this case 
  the Merchants’ Council, while Kaavoras is 
  held by the High Justicar. We hauflins are 
  only a small County in the kingdom, but 
  the title was instituted only recently, so 
  we don’t have a true nobility (and we don’t 
  need one either). Dwarves are ruled by 
  kings and queens too, but the basis of their 
  social organization is the clan. Usually the 
  ruler marries a partner from another clan, 
  marrying a woman from the same clan 
  brings misfortune, the other clans say. Elves 
  are a monarchy too, ruled for millennia by 
  Lavannor, the King of Leaves, who doesn’t 
  seem inclined to abdicate, but the small 
  elven villages dotting the Tyrn Forest are 
  ruled by self-appointed chiefs or officers of 
  the King.
  Literacy. The older races, dwarves 
  mainly, love knowledge, so all of them know 
  how to read and write. In many languages 
  and alphabets. We hauflins… well, we don’t 
  think this craft is very important, but my 
  ma and my pa beat me on the head till I 
  learned it, so I can read, as many others of 
  my race can. For humans, nobles, clerics 
  and obviously mages know how to read 
  and write, but the majority of them don’t. I 
  don’t think a Ridgeman knows what end of 
  a quill to hold, if you take my meaning. As 
  for elves, I am pretty sure they know how to 
  read, but I don’t remember ever seeing one 
  of them with a scroll in hand.
  Medicine. The healing arts in Ventar 
  are quite advanced, especially thanks to 
  the efforts of the Daughters of Myrthala, 
  the main healers of the kingdom. Their 
  capacities are partly of a divine nature, but 
  also derive from an accurate study of the 
  human body, because the goddess in her 
  wisdom granted them limited powers. In 
  the far past, legend says, the Daughters were 
  able to bring back people from the gates of 
  death too, but this boon was taken away 
  from them when Myrtha, first priestess of 
  the goddess, used it to bring back her son. 
  Apart from priests of Myrthala, medicine 
  in Ventar is based on the knowledge of 
  herbs, traditional remedies and occasional 
  surgical operations, which are very 
  dangerous, especially if practiced by 
  wandering barbers. Painkillers exist in the 
  form of sleeping herbs (for example extracts 
  from Bramblesleep). Recently, mages 
  started babbling about very small beasts 
  that live in open wounds, but nobody can 
  believe such a thing. Even the Daughters 
  ignore this idea, but they always wash their 
  hands to purify themselves before touching 
  a patient.
  Travel. The commonest means of 
  
  11
  Technology
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  11
  travel is, unsurprisingly, your own feet, 
  my friends. The King’s Road was very 
  well-tended and protected before the 
  war, connecting all the major settlements 
  of the kingdom, but today it is often 
  muddy and overgrown, so traveling by 
  horse and mule is difficult, while using 
  carriages is impractical at best, even if 
  many merchants do it anyway, their greed 
  greater than their common sense. River 
  travel is quite common too, especially on 
  the main watercourses. If you are lucky 
  you can book passage from the Boaters or 
  some enterprising fisherman, but both on 
  land and water you must fear the pirates 
  and bandits which abound everywhere, 
  especially now that the Wardens don’t 
  guard the Towers anymore.
  Warfare. The ultimate weapon of 
  Ventar today is an armored knight, charging 
  with lance and shield, but knights are quite 
  costly and not very numerous, especially 
  since the war. Soldiers of the king and 
  militiamen are usually armed with spears 
  and swords, and protected by shields and 
  light or medium armor, but often they are 
  no match for goblins, ogres and the other 
  nasty things creeping in the wilderlands. 
  Elven pikemen are the second best troops, 
  if you ever saw a line of these gray cloaked 
  warriors stop a horde of charging undead, 
  you know they are as resistant as the steel 
  of their pikes’ points. Sadly almost equal 
  to them, if not superior, are the Thularim 
  warriors of the Necromancer. Clad in black 
  metal armor, and wielding dark blades 
  forged on the other side of the Sleepless Sea, 
  they are absolutely ruthless and fight with a 
  fanaticism I have never seen in free people, 
  not even in the dwarven miners defending 
  their homes or the charging Ridgemen 
  berserkers.
  Stomper Says: 
  Dwarven Roads 
  and Faepaths
  Speaking of roads, I assume you know of the 
  existence of the two Dwarven Roads?
  No? Well, they are very old, built by dwarven 
  stonemasons of the past to connect Arkalion 
  to Shikarir, the Ancient Dwarven Road, 
  and Torvanar to the sea, where probably 
  a dwarven fortress existed many centuries 
  ago, where today Southguard stands. The 
  two roads cross not far from where Ventar 
  city stands, and are probably partly why the 
  capital was built there. These roads, made of 
  paved stones, are very durable like everything 
  made by dwarves, and they have endured cen-
  turies of bad weather, carelessness and wars 
  almost intact. Stories say the Dwarven Roads 
  were made by the First King of Shikarir and 
  that the stones are stained with his blood, 
  which grants them a sort of immortality. It 
  also means that Dwarven Roads are said to be 
  haunted on moonless nights, but this is surely 
  a story without any real foundation.
  Speaking of magical roads, I bet you don’t 
  know what Faepaths are. They are roads 
  leading from our world to the Faerann. By ta-
  king the right turns and bends you can arrive 
  almost anywhere in our world passing thro-
  ugh them, unless you die horribly of course. 
  Luckily the accesses to Faepaths are carefully 
  concealed and only the most powerful mages 
  and druids can find them (and the great majo-
  rity of those don’t dare enter them).
  
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  Welcome to Ventar
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  Aspects of Divinities
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  Gods of Ventar
  Aspects of Divinities
  Several gods are worshipped in Ventar, but 
  before speaking of them in detail I must 
  explain to you a difficult concept, which 
  Tywradir, an elven mage, told me the night 
  before the battle of Duskwood, when I was 
  praying for my life.
  Deities are great, in the sense of 
  immense. We, as mortals, can only manage 
  to see a small part of them, which is the 
  one we worship. For this reason, the same 
  god is seen and worshipped in different 
  ways by different races and cultures. 
  Let’s take for example Thuul, the God of 
  Death. For Ventarians, before the coming 
  of the Necromancer, Thuul was a positive 
  divinity, the Guide of Souls to the Afterlife 
  and the Protector from Undead. For the 
  Thularim, Thuul is totally different: he is 
  the Undying Lord and Prince of Decay, 
  the Destroyer of Mankind. The same is 
  true for Baarathi, Lord of Nature: for us 
  hauflins he is the Good Father, Who Tends 
  the Fields, and Friend of Bees, while for 
  Ridgemen he is the Mighty Bear, a savage 
  and bloodthirsty divinity to be feared and 
  respected.
  But they are always the same god. I 
  cannot explain better than this, I am no 
  cleric, but I am sure you understood.
  The Wheel of Gods
  Gods relationships are often difficult to 
  understand: of the seven gods of Ventar, 
  some of them are enemies, some allies 
  and some, simply, stand by themselves. 
  The picture on page xxx shows you the 
  relationship between gods. The nearest 
  gods are allies and friends, while those 
  opposite each other are enemies. Uuto 
  stands in the middle, as father of the 
  gods, while the First Smith is by himself, 
  probably not a god in the true meaning of 
  the word.
  Priests  
  and Channelers
  I am sure you have heard of the incredible 
  powers of the priests, their capacity to 
  close wounds, bless crops and tell if you 
  really stole the jam jar. Well, I must tell you 
  that the hard reality is something different: 
  only a few of them have magical powers, the 
  majority are… well, simple priests.
  There is also a (small) number of persons, 
  gifted with divine powers, but not connected 
  to a specific god. They are usually people 
  who haven’t yet discovered who their real 
  god is or, in rare case, people who don’t want 
  to have anything to do with gods (despite 
  using their powers). They are collectively 
  called “channelers”.
  Kaavor
  Titles: Lord of the Pacts, Master of Justice
  Holy Symbol: A balance (engraved on a 
  medallion, a shield or a weapon) or a Book 
  of the Law
  Favored Colors: White and red
  Kaavor is a very ancient deity, coming 
  to Ventar from the Kalyrian Empire but 
  already known in these lands by the natives. 
  Kaavor is a complex, but at the same 
  time very simple, deity. He watches over 
  
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  Welcome to Ventar
  14
  obedience to rules and, in general terms, 
  to pacts. Whenever two beings make an 
  accord, or, even more importantly, swear 
  an oath, an energy is created between 
  them, and this is Kaavor’s work. This is 
  true on any scale, from the haggling over 
  fish prices at the town market, to marriage 
  obligations, to the laws of the king or the 
  last will of a dying person. 
  To Kaavor it doesn’t really matter 
  what the pact is and whether it is fair or 
  not. Once sealed, it is in force, and must 
  be respected, under the penalty of the cold 
  retribution of the god and his followers.
  Pacts must not be sealed lightly, for 
  this reason priests of Kaavor recommend 
  their followers pay great attention to what 
  they are swearing and accepting, because 
  once done, it is done.
  Kaavor is a central deity in Ventarian 
  culture: it was due to a pact the Emperor 
  himself made with the god that Ventar 
  and his people came to these lands, to 
  guard against the enemy coming from 
  the sea.
  Justicars. The priests of Kaavor 
  divide into two types: the Priests of the 
  Tunic (or simply “priests”) and the Priests 
  of the Sword (called Justicars). Priests of 
  the Tunic are usually teachers, counselors, 
  and, in certain cases, even judges. Some 
  of them, during their lifetime, are called 
  to take the sword and became Justicars, 
  a martial order of warrior-clerics with a 
  great deal of mundane and arcane power.
  The training of a Justicar is usually 
  hard and long, it requires at least three 
  years as a novitiate in a temple, because 
  the warriors of the god must be forged 
  both in the spirit and in the body. 
  Justicars also act as investigators 
  in crimes, lawyers (knowing the law is 
  a specific duty of every Justicar) and in 
  general, as righters of wrongs and hunters 
  of criminals, because, after all, nobody is 
  a greater breaker of pacts than an outlaw.
  Some of them work within the 
  order’s hierarchies, while others wander, 
  alone or in the company of friends, 
  bringing the justice of Kaavor wherever 
  it is needed. 
  The Justicars were in the first line in 
  the fight against the Necromancer, who 
  they consider the “enemy coming from 
  beyond the sea” whose destruction will 
  reveal the Fate of Ventar. They are also 
  very involved in the reconstruction of the 
  kingdom after the war, which they see as 
  necessary to respect the Pact of Ventar. 
  The cult of Kaavor rules over a city, 
  Kaavora, the seat of the High Justicar. It is 
  a very well-organized place, ruled with a 
  firm, but just, hand.
  Justicars, in general, are respected, 
  but also feared: their sense of justice is 
  sometimes too extreme and impersonal 
  for the taste of some people, especially 
  rich merchants, politicians and similar 
  persons.
  On this topic, what is more 
  important, the letter or the spirit of a 
  pact? This is the question upon which 
  every priest of Kaavor, from the humblest 
  disciple to the High Justicar, must reflect 
  all their lives. Various factions in the cult 
  have different answers: for the most rigid 
  ones, it is the letter of the pact which 
  really counts, while for others it is the 
  spirit of a pact which must be respected. 
  Some of the most open priests of Kaavor 
  even think that a pact made with bad 
  intent (for example a bargain with a 
  demon) should not be respected, but this 
  school of thinking is very close to heresy.
  So far Kaavor hasn’t made his will 
  manifest on this topic, and probably 
  won’t, as answering this question is 
  part of the development process for his 
  followers. 
  Priests of Kaavor usually don’t marry, 
  
  15
  Thuul
  120
  15
  so as to be free from family influences 
  (this is a custom, not an obligation).
  Thuul
  Titles: Lord of Death, Guardian of 
  Gates (Undying Lord, Prince of Decay, 
  Destroyer of Mankind)
  Holy Symbol: Stylized door (Gate 
  Keepers have the Gate Mark)
  Favored Colors: Black
  Thuul is one of those deities where 
  the aspects I spoke of before are very 
  important. Thuul is the Lord of the 
  Death, and, in the past, he was a positive 
  deity in Ventar, the one leading the souls 
  of the dead to the afterlife, and for them, 
  a good father and eternal host. He is also 
  a fierce fighter against undead, which 
  are trespassers and violators of the rules 
  of life and death (in this task he is aided 
  by both Kaavor and Myrthala). Thuul is 
  also the guardian of any boundary, door 
  or gate, and of every passage between 
  one state and another. It is customary 
  to sign yourself with the mark of Thuul 
  when entering a new place, especially if 
  uninvited.
  But 
  with 
  the 
  arrival 
  of 
  the 
  Necromancer, a totally different aspect 
  of Thuul was manifest: he is the Lord 
  of Undead, the Hand of Decay, the 
  Destroyer of Life. In this aspect, Thuul 
  wants to destroy the borders between 
  life and death, transforming every living 
  thing into an undead form, and generally 
  moving 
  toward 
  annihilation, 
  luring 
  mortals with the false reward of eternal 
  life. He is called the Undying Lord and 
  the Prince of Decay, the Destroyer of 
  Mankind, and is the sole and absolute 
  deity of the Thularim, the evil servants of 
  the Necromancer, who is revered as his 
  highest priest.
  Gatekeepers. The priests of Thuul, 
  the good ones, were the Gatekeepers. 
  Dressed in their customary black, hooded 
  tunics, they were common figures in the 
  Ventarian society (and in the dwarven 
  and hauflin ones). Many of them were 
  also tenders of graveyards, occasionally 
  putting undead to rest, and in general 
  respected by the people. With the coming 
  of the Necromancer, the Gatekeepers 
  were accused of being servants of the 
  Undying Lord, their undercover agents 
  and spies. In some cases, I must be 
  honest, they really were, and joined the 
  ranks of the evil ones, but the majority 
  weren’t. This did not stop the panicked 
  rage of the population, led by the nobles 
  and by the most hotheaded Justicars, 
  who slaughtered all of them. Today 
  Gatekeepers are very rare, and always 
  in disguise. They don’t dress in their 
  customary black, hooded tunic, and they 
  don’t wear the Door of Thuul openly, 
  instead they have the Gate Mark, a secret, 
  invisible symbol, tattooed on their right 
  hand, which becomes visible only when 
  they use their powers. Despite the hate 
  of the population, Gatekeepers silently 
  continue to protect mortals from undead. 
  In many places, when they are discovered, 
  they are still lynched by mobs or quickly 
  executed.
  Gatekeepers must also be very wary 
  of the Necromancer’s servants, who 
  have in store for them “a fate worse than 
  death” (the exact words of a Gatekeeper, a 
  friend of mine whose name I don’t intend 
  to reveal). What this consists of, I don’t 
  know.
  Gatekeepers 
  marry 
  very 
  rarely, 
  although that isn’t a tenet of the cult. 
  Simply, daily contact with death and the 
  afterlife gives you a different perspective 
  on family and love and many of them lead 
  a solitary life.
  
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  Setting Rules
  16
  Setting Rules
  Illumination
  In a dungeon, light is very important, 
  so we suggest the GM fully uses the 
  illumination rules of Savage Worlds and 
  also the following rules.
  Light 
  Checks. 
  During 
  your 
  explorations, the GM will sometimes 
  ask you to make a Light Check for every 
  perishable source of light you have (usually 
  torches and lanterns). This simply means 
  drawing a card from the Action Deck; if 
  it is a club, you must cancel a Durability 
  point from your source of light. If this 
  drops it to zero, it is exhausted. Lanterns 
  can be refilled with oil flasks, restoring 
  their Durability to the maximum.
  Snuff Out Checks. Whenever a 
  character holding a light source rolls a 1 
  on his Fighting die, or whenever he is hit 
  hard (being at least Shaken by a damaging 
  effect), he must check if he drops the light, 
  drawing a card from the Action Deck. If it 
  is a club the light falls and is snuffed out! It 
  can be lit again, but a lantern breaks if the 
  card drawn was a face card.
  Making Light in Darkness. A 
  character with a Torch or a Lantern and 
  Flint and Steel, can light a source of light 
  in two rounds, one with an Agility roll. If 
  you haven’t got Flint and Steel, you can 
  try to start a fire with two stones, but this 
  requires five minutes and a Survival (-2) 
  roll, so don’t try it in combat. The cantrip 
  Power can light a Torch or a Lantern in a 
  round. 
  Heroes of Ventar
  Character Concepts
  Tyrnador is a classic fantasy setting, but 
  this does not mean your character must 
  be a living stereotype. In this section, 
  you’ll find several ideas for creating an 
  interesting hero. Obviously, they are only 
  suggestions to spark your imagination. 
  Feel free to add, mix and twist them as you 
  see fit, to create a memorable hero!
  Acrobat. A tumbler and entertainer, 
  often member of a Boater crew or other 
  group of traveling performers, acrobats 
  have very useful skills for adventuring 
  parties, given their ability to squeeze into 
  small spaces, make impossible climbs, and 
  other similar athletic feats.
  Artisan. The ability to make things 
  with your own hands is highly prized in 
  medieval societies such as Tyrnador. An 
  artisan can be a smith, a jeweler, a cobbler 
  or a member of any other profession who, 
  willingly or forced by events, has decided 
  to set aside his tools to take the road of 
  adventure.
  Bandit. After the war, things went 
  south for many people, and it is no 
  surprise that many of them started a life 
  of stealing and robbing travelers. Not all 
  bandits are evil at heart (although a good 
  number of them are), and they can be 
  excellent adventurers, so long as the law 
  or the Justicars don’t capture and behead 
  them!
  Barbarian. The fierce population of 
  
  17
  Character Concepts
  120
  17
  Middle Ridge is known for their savage 
  customs and their hardiness. They left the 
  land of Ventar’s cities many years ago and 
  had to fight day after day against goblins, 
  elves, giants and all the other dangerous 
  things living beyond the Jotun River. 
  They may be not very educated, but they 
  are excellent warriors and hunters, skills 
  useful in every adventuring party.
  Bard. What is a band of adventurers 
  without a singer and taleteller ready to 
  recount (and occasionally embellish) their 
  stories to earn them a free round of beer at 
  the local tavern? Bards are quick of tongue 
  and of blade, and in many cases their sweet 
  words save the necks of an adventurers’ 
  band where no sword or magic could 
  prevail.
  Boater. Adventurous members of 
  the People of the Barges, Boaters travel 
  up and down the rivers of the lands of 
  Ventar, bringing news, wares and a source 
  of excitement to any place they visit. More 
  than one Boater leaves his crew to join 
  bands of would-be heroes looking for the 
  thrill of adventure… and a good share of 
  loot, too. 
  Druid. Followers of Baarathi, father 
  of nature, druids are holy, wise men, in 
  deep communion with the wilderness. 
  Among the Ridgemen, they also act as 
  collectors of lore, judges and advisors. 
  Sometimes a druid takes the path of 
  adventure to protect the balance of nature 
  or to answer a direct call of Baarathi.
  Fighter. A soldier, a mercenary 
  or simply a rough fellow with a cheap 
  sword, fighters are the backbone of every 
  adventuring group. They don’t have the 
  mystical powers of clerics and wizards or 
  the cunning and subtle skills of thieves 
  and rangers, but if there are asses to kick, 
  they’re first in line.
  Folk Hero. Tales and old stories are 
  full of simple farmhands or tavern barmaids 
  who left their villages to accomplish a great 
  quest, at the end of which they became 
  true heroes! This can be your fate too, my 
  friend. So, put down the hoe and prepare to 
  venture into the dark!
  Justicar. Devoted priests of Kaavor, 
  Justicars are also investigators, lawmen 
  and the armed justice of the kingdom. 
  Whenever a Pact or a law is not respected 
  you can find one of them, sword in one 
  hand and Book of the Law in the other. 
  Some of them join adventuring parties to 
  accomplish the will of Kaavor or simply to 
  bring back civilization and order to lands 
  lost in darkness.
  Knight. A knight is more than an 
  armored warrior on a warhorse. A real 
  knight is a paragon of honor, prowess and 
  mercy, ready to give his life to defend what 
  he believes in. Some of them are part of 
  a knightly order, like the famous Knights 
  of Scarlet, while others are hedge knights 
  who wander the kingdom looking for 
  just causes to follow or simply for a lord 
  willing to offer them food and lodgings in 
  exchange for their services.
  Pirate. Although Ventar has limited 
  access to the sea, pirates aren’t unknown 
  to the people of this fair land: the major 
  rivers of the kingdom are infested by these 
  two-legged predators, and, on the sea or in 
  the coastal cities, Lashari ships are always 
  a sign of trouble coming. It can happen 
  that one of these rough fellows leaves his 
  ship looking for easier loot in caverns and 
  dungeons.
  Priest. Clerics and faithful religious 
  men and women are an important part 
  of Ventarian society. Invested with the 
  powers of their deities, and the respect (or 
  fear) of the people, they can be invaluable 
  assets for any adventuring group, while 
  their goals are the same as the rest of the 
  party.
  Ranger. Woodsmen and trackers, 
  
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  Setting Rules
  18
  rangers are lonesome individuals more at 
  ease in the wilderness than in the high-
  walled cities of Ventar, or elusive guardians 
  of nature like the Forest Shadows, the 
  wood wardens of the elves. Often good 
  fighters, rangers are of invaluable help 
  in any natural environment and their 
  hunting skills can often provide food for 
  the party.
  Slayer. A mercenary monster hunter, 
  devoted to killing the most powerful and 
  devious faerie, undead, skin changer or 
  whatever other threat you can imagine 
  with his magical sword. For a price of 
  course.
  Thief. Although not the most honest 
  of men, a thief is an invaluable asset when 
  there is a trap to disarm, a lock to pick or 
  an enemy to take down swiftly and quietly. 
  A thief is a good comrade, once you learn 
  to sleep with one eye open and your purse 
  very close to you.
  Wizard. Masters of the arcane, 
  knowers of secrets and wielders of magic, 
  wizards can seem weak, but the power of 
  their spells can alter reality and achieve 
  the impossible. Mages seek knowledge 
  more than anything else, often sacrificing 
  what they hold most dear to acquire it. 
  Some of them seek isolation in secluded 
  places, while others, such as the Mages of 
  the Order, gather in communal places to 
  study and share their knowledge with each 
  other.
  New Edges
  Combat Edges 
  Torch and Sword (Combat)
  Requirements: Novice, Fighting d8+ 
  You are very good at fighting with a 
  melee weapon in one hand, and a torch 
  in the other. For you torches are normal 
  weapons (not Improvised Weapons) and, 
  if you hold one off-hand, it grants you 
  +1 Parry. In addition, if an opponent in 
  melee rolls 1 on the Fighting roll while in 
  melee with you, he is set afire (suffering 
  1d10 damage, as per the standard Savage 
  Worlds fire rules).
  GM’s Tip:  
  Apprentices  
  and Factions
  A number of players, while interested in jo-
  ining a Faction at the beginning of the game, 
  won’t have the necessary requirements. It is 
  perfectly fine to play an “associate member” 
  - a character already in the Faction’s ranks 
  but without full membership. He will have 
  connections with the faction, but no special 
  skills. At GM’s discretion he could start the 
  game with some faction-specific equipment, 
  if available.
  Faction Edges
  Faction Edges are a new category typical 
  of Ventar. They aren’t acquired in the 
  normal way. You receive them for free 
  after joining one of the many Factions of 
  Ventar and raising in its Ranks. You can 
  have only one Faction Edge.
  
  19
  Professional Edges
  120
  19
  Daughter (Son) of Myrthala 
  Requirements: Novice, Healing d8+, Faith 
  d8+, Spirit d8+, must be a priest(ess) of 
  Myrthala 
  Daughters (and the rare Sons) of 
  Myrthala are the chosen priestesses 
  and priests of the goddess, tasked with 
  spreading her healing powers in the 
  world. Skilled healers, they can restore to 
  life even people beyond death’s gate, able 
  to resurrect victims who died within a 
  number of minutes up to half their Faith 
  die (so a Daughter with Faith d8 can try to 
  resurrect a person who died four minutes 
  ago), provided the body has no vital parts 
  missing (damaged is OK). This can be done 
  with the healing Power with a flat modifier 
  of -6 on the roll, or -3 with greater healing. 
  On a success, the cost of the Power is in 
  Burned Power Points. Clerics of Myrthala 
  are against killing, but the goddess knows 
  that they have to defend themselves, so she 
  grants them the gentle touch: whenever 
  they attack using a blunt weapon, the 
  damage is non-lethal, unless the character 
  declares otherwise. The GM can overrule 
  this for plot reasons, but, in this case, he 
  must reward the Daughter with a Doom 
  Benny and this is not considered a Sin.
  Guardian of Myrthala 
  Requirements: Novice, Fighting d8+, 
  Notice d6+, Spirit d6+, Vow (protect your 
  assigned Daughter) 
  Guardians of Myrthala are grizzled 
  warriors and fighters tasked to protect and 
  help their assigned Daughter of Myrthala, 
  with whom they have a special link. 
  Dressed in the customary gray cloak, they 
  are usually heavily armed and armored. A 
  Guardian within 3” of his Daughter can 
  always decide to interpose himself between 
  the Daughter and any attack she suffers, 
  receiving it in her place.  Sharing a link 
  with the Daughter’s powers, he has extreme 
  vitality, and, if in sight of his protégée, he 
  can make any Vigor roll using the Faith die 
  of the Daughter and any Spirit roll using her 
  Spirit, if they are better than his own traits.
  GM’s Tip: Losing 
  a Daughter
  The link between a Daughter and her Guardian 
  is strong and powerful, but has drawbacks, too. 
  If the protégée of the Guardian is wounded, he 
  immediately loses a Benny (if he has one, other-
  wise he suffers a level of Fatigue). If she dies, the 
  Guardian is immediately Shaken and then falls 
  into a state of deep depression, during which he 
  suffers -2 to all Trait rolls. After a week, he is al-
  lowed a Spirit roll (at -2, so -4 in total) to reduce 
  the penalty by -1 with a success or better. He 
  can repeat the roll each week, until the penalty 
  is removed, but the sense of loss won’t abandon 
  him so long as he lives.
  Usually the bond between a Daughter and a 
  Guardian is unique in life (so in the case of the 
  death of the Daughter, the Edge is lost), but it 
  is possible, if rare, for a Guardian to bind with 
  another Daughter, however this will surely 
  require success in a special quest from the 
  goddess.
  Professional Edges
  Dungeon Cook
  Requirements: Novice, Survival d6+ or 
  Hauflin 
  
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  Setting Rules
  20
  Adventurers are used to eating stale 
  rations during their expeditions, but this 
  doesn’t means this makes them happy. A 
  Dungeon Cook is no chef but he can make 
  a tasty meal from two bricks and a pile of 
  horse dung, if necessary. In game terms, 
  when the party takes a Rest, if a Dungeon 
  Cook is present and can practice his art, 
  one of the party’s Healing rolls can be 
  rerolled for free, Wild Die included. 
  A Dungeon Cook is a master of 
  economy: for every four Rations the party 
  consumes, one is saved (the cook decides 
  who keeps it) and, if the party butchers 
  creatures to eat them (see GM’s Guide) 
  he obtains 50% more Rations from them 
  (round fractions up).
  The cook must have at least a Cooking 
  Pan to use this Edge.  In addition, being an 
  adventuring food-maker, he knows how to 
  use pans (and other cooking implements) 
  in a fight. For him they are considered 
  normal (not Improvised) weapons.
  Weird Edges 
  Adventurer’s (Sneezing) Sense 
  Requirements: Novice, Spirit d6+ 
  The character has an uncanny knack 
  for detecting secret passages. Every time 
  he passes near one, the GM must make 
  a secret (and hidden) Notice (-2) roll, on 
  which the player cannot spend Bennies.
  In case of success, the character 
  becomes aware of the hidden door (but 
  not the way to open it). If the character 
  wants, he can take this Edge in a more 
  powerful version, finding the secret 
  passage more easily but with a noisy effect 
  (usually a sneeze). In this case, he receives 
  +2 to the roll, but if he finds something 
  he makes his presence obvious to any 
  creature within 3d6” (the dice can ace). 
  This second version of the Edge is called 
  Adventurer’s Sneezing Sense.
  Iron Stomach
  Requirements: Novice, Vigor d8+ or 
  dwarf 
  You don’t pay much attention to what 
  you eat so long as it’s food. The character 
  doesn’t roll against Vigor to eat Disgusting 
  food (see GM Guide), automatically 
  passing the test, and receives +2 to any 
  roll to resist poisons of any type, including 
  alcohol. This Edge also works well with 
  the Liquid Courage Edge, offsetting the -2 
  penalty to Agility and Smarts-based rolls 
  caused by spirits abuse.
  The Way of the Adventurer
  This chapter introduces a new optional 
  way to create characters in TFV: funnel 
  generation. It is the typical way the OSR 
  school generates heroes and you should 
  try it for two reasons:
  1. 
  It is fun. Modern role-playing games 
  allow you create exactly the hero 
  you want, but sometimes it’s nice 
  to simply play a random character, 
  especially if you are a player who 
  always plays the same type of 
  character in different settings.
  2. 
  It is fast. TFV has a number of Edges 
  and options. The time spent choosing 
  them to build your hero, especially 
  the first time you play Tyrnador, 
  
  21
  Funnel Characters
  120
  21
  could slow down character creation. 
  With this system you will create a 
  character in literally five minutes. 
  In this quick start you find six pre-
  generated Funnel characters.
  Note that TFV supports both modes of 
  playing: funnel and standard character 
  creation.
  The following rules will be updated with 
  Core Skills.
  Funnel Characters
  What Funnel Is. We usually think of 
  heroes of RPGs as mighty warriors, 
  powerful sorcerers, cunning rogues and 
  so on. Well, they aren’t the only ones 
  treading the path of adventure. There are 
  also a number of common people; the 
  caretaker’s apprentice, the torchbearer, the 
  tavern wench, who are sometimes forced 
  to fight for their lives against the threats 
  of darkness. Why haven’t you heard their 
  tales? Because most of them died horribly, 
  of course. But the few survivors become 
  great heroes by themselves.
  Funnel games, usually the first 
  scenario of a campaign, allow you to play 
  through that process of “natural selection” 
  where common people are thrown into 
  adventure and only the brave and lucky 
  few survive.
  Funnel Rules
  When playing a funnel game you must 
  adhere to the following rules.
  •	
  During character generation, every 
  player creates more than one single 
  hero, usually two or three. Because 
  many of them will die, we suggest the 
  players use the Funnel Party Sheet, to 
  be used in common by the party (or 
  one per player if you prefer).
  •	
  Funnel characters have one Wound 
  have a Wild Die and can make Soak 
  Rolls if the player controlling them 
  has Bennies. They use the Aftermath 
  rules like Extras.
  •	
   Players during the Funnel gave has 
  thee Bennies, which they can use for 
  any character they control. During the 
  game, you can ask another player to 
  lend you a Benny, as per the Common 
  Bond Edge. You can beg your friend 
  too, this is in the spirit of the game.
  •	
  Funnel characters die a lot. When 
  this 
  happens, 
  the 
  controlling 
  player receives two Bennies as a 
  compensation.
  •	
  If a player loses all his characters he 
  should take one of the additional 
  ones of another player, if available.
  Becoming a Hero
  When the party ends their first 
  adventure, the surviving heroes are 
  promoted and immediately gain: 
  1. 
  Full Wild Card status 
  2. 
  One Edge or Attribute increase 
  3. 
  5 Skill points (to be spent respecting 
  the standard Savage Worlds character 
  creation rules)
  From this point on, the heroes are 
  standard Novice characters, but can keep 
  all the gear they gained in their “baptism 
  of fire” scenario.
  If every player has two or more 
  characters available, they must choose 
  one to be their hero, but don’t discard the 
  others, they could appear in adventures 
  or be used as replacements if a player 
  character dies.
  If a player character has no hero he 
  can pick one of the ones discarded by 
  the rest of the group, if any, otherwise he 
  can make a character using the random 
  creation rules.
  
  22
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  Magic of Ventar
  22
  Magic of Ventar
  New Powers
  Cantrip
  Rank: Novice
  Power Points: 1
  Range: Smarts
  Duration: Instant
  Trapping: Special
  Cantrip is the basic Power every mage 
  learns during his apprenticeship. It is a 
  minor, instantaneous spell, which can be 
  used for a number of small things: lighting a 
  torch or a lamp, summoning a puff of wind, 
  mending a small tear in cloth, creating 
  a minor illusion or something similar. 
  Cantrips don’t have a fixed trapping, the 
  caster must decide it on the fly.
   As a rule of thumb, a cantrip cannot 
  deal damage or mimic the effect of 
  another Power. Ruleswise, you can use a 
  cantrip to give +1 to a Trait roll (if you find 
  a suitable trapping) or you can use it as a 
  Trick rolling on Spellcasting (your choice 
  if the opponent rolls on Smarts or Agility).
  Running a Dungeon
  Dungeon Checks
  As a GM, you have to ask the players 
  to make two types of check during 
  dungeon delving (and also in wilderness 
  adventures if you want): Light and 
  Wandering Monster Checks.
  They work in a similar way. 
  Light Checks. Draw a card from the 
  Action Deck for each active source of light 
  the heroes have; if it is a Club, the light 
  source loses a Durability point.
  Wandering Monster Checks. Draw a 
  card from the Action Deck, one per group of 
  heroes (in case they split up) but a random 
  encounter happens only with a Club.
  If the encounter has already happened 
  just ignore it, unless the encounter is 
  marked as Repeatable. Note that despite 
  the name not all encounters are with 
  creatures, the table can include natural 
  events, omens or similar things.
  Published adventures will have a 
  table of Wandering Monsters, based on a 
  card drawn from the Action Deck.
  The table below gives you advice 
  on the frequency of the checks. The unit 
  of measure is the abstract “room”, which 
  means the time an average party of 
  adventurers needs to carefully explore one 
  room. In the wilderness, you can consider 
  it equal to one “encounter”.  For ease of 
  use, you draw a card for every room the 
  heroes explore, alternately checking for 
  lights and one for wandering monsters. 
  Safe Place. It is a location where no 
  bad encounter can happen, see below.
  
  23
  Dungeon Checks
  120
  23
  Dungeon Checks Table
  Check
  Frequency
  Light 
  Normal Exploration
  Once per two rooms (odd rooms)
  Rest
  Never, unless the players keep the lights on, then four times per 
  rest.
  Wandering Monsters
  Normal Exploration
  Once per two rooms (even rooms)
  Rest
  Twice per rest.
  Rest in a Safe Place
  Never
  GM’s Tip:  
  Remembering Dungeon Checks
  Maybe, in the heat of the game, you forget to make a Dungeon Check. This is perfectly fine, it is 
  part of the game. When it happens, simply ignore it: the game is already hard enough for the play-
  ers and they can use a little help.
  If you are about to forget and an observant player reminds you, he should be rewarded with a Benny.
  The Inn of the  
  Lucky Wheel
  Below you find an example of a small 
  dungeon you can use for a couple of session. 
  You can play it as a Funnel game, with the 
  rules and characters described in the pages 
  before.
  Background: On the road between 
  Ventar and Scarlet there was a nice inn, the 
  Inn of the Lucky Wheel, famous for one 
  thing: the innkeeper, Balso the Smiling, 
  kept a carriage wheel, which was fabled to 
  be magical and to bring luck to every person 
  touching it. Nobody knows if it was really 
  magical or not, but the story was good for 
  business. After the Necromancer’s War the 
  Inn was abandoned and recently was taken 
  over by a band of cobolds who use it as their 
  lair. People think that the inn is haunted by 
  the ghost of the dead innkeeper due to the 
  strange lights that sometimes appear in the 
  windows of the building.
  Hook: Unless the heroes have some 
  quest which takes them there, they will 
  stumble on the inn during a stormy night, 
  when they look for shelter from the rain. 
  
  24
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  The Inn of the Lucky Wheel 
  24
  Possible Quests: 
  A hero is tasked to recover a letter 
  from one of the last guests staying at the 
  inn, Varian the Merchant. 
  A wizard’s apprentice is tasked by his 
  master to retrieve the famous wheel and to 
  check if it is truly magical. 
  A priest is sent here by his order to 
  put the ghost of poor Balso, the innkeeper, 
  to rest.
  Card Suit
  Rumor
  Club
  I heard the famous hunter Gregor the Green was a regular of the 
  inn. He had a personal room there, where all his trophies were 
  stored.
  Diamond
  Clementine, the wife of Balso the Innkeeper was very rich and 
  she inherited a small fortune in jewels, which has never been 
  found. 
  Heart
  My father told me stories about that Inn. He always told me it 
  was a fine place, but the stairs were dangerous!
  Spade
  On stormy nights the ghost of Balso the Innkeeper returns to 
  haunt his old inn!
  Areas
  1 – Stables. They are abandoned, 
  divided into several boxes. Under a pile 
  of old brushwood there is an old pitchfork 
  (Improvised weapon). Hanging from a peg, 
  in tatters, there is a leather apron, with a 
  Bronze Key in a pouch (Notice roll to spot 
  it). There are several branches and pieces 
  of wood there, which can be used as Small 
  Improvised Weapons, or, with a Repair roll, 
  as Clubs (Str+d4).
  2 – Communal Room. A large room, 
  filled with tables and with a large bar 
  counter. From under the counter there is a 
  scratching sound. If the heroes come within 
  3 feet a Giant Rat bursts out, attacking an 
  adventurer wildly before trying to get away 
  through the Kitchen. The shelves behind 
  the counter still contain 1d4 bottles of 
  booze (draw a card for each of them: if a 
  club, it is Poisonous). The lucky wheel is 
  supposed to be over the large fireplace, 
  but it is missing. Curiously, someone has 
  crudely walled up the fireplace (Toughness 
  8). This was done by the cobolds, who use 
  it as secret passage to reach the Cellar, but 
  the access is on the upper floor, in the Blue 
  Room. The stairs to the upper floor are 
  creaky and prone to breaking if a heavy 
  character (Vigor d8+ or wearing metal 
  armor) walks on them (black card from the 
  Action Deck to break). If this happens the 
  poor guy falls down, suffering 2d6 damage.
  3 – Kitchen. The door is ajar and 
  has a crude trap: an old pot full of stones 
  is precariously balanced over it. Any 
  character opening it will drop the pot on 
  himself for 2d6 damage (Notice (-2) roll 
  to spot it, Agility (-2) for half damage). It 
  has the Drop. Inside the kitchen has been 
  ransacked, and a large cupboard lies on the 
  ground. The massive kitchen table has been 
  used for a grisly ritual: someone painted a 
  sort of pentagram in blood, placed a human 
  skull in the middle and fixed a meat clever 
  in the wood of the table. Although spooky, 
  
  25
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  The Inn of the Lucky Wheel
  25
  the pentacle isn’t magical, the cobolds did 
  it to scare people. The cupboard is filled 
  with stones, which make it very difficult 
  (Strength (-4)) to move it away, unless all 
  the stones are removed (one person can 
  do this in an hour). Below the cupboard, 
  there is a trapdoor for the Cellar, which the 
  cobolds don’t use (so they blocked it). 
  4 – Upper Floor Corridor. A long 
  corridor, with a tapestry in the middle. From 
  the ceiling hang two large candleabras, 
  and a couple of big ornamental vases 
  (Toughness 5, Medium Cover, Total for the 
  Cobolds) are placed on the walls’ sides. The 
  corridor is guarded by 2 Cobold Warriors, 
  usually concealed behind the vases. They 
  don’t attack directly, but they untie the 
  ropes that keep the candlesticks up, making 
  them fall on the heroes (Agility (-2) roll to 
  avoid or suffer 2d8 damage, SBT), before 
  bolting into the Innkeeper’s Room.  
  5 – Red Room. This room has two 
  beds, and a twin pair of red wood closets. 
  The closets contain respectively a woman’s 
  clothes and a man’s clothes (they belonged 
  to Fran the tavern maid and Olaf the stable 
  hand). The room doesn’t contain anything 
  useful. 
  6 – Blue Room. This room is locked, 
  but the door can be picked, bashed down 
  (Toughness 7) or opened with the Bronze 
  Key. Inside there is a small, comfortable 
  room, the furniture is all painted in blue 
  (hence the name) and consists of a bed, 
  an armchair and an armoire. In the bed 
  lies the skeleton of a man in a nightgown, 
  Merchant Varian, who died of a heart 
  attack the day the inn was attacked by the 
  Necromancer’s troops, and he was forgotten 
  when the occupants of the inn fled. He 
  wears a Cursed Ring (200 cp), made of 
  silver, on his right hand, which is haunted 
  by his spirit, which died in fear. It will cause 
  tremendous nightmares to its owner until 
  Varian’s body is buried and the ring melted. 
  In the armoire there are the merchant’s old 
  garments, which include a leather jacket, 
  boots, a dagger and a sealed letter in a 
  pouch, his will in which he leaves all his 
  riches to Ariana (a niece).
  7 – Innkeeper’s Room. This room 
  was used by Balso the Innkeeper, his wife 
  Clementine and their infant Balia. The door 
  is open, and reveals a large bed, an armoire, 
  a cradle, a dressing table and a large 
  fireplace. The fireplace is built directly over 
  the one on the lower floor and the two share 
  the same flue. The cobolds have modified it 
  so they can use it to reach the Cellar. It is 
  narrow, any person with the Brawny Edge 
  must remove his armor to pass through 
  it. The room is occupied by 4 Cobold 
  Warriors, led by Ogo Metalhead (a cobold 
  using a pot lid as a shield and armed with an 
  axe). The four fight till half of them fall then 
  they try to escape through the fireplace to 
  reach the Cellar and give the alarm. The 
  cradle contains a fifth Cobold Warrior, 
  Nago Twistellip, who is dead drunk and 
  an alcoholic (there is a bottle of wine in the 
  cradle). Nago can be convinced to betray 
  his kin for some extra booze, revealing 
  all he knows about the place. The room’s 
  floor hides a movable wooden tile (Notice 
  (-4)) where Clementine hid her jewels: a 
  necklace (worth 100 cp), a pair of earrings 
  (50 cp each) and a silver flask of holy water 
  (50 cp).   
  8 – Green Room. This was the room 
  of the famous hunter Gregor the Green, a 
  regular of the tavern who had a permanent 
  room here, in exchange for patrolling the 
  road and the surrounding area. The room 
  contains a bed, an armoire and several 
  trophies: a hanging made of a silver wolf 
  pelt (worthless because it has been eaten 
  by moths), a deer head hanging from a 
  wall, and in one corner a stuffed black bear, 
  his greatest quarry. The armoire contains 
  several old clothes, a quiver with fire arrows 
  
  26
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  The Inn of the Lucky Wheel 
  26
  and a perfectly preserved weapon, the 
  Hunter’s Bow, which belonged to Gregor. 
  Whenever a character touches the bow, 
  the door slams and is sealed by a magical 
  force (a Dramatic Task based on Strength 
  (-2) is necessary to open it), and the Bear 
  animates! The beast takes half damage from 
  all attacks apart from magical effects and 
  the Hunter’s Bow. The door opens when the 
  bear is killed. The Hunter’s Bow is a magical 
  weapon, capable of hitting supernatural 
  creatures, and may be a Growing Magical 
  Item (see page xxx). The room has a 
  window the heroes can use to escape if the 
  situation becomes too hard. Once the Bear 
  is killed, the location becomes a Safe Place, 
  because the cobolds fear to venture in.
  9 – Closet. This closet contains an 
  armoire and a number of old brooms. In 
  the armoire there are old mops and an Oil 
  Flask (used to polish silverware). If a hero 
  wearing the Cursed Ring enters this place 
  the party hears a ghastly voice shouting: 
  “Help me! Help me! The Necromancer’s 
  troops are coming!” and they distinctly 
  hear the sound of hooves coming from 
  outside. Then 1/Hero Brooms animate and 
  attack the party (All Attributes d6, Pace 
  6, Parry 5, Toughness 7, Fighting d6, 2d4 
  damage). The Brooms are animated for 2d4 
  rounds before falling down. If the heroes 
  look outside through a window, they see no 
  horses (the sound is an illusion caused by 
  the ring).
  
  27
  120
  The Inn of the Lucky Wheel
  27
  10 – Cellar. The cellar is accessible by 
  a ladder in a small vertical tunnel, dug by 
  the cobolds to connect it with the fireplace 
  of the inn, and through a trapdoor from 
  the Kitchen, now blocked. Inside this damp 
  room there are four large casks (three feet 
  wide and six tall), lying on their long sides, 
  which the cobolds have transformed into 
  cages. In three of them there are a Giant 
  Rat (for a total of three, the third one is 
  affected by Ratcurse), while in the fourth 
  barrel is trapped a poor hauflin, Tymian 
  Bristlepan, who was bitten by the diseased 
  rat and has contracted lycanthropy (he will 
  become a wererat in three days).  The room 
  also hosts 2 Cobold Warriors on guard, 
  they are cooking a pot of slugs over a small 
  fire (3 Disgusting Rations). The first thing 
  they’ll do when they notice the heroes is 
  to free the Giant Rats and run through the 
  narrow passage leading to the Temple of the 
  Holy Wheel.
  11 – Temple of the Holy Wheel. 
  This natural cavern, with walls of earth, 
  is the nest of the cobolds. There, Ragnar 
  the Fiery (a Wild Card Cobold Warrior) 
  keeps the Lucky Wheel. The little pests use 
  it as a sort of small altar, upon which rests 
  a “dragon’s egg” (in truth just a big stone), 
  and Ragnar makes the rest of the band 
  worship it, hoping that a real dragon will 
  hatch from it. With him there are another 
  2/Hero Cobold Warriors, plus 1 Cobold 
  Warrior armed with a crossbow and with 
  Shooting d8. Ragnar has a twisted magical 
  wand, which allows him to cast the bolt 
  Power with 10 Power Points and arcane 
  skill d10. Once depleted, it crumbles to 
  dust. The floor of the room is made of sand, 
  and, if the heroes dig into it, they find a 
  locked strongbox (Ragnar has the key) 
  containing the treasure of the band: 323 cp, 
  cheap jewelry worth 100 cp, a ranger’s cloak 
  (+1 to Stealth rolls in natural environments, 
  counts as a Blanket but it is only a Trinket, 
  500 cp) and a bottle containing a potion of 
  slumber (yellow, tastes of lemon, 400 cp).
  A passage concealed behind some 
  pieces of old wood hides a tunnel, which 
  leads to an exit in the nearby forest.
  Ragnar, if captured alive, says that 
  he received both the egg and the wand 
  from the mysterious Sharma the Witch, a 
  powerful sorceress living somewhere in the 
  forest.
  
  28
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  The Inn of the Lucky Wheel 
  28
  Aftermath
  If the heroes free the Inn from the Cobolds, 
  they can take it by right (it is a Small 
  Stronghold, you can buy the Inn Structure 
  at half price for the first two Ranks). 
  Otherwise they can report the fact to the 
  sheriff of the nearest town and be rewarded 
  with 300 cp and a point of Reputation.
  Wandering Monsters Table
  Card
  Event
  2-4
  Storm. The first time this card is drawn, the storm intensifies (-2 to 
  all Notice rolls to hear sounds). The second time it ceases. Further 
  redraws have no effect. 
  5-8
  A Crossbow in the Darkness. A Cobold Warrior armed with a 
  crossbow (Shooting d8) shoots from the darkness (he has Aimed and 
  gets the Drop) at a hero before bolting, from as far away as he can. He 
  is the one from the cellar. This encounter can happen multiple times 
  till the pesky Cobold is captured.
  9-10
  Noggin and Vestro. A couple of Bandits in the Inn to take shelter from 
  a party of Road Wardens. They try to pass as simple travelers but are 
  ready to kill the heroes for some loot.
  J-A
  The Inn’s Ghost. The heroes are approached by a wailing figure with 
  a luminescent head. They must make a Fear roll unless the players 
  are suspicious. In truth the “ghost” is 2 Cobold Warriors, one on the 
  shoulders of the other, dressed in a night gown and using a carved 
  pumpkin with a Lantern inside as a head. These two cowards will flee 
  if discovered.
  Joker
  Strange Cat. A party member sees a strange black cat, staring at him. 
  It is the animal companion of Sharma the Witch (who lives in the 
  forest nearby). Depending on how the hero approaches it (a Reaction 
  roll) the cat brings him fortune (he gains a Benny if Friendly or 
  better) or misfortune (steals a Benny from him if Uncooperative or 
  worse).
  Rumor Table
  Make a Streetwise roll and draw a card from the Action Deck for each success and raise. Consider 
  only the suit.
  
  29
  120
  Monsters Primer
  29
  Monsters Primer
  New Special Abilities
  Harvest (Type)
  Adventurers are looters by definition 
  and certain creatures of Tyrnador have 
  valuable parts which can be used for various 
  purposes (food, magical components or 
  simply as precious commodities to sell). 
  These creatures have the Harvest Special 
  Ability, each description detailing the 
  specific part that can be retrieved from the 
  monster. Harvesting requires a Trait roll 
  to be successful. Any character possessing 
  one of the required Traits at d6+ must 
  make an unmodified Trait roll (the best 
  one available), to know of the possible 
  Harvest. Obviously, once the piece of info 
  is gained, it becomes part of the character’s 
  knowledge.
  Example. Cave Centipedes have the Li-
  ving Tentacle Harvest, which can recovered 
  with a Healing or Survival (-2) roll. When 
  Stomper (Survival d8) meets and defeat 
  such a beast, he rolls on Survival, scoring a 
  success and suddenly remembering this use-
  ful piece of info on these nasty vermin.
  Monsters
  Bandit 
  Bandits are the scum that infest the roads 
  and forests of the kingdom. Call them 
  highwaymen, brothers of the wood or 
  merry brothers, but the substance is the 
  same: they’ll gut you for your purse. Some 
  of them are poor people who are forced to 
  rob or starve, but others are just evil and 
  violent people who chose a life of theft and 
  prevarication.
  Note that many bandits have a bounty 
  on their heads, ranging from few hundred 
  coppers for the most miserable ones to 
  several thousand for the most infamous 
  ones.
  Sometimes bandits are in league with 
  rogue sorcerers and clerics of evil deities.
  Attributes: Agility d6, Smarts d4, Spirit 
  d6, Strength d6, Vigor d6 
  Skills: Climbing d4, Fighting d6, Intimi-
  dation d6, Notice d4, Shooting d6, Stealth 
  d6, Survival d6 
  Cha: 0; Pace: 6; Parry: 6; Toughness: 6 (1) 
  Hindrances: Poverty, Wanted 
  Edges: None 
  Gear: Short sword (Str+d6) or club 
  (Str+d4), small shield (+1 Parry), bow 
  (Damage: 2d6, Range: 12/24/48, ROF: 1), 
  light leather armor (+1). 
  Special Abilities: 
  • 
  Ambusher: Bandits are masters of 
  catching their victims off guard. If 
  they have time to set an ambush and 
  are in their own territory, before the 
  combat starts, draw a card from the 
  Action Deck for every ten Bandits in 
  the band and put it aside. At the start 
  of each round, you can decide to di-
  scard the Action Card the Brigands 
  draw and replace it with one of the 
  cards set aside. 
  • 
  Bandit Chief: One in fifteen Ban-
  dits is a rugged leader who keeps the 
  band under his thumb. He is a Wild 
  Card with Strength and Vigor d8, Fi-
  ghting d8 and is usually better equip-
  ped, with medium armor, sword and 
  medium shield. 
  
  30
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  Monsters Primer
  30
  GM’s Tip:  
  Bandits and 
  Bounties
  Often bandits have bounties on their heads, 
  which are a good incentive for player charac-
  ters to hunt them. Usually these bounties 
  are paid whether the bandit is dead or alive 
  (many adventurers prefer the former becau-
  se it is easier). As a rule of thumb, a bandit is 
  worth 100 cp.
  Experienced Bandits. If a band of highway-
  men survives for a while, its members beco-
  me stronger and more dangerous. You can 
  make a bandit stronger by raising one of 
  his Traits by a die type or adding an Edge. 
  In the first case, add 50 cp to the bounty, in 
  the second case, add 100.
  Notorious Misdeeds. If a band does some-
  thing very blatant, raise the bounty on each 
  individual by 100.
  Wild Card Bandits. Multiply the bounty 
  value by three.
  Cobolds
  Cobolds aren’t goblinoids, although they 
  surely came from the Faerann. Small and 
  frail humanoids, Cobolds are basically 
  two-legged lizards, with tiny bodies, 
  pointed faces and bad tempers. Cobolds 
  are naturally enslaved by dragons, who 
  they consider their masters and parents. 
  Cobolds, in fact, think themselves to be 
  dragons in waiting, and that through 
  dedication and service, one day they will 
  became dragons too.
  Sadly, this is a lie, but would you 
  disappoint the little ones by revealing the 
  truth to them?
  Cobold Warrior
  In cobold society, if you aren’t a warrior, 
  you are food, so it’s no surprise all of them 
  claim to be fierce fighters, you’d do the 
  same.
  Summon Ally Rank: Novice.
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d4, Vigor d4
  Skills: Fighting d6, Notice d6, Shooting 
  d6, Stealth d6,Taunt d6, Throwing d6
  Pace: 6; Parry: 6; Toughness: 4 (1)
  Gear: Small cobold spear (Str+d4, 2 
  hands, +1 Parry), cobold bow (Damage: 
  2d4, Range: 12/24/48, ROF: 1) or cobold 
  sling (Str+d4, Range: 6/12/24, ROF: 1).
  Special Abilities
  • 
  Cobold Hierarchy: One cobold in 
  every twenty is a Bandmaster, with 
  Fighting, Strength and Vigor one 
  die type higher. One cobold in every 
  hundred is a Wild Card Tribe Chief, 
  with Fighting, Strength and Vigor 
  two die types higher, the Command 
  and Block Edge, and equipped with 
  a sword (Str+d8), light armor (+1) 
  and a small shield (+1 Parry). 
  • 
  Crowd Fighter: Cobolds attack in 
  hordes, taking advantage of their 
  numbers in any way possible. They 
  add half of any Gang Up bonus to 
  damage rolls.
  • 
  Infravision: Cobolds halve penalties 
  for dark lighting against living tar-
  gets (round down).
  • 
  Size -1: Cobolds are two feet tall. But 
  they are two feet of sheer nastiness.
  Giant Rat
  Typical of the sewers or other unhealthy 
  
  31
  120
  Monsters Primer
  31
  environments, 
  giant 
  rats 
  are 
  quite 
  common in Ventar. Nobody knows if they 
  are simply a mutation of normal rats or an 
  entirely different race, but they are very 
  dangerous. A typical giant rat weighs up 
  to sixty pounds and they can grow even 
  bigger. Some of them are also carriers of 
  a dangerous malady, called the Ratcurse, 
  which causes lycanthropy in rat form (see 
  Wererat).
  Summon Ally/Shape Change Rank: 
  Seasoned.
  Attributes: Agility d6, Smarts d4, Spirit 
  d6, Strength d8, Vigor d6
  Skills: Fighting d6
  Pace: 6; Parry: 5; Toughness: 5
  Special Abilities
  • 
  Bite: Str+d4.
  • 
  Harvest (Mace Tail): One Giant Rat 
  in twenty is born with a strange ex-
  crescence at the end of the tail, simi-
  lar to a mace’s head. This tail can be 
  removed and properly stored with a 
  Knowledge (Arcana) roll, and can be 
  used in place of spending two Bur-
  ned Power Points to cast the summon 
  ally Power. It is very valuable to wi-
  zards, worth at least 300 cp.
  • 
  Harvest (Ratcurse Spit): The saliva 
  of a rat affected by Ratcurse (see be-
  low) can be gathered with a Survival 
  (-2) roll, and stored in a flask. It lasts 
  for one day plus one day per raise on 
  the Survival roll. It has no use except 
  infecting people. It isn’t commonly 
  sold, but a person found with such a 
  poison is usually hanged. Note that, 
  if you score 1 on the Survival roll 
  while trying to gather the saliva or on 
  any other roll to manipulate it, you 
  infect yourself!
  • 
  Ratcurse: One Giant Rat in every ten 
  is a carrier of the Ratcurse, a terrible 
  malady that transforms you into a 
  wererat! Any target bitten (at least 
  Shaken by a wounding effect) by the 
  rat must make a Vigor (-2) roll, with 
  an additional -2 if he suffered a Wo-
  und. In the case of failure, the victim 
  contracts the disease, which causes a 
  level of Fatigue after one hour, and 
  full lycanthropy in 2d4 days. The 
  healing Power, cast with a -2 penal-
  ty and within the Golden Hour, can 
  cure the malady, otherwise a specific 
  cure must be found.
  
  32
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  32
  JARED,  
  born Ugly as Sin and Grown up as a Miner
  Ag
  Sm
  Sp
  St
  Vi
  CHA
  PA
  PAR
  TOU
  D6
  D4
  D6
  D6
  D8
  -2
  6”
  5
  6
  Edges, Hindrances Skills and Gear
  Fighting d6, Intimidation d6, Notice d6, Repair d4,  
  Survival d4, Swimming d4, Throwing d4
  Adventurer’s Sense, Habit (Major), Ugly Wooden flute, 
  Lantern, two oil flasks, flint and steel
  TYIANNA,  
  born on the Day of the Five Gods and grown up as a Messanger
  Ag
  Sm
  Sp
  St
  Vi
  CHA
  PA
  PAR
  TOU
  D8
  D6
  D8
  D6
  D4
  0
  6”
  5
  4
  Edges, Hindrances Skills and Gear
  Faith d4, Fighting d6, Healing d4, Notice d8, Persuasion d4, Riding d6
  AB Faith  (10 PP – Armor, Divination, Healing)
  Holy symbol of the five gods, Short sword, scroll case with an important message
  PUGNOSE,  
  born the Son of a Miser, grown up as a Debt Collector
  Ag
  Sm
  Sp
  St
  Vi
  CHA
  PA
  PAR
  TOU
  D6
  D4
  D6
  D6
  D6
  0
  6”
  5
  5
  Edges, Hindrances Skills and Gear
  Fighting d6, Lockpicking d4, Intimidation d6, Notice d6, Stealth d6, Streetwise d4
  Hard to Kill, No Mercy
  Strange earrings (count as lockpicks), Old Mace
  Funnel Party Sheet
  Party Name:___________________________________________
  
  33
  Giant Rat
  120
  33
  RAMIRA,  
  born Ugly as Sin and Grown up as a Miner
  Ag
  Sm
  Sp
  St
  Vi
  CHA
  PA
  PAR
  TOU
  D6
  D8
  D6
  D4
  D6
  0
  6”
  5
  5
  Edges, Hindrances Skills and Gear
  Fighting d6, Notice d8, Persuasion d4, Spellcasting d10,
  Delusional (Major),Cautious, Yellow
  AB Magic (10 PP –  Boost Lower/Trait, Cantrip, Stun) 
  Scrambled spellbook, crooked wizard’s staff, fake crystal ball, colorful robes
  ARIK,  
  born in a Remote Farm, grown up as a Militiaman
  Ag
  Sm
  Sp
  St
  Vi
  CHA
  PA
  PAR
  TOU
  D6
  D6
  D6
  D6
  D6
  0
  6”
  5
  5
  Edges, Hindrances Skills and Gear
  Fighting d6, Intimidation d4, Knowledge (Legends and Lore) d4, Notice d6, Shooting d4, 
  Survival d4, Throwing d4
  Alertness, Curious, Loyal, Stubborn Sling, rusty short sword
  JACK,  
  born during a Stormy Night and grown up as a Servant
  Ag
  Sm
  Sp
  St
  Vi
  CHA
  PA
  PAR
  TOU
  D8
  D6
  D6
  D6
  D4
  0
  6”
  5
  5
  Edges, Hindrances Skills and Gear
  Fighting d6, Gambling d4, Healing d4, Lockpicking d4, Notice d6, Persuasion d4, Stealth d4
  Magic Resistance, Greedy, Heroic, Yellow
  Little domesticated mouse, lantern, 2 flasks of oil, flint and steel
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Misc/Savage Worlds Adventure Edition ACE Setting Jumpstart/Savage Worlds - Jumpstart - Tyrnador.pdf