Tiny Dungeon 2e - Between Sun & Shadow 2e
Tiny Dungeon 2e - Between Sun & Shadow 2e
Tiny Dungeon 2e - Between Sun & Shadow 2e
GREGORY ISRAEL
Author: Gregory Israel
Additional Writing: Alan Bahr
Interior Art: Nicolás R. Giacondino
Cover art: Nicolás R. Giacondino
Editor: Alana Joli Abbott
Book Design & Layout: Robert Denton III
Publisher: Blue Oxrat
TinyD6 Line Manager: Alan Bahr
Between Sun & Shadow, Second Edition © 2020 Blue Oxrat
© 2020 Gallant Knight Games. TinyD6 is a trademark of Gallant
Knight Games in the U.S.A. and other countries. All Gallant
Knight Games characters and character names, and the distinctive
likenesses thereof, are trademarks of Gallant Knight Games.
Visit www.blueoxrat.com for more information.
Blue TinyD6, Tiny Dungeon 2E, and the TinyD6
Compatible logo are trademarks of Gallant
Knight Games and are used with permission.
Ox
rat Visit www.gallantknightgames.com for more
information.
Game system based on Tiny Dungeon 2E by Alan Bahr.
Credits Page
Table of Contents
Introduction...............................................................................................4
Welcome to Siran.....................................................................................5
Heritages......................................................................................................8
From Tiny Dungeon 2e...........................................................................8
New Heritages.........................................................................................10
Cogor...................................................................................................10
Eku-uke................................................................................................12
Muaj.....................................................................................................14
Shadow Fey.........................................................................................16
Utarok..................................................................................................19
Zlax’xan................................................................................................20
Ghost (Acquired Heritage).................................................................22
Traits..........................................................................................................24
New Traits..............................................................................................24
Prestige Traits.........................................................................................28
Carving......................................................................................................34
How Carving Works..............................................................................34
Carving Traits.........................................................................................36
Element Carving.................................................................................36
Energy/Force Carving........................................................................38
Mortal Carving...................................................................................39
Universe Carving................................................................................40
Ultra Carving......................................................................................42
Items & Equipment.................................................................................44
The Land of Siran....................................................................................47
Climate of Siran......................................................................................47
The Unblinking Sun...............................................................................47
The Everlasting Shadow........................................................................48
Table of COntents
2
The Seas of Siran....................................................................................48
Siren’s Crown..........................................................................................49
The Itakari River....................................................................................49
The Verdant Land..................................................................................49
The Dark Desert.....................................................................................50
The Ralivun River & Ralivun Forest....................................................50
The Seven Jewels of Siran....................................................................51
Arudubeku (formerly Ardingbekkr).....................................................51
Beleto Suro (formerly Balete Sur).........................................................53
Infia (formerly Ynfaigh)........................................................................55
Kanasala (formerly Kundushel)............................................................57
Palabari (formerly Plaburh)...................................................................59
Seliroso (formerly Celeiros)..................................................................60
Tumuzara (formerly Tumunzar)..........................................................62
The Fallen City of Mircea.....................................................................65
The Ravening Colossus of Mircea........................................................68
Other Places of Interest.........................................................................71
The Alchemical Isles..............................................................................71
Farenelle..................................................................................................73
Izi’s Public House....................................................................................74
Marblestone Hall....................................................................................76
The Royal Road......................................................................................76
The Throne.............................................................................................77
Groups........................................................................................................79
Lantern Monks of Tumuzara................................................................79
Oksanochka’s Traveling Theatrical Extravaganza..............................80
The Rebellion.........................................................................................81
Creatures of Siran...................................................................................83
Adventure Generator............................................................................98
3 Table of COntents
Introduction
B
etween Sun & Shadow is a campaign setting for Tiny
Dungeon 2nd Edition. It provides the broad strokes of a
fantasy world known as Siran and leaves the fine details
for you to decide. It’s designed to spark your imagination with
new Heritages, new Traits, new creatures to befriend or fight,
and locations to explore. Any material from Between Sun &
Shadow can be ported into any other Tiny Dungeon setting, and
vice versa, so use it as you see fit. Material from Tiny Dungeon
2nd Edition can and should be used with Between Sun & Shadow,
except where noted.
Between Sun & Shadow also introduces a powerful group of Traits
known as Carving, which allows adventurers to manipulate
elements, energy, people, and even time and space to perform acts
well beyond the Spell-Touched Trait. The strength of these Carving
Traits is left to the Game Master to decide.
The book provides you with dozens of Rumors, which are exactly
that—gossip that characters have heard that may or may not be true.
It’s up to the Game Master to decide. Some are contradictory, and
some may be a mixture of fact and fiction. Rumors are meant to give
players an overview of the world in which their characters live, and
to provide the Game Master with adventure hooks. Each Rumor
is a story waiting to be told by the players and Game Master, and
can be the start of a new adventure or series of adventures. Rumors
can be used in a sandbox-style game in which players decide which
Rumors they want to explore. These choices should be driven by
the characters’ backgrounds, beliefs, and motives.
Nothing in Between Sun & Shadow needs to considered top secret
or kept from players. Remember, Tiny Dungeon Adventurers are
assumed to have some experience. As such, they have heard many
of the Rumors, have firsthand knowledge of much of the flora and
fauna, and have seen or been told stories about the various locations,
groups, and wondrous items included in this book.
Between Sun & Shadow requires the use of Tiny Dungeon 2nd Edition
by Alan Bahr and Gallant Knight Games.
May all your rolls be fives and sixes. Enjoy!
Gregory
Introduction
4
Welcome to Siran
S
iran is a land of stark contrasts. Its world is tidally locked,
meaning half of the continent lives in perpetual daylight,
Welcome to Siran
5 Welcome to Siran
Many residents of the daylight side of Siran, known as the
Unblinking Sun, wear darkly tinted spectacles to protect their eyes
from the sun’s constant glare. Homes are often fitted with thick
drapery or finely crafted shutters to keep out the light when it is
Welcome to Siran
time for sleep. Alchemical shade lamps are highly prized possessions
and fetch high prices in respectable establishments.
Those living in the Everlasting Shadow, the half of Siran in constant
darkness, have also adapted to its unique challenges. Farmers have
developed enclosed “sunhouses” to grow food. These structures
use alchemical lamps known as “portable suns” to provide light
for plants. Residents of the Everlasting Shadow never leave home
without some source of illumination, whether it be simple torch or
lantern, or an alchemical lamp.
The extremes of Siran’s climate have pushed plants and animals
to adapt to survive. Plants have become more intelligent and more
ambulatory. Many plants and animals living in the Everlasting
Shadow have developed bioluminescence. Strange trees and plants
in the Everlasting Shadow have found ways to survive and even
thrive in the pale light of the moon.
The largest cities of Siran, known as the Seven Jewels, are crowded
and filled with a mix of Heritages. While residents of the cities
rarely have to worry about encounters with wild creatures, city life
brings challenges of its own. The Imperial Guards and City Watch
do their best to keep organized crime in check. Trade between the
Seven Jewels is robust. Caravans and ships travel between these
cities frequently and rarely leave a city with extra cargo space.
The vast stretches of unsettled land outside the Seven Jewels are
filled with creatures of all shapes and sizes. Some are friendly, some
are dangerous if provoked, and some see people as a tasty snack.
Most of the Land of Siran is ruled by the One True King. He and
his supporters refer to Siran as the Eternal Empire. His capital city
is known simply as The Throne, and from within its walls the One
True King keeps the peace and collects taxes to fund the upkeep
of the Royal Road and to maintain the Imperial Guard. The Seven
Jewels have a great degree of autonomy and are generally left alone,
as long as the they pay their taxes and follow any laws set by the
One True King. Failure to do so results in a visit from the Imperial
Welcome to Siran
6
Guard. Each of the Seven Jewels, as well as some smaller settlements,
has a Chief Administrator appointed by the One True King to keep
an eye on things and make sure the King’s wishes are met.
The One True King united the Seven Jewels through a combination
Welcome to Siran
7 Welcome to Siran
Heritages
All Heritages from Tiny Dungeon 2e are found in Siran, along with
seven new Heritages.
Fey
Heritages
Dwarf
Dwarven settlements and strongholds can be found throughout
Siran’s Crown, where they mine gems, precious metals, and
alchemical reagents. A large number of Dwarves have settled in
Seliroso due to its proximity to the mountains. A significant number
of Dwarves can be found in Inifa, where they helped to construct its
massive skylights. The Dwarves of Siran are famous for their skilled
marble work, and their resplendent mountain stronghold is known
as Marblestone Hall.
Goblin
Wherever Humans establish a settlement, Goblins are not far
behind. They can be found throughout the Eternal Empire. They
are well-known for breeding large six-legged canines for riding.
Salimar
With their fondness for business and trade, Salimar can be found
in all of the Seven Jewels. Those with Pyrothermic Healing prefer
life in the warm sunshine of the Unblinking Sun, while those
with Cryothermic Healing enjoy the cooler temperatures of the
Everlasting Shadow.
Heritages
8
Treefolk
Almost exclusive to the Unblinking Sun, Treefolk are rarely, if ever,
seen in the Everlasting Shadow. They tend to keep their distance from
large settlements, but they do enjoy Palabari. Treefolk are usually
friendly with Fey, find Eku-uke annoying, and see Muaj as odd distant
cousins. There are rumors of Moonlight Treefolk who have adapted
to life in the Everlasting Shadow, but this has never been confirmed.
Karhu
Brown Karhu are found throughout Siran’s Crown, black Karhu
Heritages
tend to call the Verdant Land home, and Polar Karhu prefer the
cooler temperatures of the Everlasting Shadow. Perhaps due to their
similar size, many Karhu are fond of Utaroks.
Lizardfolk
Lizardfolk prefer the warmer climate of the far western region of the
Eternal Empire, particularly the southern reaches of the Verdant Land
along the Sea of Stones. They are known to cause trouble for caravans
traveling along the Royal Road between Palabari, Inifa, the Throne,
and even up to Seliroso. At the best of times, they have a distrust of
Fey and Zlax’xan, and they are often openly hostile towards them.
Small communities of Lizardfolk can be found in Palabari and Inifa.
markings. The average Cogor stands 12-18 inches (30-45 cm) tall.
Due to their small size, Cogor cannot use Heavy Melee weapons.
They compensate for their lack of physical prowess with intelligence,
ingenuity, and quick reflexes.
Innovation and creativity are highly prized, praised, and admired
in Cogor culture, and children are encouraged to make and invent
from an early age. Sometimes the practicality of a new invention
plays second fiddle to its originality.
The most famous people in Cogor lore are those who have invented
the most important or amazing devices, even if the use of the device
lead to a premature trip to the Grand Catacombs of Beleto Suro.
The most famous of all Cogor is Cam Venner, the Clockmaker of
Kundushel. Stories are often told of how Cam perfected clockwork
timekeeping and created the first clock tower in Kundushel (now
Kanasala). Another is Yiswan Bonamy, who bravely attempted to
fly to the peak of Mt. Erutani in his mechanical bird. He died in the
attempt, but his courage inspires those who dream of the next major
breakthrough in clockwork technology.
• 3 Hit Points
• Cogor start with the Innovative Heritage Trait.
Innovative: Your unorthodox approach to problem solving may
prove helpful in a variety of circumstances. You can Test with
Focus in any situation where your solution to a dilemma is far
outside the box.
Cogor
10
Eku-uke
Eku-uke are small, gregarious bird-like humanoids that stand between
3 and 4 feet (90-120 cm) tall. They have the torso and arms of a human
and the legs, head, and wings of a bird. Eku-uke move somewhat
awkwardly on the ground, but are agile flyers. They can fly 25 feet per
Action.
As a right of passage, all Eku-uke spend at least one year traveling
the Eternal Empire, and cannot return home until they have
discovered their purpose in life. To help find their purpose, Eku-
uke are willing to try almost anything at least once—a habit they
Heritages
• 4 Hit Points
• Eku-uke start with the Flight and Agile Flyer Heritage Traits.
Flight: You can fly 25 feet per Action. This cannot be increased
with the Fleet of Foot trait.
Agile Flyer: When flying, you can Test 1d6 whenever you are
successfully hit by an enemy. If your Test is successful, you evade
the attack and do not take damage. Declaring Evade as an Action
has no additional benefits.
Eku-uke
12
Muaj
Muaj are a species of sentient carnivorous plants that grow into
a vaguely humanoid shape and have evolved sensory perception
comparable to that of an average human. Little is known of Muaj
culture. Although they are able to use spoken languages, they are
well-known for their silence, choosing to speak only when they feel it
is strictly necessary. Instead, they prefer to enjoy the “Song of Siran,”
which they say can be heard by anyone who truly listens. Groups of
Muaj can often been seen swaying gently to this “music.” They prefer
a life close to nature and have a near-reverence for natural flora.
Heritages
• 6 Hit Points
• Muaj start with the Enzyme Stream Heritage Trait.
Enzyme Stream: You can Test to attack a nearby target (Close or
Near) with a stream of digestive enzymes.
Muaj
14
Heritages
Shadow Fey
The name “Shadow Fey” is a bit of a misnomer. Although their
traditional home is found in the Everlasting Shadow, Shadow Fey
can glow with a multitude of colors through bioluminescence, like
many forms of life that have adapted to life in total darkness. They
are known for their keen interest and proficiency in alchemy, and
Shadow Fey started some of the most famous and renowned alchemy
academies in Arudubeku.
Shadow Fey are of similar size and physique of typical Fey, but their
skin is covered with small freckle-like spots. These spots are used by
Shadow Fey to emit various colors and patterns of bioluminescent
light, which they use to communicate with each other, camouflage
Heritages
• 6 Hit Points
• Shadow Fey start with the Bioluminescent Skin Heritage Trait.
Bioluminescent Skin: You can emit light of various colors and
patterns from your skin. You can use these patterns to communicate
with any Shadow Fey who can see you (within 25 feet). You can
also glow as brightly as a typical torch or lantern, providing light
for you and those around you.
Shadow Fey
16
Utarok
Known for their calm demeanor, the physically powerful Utaroks are
found laboring throughout the Eternal Empire. Although peaceful by
nature, Utaroks are a force of raw power when angered. They are
observant, insightful, and possess a dry sense of humor.
Utarok culture is well-known for its extensive use of tattoos, both
as an artform and as a way to share personal histories. Stylistically,
Utaroks favor clean, black, asymmetrical designs. The contrasting
flowing lines and harsh angles of the tattoos reflect the dichotomy
of Utarok behavior—generally calm and quiet, but strong and
powerful when pushed.
Heritages
• 8 Hit Points
• Utaroks start with the Powerful Punch Heritage Trait.
Powerful Punch: You have Mastered punching and have Advantage
when doing so. This is in addition to the Mastered weapon chosen at
Adventure Creation.
19 Utarok
Zlax’xan
Zlax’xans are large intelligent insects. They frequently serve
as scouts and guards for caravans traveling between the Seven
Jewels. Zlax’xan society is matriarchal, with females fulfilling most
leadership roles in their communities.
A strong sense of community binds Zlax’xan society, and
individuals place the common good ahead of personal needs. Those
who sacrifice for others are admired and remembered in stories and
songs. Zlax’xans who join adventuring parties often treat the party
as their community, and they are particularly fond of Salimar.
Zlax’xans have a proud militaristic history stretching back to a time
Heritages
before the One True King brokered a peace between Zlax’xans and the
Eternal Empire. This tradition continues today, with many Zlax’xans
joining the ranks of the Imperial Guard and City Watches across the
Empire. Frontline soldiers build up the plates of thick exoskeleton on
their arms to act as shields. Those with vestigial wings form “aerial”
units, which make use of their superior leaping abilities.
On average, Zlax’xans stand as tall as a Fey or short Human. They
have two arms, four legs, and a stinger that can immobilize enemies
or prey.
• 6 Hit Points
• Zlax’xan start with the Stinger Heritage Trait.
Stinger: You have a stinger that can deliver a dose of fast-acting
poison with a successful Attack Test. The victim must roll a Save Test
to avoid being poisoned. A failed Save Test results in no Hit Point
damage, but the victim is paralyzed until it rolls a successful Save Test
on its turn.
Zlax’xan
20
Ghost (Acquired Heritage)
Ghost is an Acquired Heritage, meaning it is added to a starting
Heritage. Adventurers who perish on their journey can return as a
Ghost by adding the following characteristics and Heritage Trait to
their existing character. Players can also begin a game as a Ghost.
To start as a Ghost, create a non-Ghost adventurer as normal by
choosing any of the other Heritages available and completing the other
steps of Adventurer Creation. Then add the Ghost Heritage to it. You
should work with the GM to establish how you perished and why your
remains have not be entombed in the Grand Catacombs of Beleto Suro.
When sentient beings (generally, the Heritages which can be
selected by players) reach the end of their living days, their bodies
Heritages
Ghost
22
Technically speaking, only one bone (or vine or twig) of the
deceased’s body needs to be entombed for its spirit to cross to the
afterlife, but most families have the entire body interred if they can
afford to do so. It is widely believed that not doing so will leave their
loved ones incomplete in the afterlife.
It is also believed that if a dead person’s body is completely destroyed,
or if their ghost is slain, their spirit is banished to the Plane of Agony,
which is simultaneously piercingly bright and overwhelmingly
dark, a contradiction that frays the spirit’s consciousness to tatters,
leaving them to suffer for all eternity. This is viewed as a fate worse
than death, and even the most bitter enemies will not intentionally
destroy a fallen person’s body. Doing so is the epitome of evil and
cruelty. Most people and ghosts wish to avoid the possibility of
Heritages
23 Acquired Heritage
Traits
W
ith a few exceptions, all Traits from Tiny Dungeon Second
Edition are used in Between Sun & Shadow. Several of the
following traits are specific to Siran, but they can be
used in other Tiny Dungeon settings with Game Master approval.
Familiar, Healer, Spell Reader, and Spell-Touched from Tiny
Dungeon Second Edition are not available in Between Sun & Shadow.
These have been replaced with Carving.
New Traits
Traits that specify a Heritage can only be selected by characters of
that Heritage.
Anger Issues: You wouldn’t like me when I’m angry. When you are
down to your last hit point, your anger-fueled attacks do 2 Hit
Points of damage. You cannot flee, stop fighting, or heal yourself
until the encounter is over.
Traits
New Traits
24
Blinding Light (Shadow Fey): You can’t fight what you can’t see.
You can Test to temporarily blind a target with a focused beam of
intense light. The victim must succeed at a Save Test to avoid being
blinded. A failed Save Test results in no Hit Point damage, but the
victim is blinded for 1 Turn.
Born Of Stone (Dwarf): I have stone coursing through my veins. You
gain Advantage when building with stone and working in mines.
When searching for secret doors and passages in caves, mines,
dungeons, etc., you are successful on a Test of 4, 5, or 6. This Trait
works with Perceptive.
Chameleon (Salimar, Shadow Fey): Let’s play hide and seek. You
can alter your skin pigments to blend in with your surroundings.
When Testing to camouflage yourself, you are successful on a Test
of 4, 5, or 6. This Trait works with Sneaky.
Clawed (Eku-uke, Lizardfolk): I cannot put down these knives. You have
Mastered the use of your sharp claws or talons and you have Advantage
when attacking with them. This is in addition to the Mastered weapon
chosen at Adventure Creation. You cannot use Ranged weapons.
Traits
25 New Traits
Fly Swatter: Your arrows are merely annoyances. When you have two
hands free and take the Evade Action, you can Test 2d6 whenever
you are hit by a ranged weapon. If your test is successful, you swat
the projectile out of the air and do not take damage. Common sense
and the GM should limit which types of ranged weapons can be
deflected. Arrows, yes! Boulders, no!
Four Armed Fighter (Cogor, Muaj): Double the arms, double the
threat. You have learned to make the most of your four arms in
combat. When wielding two light melee weapons, you can attack
twice per Action (up to four times per turn if both Actions are used
to attack). You cannot Test with Advantage while using this Trait,
even if you would do so otherwise.
Four Legged Fighter (Muaj, Zlax’xan): Charge! You can make
the most of your four legs in combat. You gain Advantage when
charging, pushing, bull-rushing, and tripping your opponents.
Gadgeteer: Need to get that door open? No problem. You can Test
with Advantage to quickly make a one-use item to solve a current
problem using the materials immediately available. You can also
Traits
Test to repair Cogor Battle Armor. If you choose this Trait, your
Adventurer gains a bag o’ parts at Adventurer Creation. The
optional rule for Item Expenditure & Depletion Points in Tiny
Dungeon Second Edition should be used with this bag o’ parts.
Goblin Dog Rider (Goblin):
A goblin’s best friend has six legs.
You have a well-trained goblin
dog (See: Creatures of Siran),
and you know how to ride it. If
your goblin dog dies, it will take
time and effort to find and train
a replacement. You’ll also be sad
that you lost your best friend.
Haggler: Let’s make a deal. You
can Test with Advantage when
negotiating a financial transaction
and other deals. If your test is
successful, you make a great
deal—saving or earning more
significantly more than normal.
New Traits
26
Hatred: Love, friendship, and respect do not unite people as much as a
common hatred. You have a profound hatred for one specific type of
creature, group, or person (such Alchemists, for example). When
you successfully attack those you hate, you cause 2 points of damage.
Hitchhiker (Ghost): I’ll just hitch a ride with you. You can Test to
hide your ghostly body within the body of a living sentient being
and ride along with them. Doing so does no harm to the person, nor
does it grant you any control over the person. You can telepathically
communicate directly with the person’s mind.
Inspiring: Win just one for the Gipper. Your inspirational words can
bring out the greatness in others. With a successful Test, nearby
allies gain Advantage on all Tests for a number of rounds equal to
the number of dice with a success on your Test.
Invisibility (Ghost): Even light passes through me. You have learned
to allow light to pass through your incorporeal body, making you
invisible. With a successful Test, you become invisible for 1d6 Turns.
Poison Skin (Salimar): Hands off, or else. Your skin produces a
powerful toxin that affects those who touch you. Anyone who makes
Traits
contact with your skin must make a Save Test or take 1 HP of damage.
Precise Attacker: It’s not the size of your weapon, it’s how you use it.
When using the Focus Action, your next attack with a light melee
weapon is successful on a Test of 3, 4, 5, or 6.
Predator’s Sense (Eku-uke, Karhu, Lizardfolk, Zlax’xan):
I smelled you a mile away. One of your senses is particularly keen.
When examining your surroundings to gain information with this
sense, you are successful on a Test of 4, 5, or 6. One sharp sense is
chosen at Adventurer Creation. This Trait works with Perceptive.
Pronounced Ridge(s) (Utarok): Headbutt! Your larger than normal
head-ridge(s) can be used to make a powerful headbutt attack. You have
Mastered this attack and you have Advantage when attacking with it. This
is in addition to the Mastered weapon chosen at Adventure Creation.
Sharpshooter: I once hit an ogre’s eye from a hundred paces. When
using the Focus Action, you may Test to make a called shot with a
Ranged Attack. You can pin a target to a wall, knock an item out of
their hand, etc. This does not kill unless your opponent loses their
last Hit Point.
27 New Traits
Six-limbed Dancer (Eku-uke): My dancing is mesmerizing. Literally.
You are trained in a specialized traditional Eku-uke dance that can
transfix those who see it performed. All those within viewing distance
must make a successful Save Test or be rendered unable to perform
any Actions for one turn. This dance does not affect other Eku-uke.
Tactical: I love it when a plan comes together. With a successful Test,
your allies gain Advantage on the next Initiative Test as a result of
your planning.
Team Player: Together everyone achieves more. You know how to
make the most of fighting alongside your allies. When fighting
alongside someone else with the Team Player Trait, you each gain
an additional non-movement Action during your turn (for a total of
three Actions).
Vestigial Wings (Zlax’xan): I’m no Eku-uke, but I do alright. You
have wings that are too small to be used for true flight, but allow
you to “leap” and “jump” great distances and heights. You can jump
35 feet with an Action.
Vocal Mimicry (Eku-uke): Polly want a cracker? You gain Advantage
Traits
Prestige Traits
Alchemical Inker:
You can’t lose the potion when it’s embedded in your skin. You have been
taught the ways of alchemical tattooing and can use alchemical
potions as the ink of tattoos you create. To take this trait, you must
have the Alchemist Trait.
With a successful Test at Advantage, you can turn any single
alchemical potion into a temporary tattoo. The potion is activated
by retracing the tattoo in a specific pattern which takes one Action.
When activated, the potion affects the person just as if they had
swallowed the potion. Activating the tattoo causes the tattoo to
New Traits
28
disappear. A person can
have one alchemical tattoo
at a time.
With a successful standard
Test, you can combine two
alchemical potions into a
temporary tattoo which
grants the benefits of both
potions when activated.
With a successful Test
at Disadvantage, you can
combine three alchemical
potions into a temporary
tattoo which grants the
benefits of all three potions
when activated.
If you fail at an Alchemical
Inker Test, you may make
Traits
Clockwork Engineer:
Give me enough gears, springs, and time, and I’ll build you anything.
You have mastered the ways of clockwork technology and can build
mechanical devices powered by mainsprings and gears. To take this
trait, you must have the Gadgeteer Trait.
To use this Trait, describe what you want the item to do and
perform a standard 2d6 Test. Failure means you do not know how
to make the item in question without further research. If successful,
you know how to make it. Ideas for clockwork devices must be
approved by the Game Master and may require special materials
(and adventures to gather them). Construction also takes time, as
determined by the GM.
In addition, you gain Advantage when Testing to deactivate
clockwork devices. You can also repair Cogor Battle Armor (no Test
required).
29 Prestige Traits
Lantern Monk:
Light. Dark. They are two sides of the same coin. You have pledged
yourself to the Lantern Monks of Tumuzara and have been taught
to use one of their mystical Lanterns. To take this trait, you must
have the Dark-fighter Trait.
You can use your Lantern to create a sphere of warm golden
sunlight or cool shadow (no Test required). The sphere is 25 feet
in diameter, centered on your Lantern. The sunshine produced by
a Lantern is genuine sunlight. It allows Treefolk to recover from
wounds and allows mundane plants to grow.
You can Test to create the following effects with your Lantern.
You can only use one effect at a time (which includes the spheres
mentioned above).
• Blinding Burst: Your lantern emits a burst of pure sunlight that
can temporarily blind anyone within 25 feet. Those seeing the
burst may make a Save Test to avoid being blinded. Those who fail
the Save Test are blinded for 1d6 Turns.
Traits
Master Alchemist:
That window is not as strong as steel, it is steel. Your mastery of the
transmutation of substances allows you to create more potent alchemical
creations, and you can imbue materials with extraordinary properties,
such as transparent steel, flame-resistant paper, and glowing ceramic.
To take this trait, you must have the Alchemist Trait.
Prestige Traits
30
By making a Test with Advantage, your alchemical potions can be
made with stronger effects. This may include causing greater Hit
Points of damage, causing poison victims to make Save Tests at
Disadvantage, having a greater area or duration of effect, etc.
To create fantastic materials, describe what characteristics you want
the substance to have and perform a standard 2d6 Test. Failure means
you do not know how to make the substance in question without
further research. If successful, you know how to make it. Ideas for
Master Alchemical substances must be approved by the Game Master
and may require special ingredients (and adventures to gather them).
Some properties of materials that may be combined from various
base substances include: color, luster, density, pliability, flexibility,
malleability, ductility, mass/weight, boiling point, melting point,
hardness, flammability, heat conductivity, electrical conductivity,
corrosion resistance, toxicity, luminance, permeability, reflectivity,
magnetism, etc. The more extreme the mix of properties, the more
challenging it is to make the material. Lightweight iron is easier to
create than lightweight transparent steel with low heat conductivity.
Traits
Necromantic Alchemist:
Don’t be frightened of the dead. They were once your friends… and could be
again. You have learned to create alchemical substances that interact
with Ghosts, and you can create chimeric mixed-species creatures. To
take this trait, you must have the Alchemist Trait.
You can create Ghost-affecting versions of any potion, elixir,
powders, etc. that you can make from your Alchemist Trait, and you
gain Advantage when identifying undead and necromantic creatures.
You can create homunculi, assistants made from a patchwork of
parts and pieces of formerly living creatures and brought to life with
necromantic alchemical blood. These cross-species “Frankenstein’s
monsters” may have some of the Traits of their component creatures.
See the sidebar below.
You can also create zombie-like creatures, bizarre monsters, and
twisted beasts. To create a necromantic alchemical beast, describe
what characteristics you want the creature to have and perform
a standard 2d6 Test. Failure means you do not know how to make
the creature in question without further research. If successful, you
31 Prestige Traits
Homunculi know how to make it. Ideas for
Creating a homunculus requires you necromantic alchemical beasts
to use 1 Hit Point worth of your blood must be approved by the Game
as part of the homunculus’ alchemical Master and may require special
blood. This is a permanent loss of your ingredients (and adventures to
Hit Point. It can only be regained through gather them). These creatures can
experience and character growth. Players only follow very basic commands,
are encouraged to treat homunculi such as attack, guard, walk, and
as separate characters with their own stop. Creating these sorts of
personalities and quirks. Homunculi beasts is very much frowned
could also be treated as a distinct Heritage upon by almost everyone.
for adventurer creation.
Homunculus
Possession
• Tiny or small in size. (Ghost):
• 2 Hit Points I decide where you go and what you do.
• Alchemist’s Assistant: You have You have learned how to control
an innate understanding of all the beings within whom you
types of alchemy. When you assist Hitchhike. To take this trait, you
an alchemist (of any kind) with must have the Hitchhiker Trait.
Traits
their work, the alchemist makes all To use this Trait, you must first
alchemy related checks at Advantage successfully initiate a Hitchhike
and their Tests are successful on a with the target. Then you
roll of 4, 5, or 6. must make a Test to start the
• Born of Alchemy: The necromantic Possession. If successful, your
alchemical blood flowing through target my make a Save Test to
your veins sustains you and restores avoid the effects. If their Save
you to life when you have been Test is successful, the possession
killed. You do not need to eat, drink, fails and your Hitchhike ends
or sleep, although you can choose as well. If their Save Test is
to do so if you wish. Rest and sleep unsuccessful, you have control of
do not restore lost Hit Points, but their body for 1d6 Turns. You can
necromantic alchemy healing potions make the person say anything and
can do so. If you die, you awaken fully do anything they are physically
healed after 1d6 days—unless your capable of doing. When the
body has been destroyed. possession ends, the target may
make an additional Save Test. If
• Choose two additional Traits. These
they fail, you can still Hitchhike
may be selected from adventurer
with the person if you wish.
and creature Traits.
Prestige Traits
32
Solidify (Ghost):
Solid as a rock. You have learned to control your Corporeal Touch
ability with atypical precision and power. To take this trait, you
must have the Corporeal Touch Trait and you make all Corporeal
Touch Tests at Advantage.
With a successful standard Test, you are able to transform your
incorporeal body to a fully solid physical body for 1d6 Turns. While
solidified, you can act (and be acted upon) exactly as a normal living
being.
With a successful Test at Disadvantage, you can enter a state of
quasi-solidification lasting 1d6 Turns. During this time you are able
to touch physical objects, but standard physical objects pass right
through you.
Traits
33 Prestige Traits
Carving
T
he collection of Traits known as Carving includes the most
powerful abilities of Siran. These Traits allow adventurers to
manipulate elements, energy, people, and even time and space.
It is up to the Game Master to decide if players can select a Carving
Trait during Adventurer Creation. While this is certainly possible,
one might want to grant the ability to Carve as a reward for completing
an epic quest, completing a lengthy ritual, being trained by a Carver,
etc. Characters can be exposed to Carving during gameplay before
their characters unlock its secrets. The Game Master also needs to
decide how prevalent Carving is in their game. Do most people have
the ability, or only a select few? It all depends on the kind of game you
wish to play, and there are no wrong answers.
One way to introduce Carving in your game is to introduce some type
of Carving Catalyst to unlock Carving abilities in Adventurers. The
specific form of the Carving Catalyst can be an individual person, people
with a particular Trait or ability, a specific location or type of location,
a magical item, a specific substance, a process or ritual consisting of a
series of actions that must be completed, etc. Several rumors about the
Carving Catalyst can be found throughout this book.
Carving
34
Basic uses of Carving Traits (those that do not require more than
1 or 2 Charges) can be maintained by using one Action each Turn.
It is up to the Game Master to decide what exactly can and cannot
be done with each of the Carving Traits and how many Charges are
needed to fuel a powerful use of an ability. This is intentionally left
vague to allow Game Masters to adjust the power level of their game
as they see fit. Let’s look at a few possibilities.
Space Carving allows Adventurers to teleport themselves and
others. Without a Charge, a GM might allow a character to Test to
teleport a few feet away, or the character could cause something or
someone else teleport a few feet. If the character Charges for several
Actions, she could teleport herself or something else a farther
distance, or could teleport several “things” a short distance.
Gravity Carving allows Adventurers to manipulate which direction
is “down.” A successful Test would change “down” for something
that can be lifted and held with one hand. Charging for a few Actions
would allow larger things or people to be redirected, or several small
things to be redirected at once.
The GM should think about what style of game she and the other
players want—low, medium, or high powered. Consider what would
Carving
Element
Carving
Element Carving does not allow
a Carver to create the element
in question—only reshape the
element if it already exists.
Element Carvers are not immune
Carving
Air Carving
Air Carving allows a Carver to
manipulate the element of air.
This includes attracting and
repelling air, changing wind
speeds, and changing wind
direction. It does not allow the
Carver to create air.
Air Carving can be used to
extinguish or fan flames, propel a
sailboat, repel and deflect arrows,
Carving Traits
36
increase or decrease the intensity of an existing storm, create a vacuum,
and more. Creating a tornado would require a large Charge.
Air Carvers are commonly known as Breezes, Storms, and Whirlwinds.
Earth Carving
Earth Carving allows a Carver to manipulate the element of earth. This
includes attracting and repelling earth, softening or hardening earth, and
shaping earth. It does not affect magnetic stones, and it does not allow the
Carver to create earth.
Earth Carving can be used to create pits and troughs, raise earthen walls,
soften or harden the ground and walls, and more. Creating a localized
earthquake would require a large Charge.
Earth Carvers are commonly known as Mudders, Rockers, Shakers, and
Stoners.
Fire Carving
Fire Carving allows a Carver to manipulate the element of fire. This
includes attracting and repelling fire and expanding or extinguishing
existing fires. It does not allow the Carver to create fire.
Fire Carving can turn any existing source of fire into a weapon. Flames
from a simple candle or torch can be used to attack by repelling or
attracting the fire, causing it to leap through the air.
Carving
Water Carving
Water Carving allows a Carver to manipulate the element of water.
This includes attracting and repelling water, changing water levels, and
changing the flow of water. It does not allow the Carver to create water.
Water Carving can be used to slow a raging river to make it safe to cross,
increase the speed and change the direction of ocean currents to decrease
travel time at sea, increase the density of water to make it support the
weight of someone walking on it, and more. Creating a whirlpool in an
ocean would require a large Charge.
Water Carvers are commonly known as Fish, Sailors, and Splashers.
37 Carving Traits
Energy/Force Carving
Energy Carving does not allow a Carver to create the energy in question—
only reshape the energy if it already exists. Energy Carvers are not
immune to, or healed by, exposure to the energy in question.
Electromagnetic Carving
Electromagnetic Carving allows a Carver to manipulate electricity
and magnetism. This includes attracting and repelling magnetic
objects (iron, cobalt, nickel, and steel), directing the flow of
electricity, and impeding or conducting the flow of electricity. It
does not allow the Carver to make something magnetic, nor does it
allow the Carver to create electrical energy.
Electromagnetic Carving can be used to repel or attract steel weapons,
rip weapons away from others, redirect a lightning strike, turn small
magnetic objects into Ranged Weapons, and more.
Electromagnetic Carvers are commonly known as Magnets, Shockers,
and Steelers.
Gravity Carving
Gravity Carving allows a Carver to manipulate gravity. This includes
changing which way is “down” for a person or object, and making things
lighter or heavier.
Gravity Carving can be used to “fly”
Carving
Carving Traits
38
Light Carving
Light Carving allows a Carver to manipulate light. This includes
changing the color of light and dimming or brightening light. It
does not allow the Carver to create light.
Existing light can be altered to create visual illusions. A large scale
or complex illusion would require a large Charge.
Light Carvers can Test to detect invisible Ghosts.
Light Carvers are commonly known as Lamps, Painters, and Shiners.
Temperature Carving
Temperature Carving allows a Carver to manipulate thermal energy.
This includes increasing or decreasing the ambient temperature in
the surrounding area, freezing water, melting ice, setting flammable
items on fire, and even cooking food.
Focused temperature changes can be used as a method of attack,
often resulting in frostbite or burns.
Temperature Carvers are commonly known as Flints and Snowmen.
Mortal Carving
Mortal Carving allows a Carver to manipulate the body and mind of
herself or others.
Body Carving
Carving
Emotion Carving
Emotion Carving allows a Carver to manipulate their emotions and
the emotions of others. This includes increasing or decreasing anger,
anticipation, disgust, joy, trust, fear, sadness, and surprise.
39 Carving Traits
Small changes in emotion—such as moving surprise to fear—can
be made with a successful Test. A large change in emotion, such
as disgust to trust, or making a small change in a larger number of
people would require a large Charge.
Emotion Carvers are commonly known as Persuaders or Charmers.
Memory Carving
Memory Carving allows a Carver to manipulate the memories of others.
This includes the ability to add, remove, and alter memories. It does not
allow a Carver to directly read another person’s memories.
Memory Carving can also detect when someone’s memory has
been altered and can be used to “undo” any changes. Small seemingly
unimportant details are not difficult to alter, but changing cherished or
vital memories would require a large Charge.
Memory Carvers are commonly known as Erasers, Historians, and
Teachers.
Soul Carving
Soul Carving allows a Carver to manipulate the good and evil tendencies
of others. This includes altering a person’s general disposition and
temperament. It can be used to make someone more or less good or
evil, and more or less willing to follow the rules.
Small shifts are relatively easy to cause, such as having a “good” person
Carving
feel that it is okay to bend the rules for a worthy cause. Getting a “good”
person to be okay with committing murder would require a large Charge.
Soul Carvers are commonly known as Angels and Devils.
Universe Carving
Universe Carving allows a Carver to manipulate time, distance,
dimensions, and Mana.
Dimension Carving
Dimension Carving allows a Carver to create portals to other dimensions
or planes of existence, allowing for interdimensional travel of objects and
living beings. This includes creating small pocket dimensions in which to
hide small objects, as well as opening doorways to an alternate universes.
Carving Traits
40
Dimension Carving is one of the most dangerous forms of Carving. While
hiding a weapon in a pocket dimension is easy and harmless, traveling
to other planes can result in instant death, due to the very nature of the
other dimension. Dimension Carvers are well aware that, like all doorways,
portals to other dimensions work in both directions, and there is always
the risk of something crossing over from the other side. Once a Dimension
Carver has opened a door to another dimension, it is easier for her to return
to it (or avoid it) in the future. The size of the object being stashed and
the size of the doorway required affect the size of the Charge required.
Dimension Carers are commonly known as Travelers or Voyagers
(and sometimes just plain crazy).
Mana Carving
Mana Carving allows a Carver to manipulate Mana. This includes
gathering and storing Mana for extended periods of time, transforming
Mana into solid form, and firing focused bolts of Mana. Channeling
Mana into bolts of energy is a standard Ranged Attack. Mana Carvers
are also able to heal Ghosts as per the Healer Trait.
With a successful Test, Mana Carvers can convert a single Charge
of Mana into a solid sphere of raw magical energy. This can be used
by any Carver as a source of Mana.
Mana Carvers can gather Mana for a full strength Charge (six
consecutive Actions) and Test to hold the Charge indefinitely. This
Carving
Space Carving
Space Carving allows a Carver to manipulate the shape of space,
allowing for instantaneous travel. This includes folding or bending
space to teleport the Carver, other people, and objects. It does not
allow the Carver to teleport anything into solid objects.
41 Carving Traits
Space Carving requires knowledge of the intended destination. If
the Carver has firsthand knowledge of the destination, she makes
a standard Test. If her understanding of the location is based on
secondhand information, then she Tests at Disadvantage. If the
Carver no knowledge of the destination, she cannot teleport someone
or something there. Both the size of the object being teleported and
the distance being traveled affect the size of the Charge required.
Space Carvers are commonly known as Blinkers, Hoppers, and Jumpers.
Time Carving
Time Carving allows a Carver to manipulate time. This includes
the slowing and acceleration of the passage of time for the Carver
and others. It can be used to gain or reduce the number of Actions a
person has in their turn, stop time, and more.
Both the number of people being affected and the amount of time
change affect the size of the Charge required.
Time Carvers are commonly known as Clocks and Hourglasses.
Ultra Carving
Omnipotent Carving
Omnipotent Carving grants the Carver all Carving powers except
for Void Carving.
Carving
Void Carving
Void Carving allows the Carver to suppress the Carving abilities of
others. The Carver can cancel or suppress all Carving in an area, or the
effect can be targeted on an individual.
To cancel an existing Carving effect, a Void Carver needs to match
the Charge used to initiate the effect and make a successful Test. A
Void Carver can sense the level of Charge required.
If no Carving Effects are active in an area, a Void Carver can create a
Void around her that prevents other Carving Traits from working. This
Void is centered on the Void Carver and extends 25 feet in all directions
when one Action each turn is used to maintain the Void. If both Actions
are used to maintain the Void, the radius expands to 50 feet.
Carving Traits
42
Void Carving trumps all other Carving Traits.
Void Carvers are commonly known as Neutralizers.
43 Carving Traits
Items & Equipment
The following items represent a small sample of clockwork and
alchemical equipment found in Siran. Game Masters can set prices
as they see fit.
Blade Launcher (also known as “Zigana’s version of Tshaya’s
crossbow, with limited repetitive loading mechanism utilizing clock
spring driven gears and levers, which fires circular blades instead of
bolts”): This clockwork device allows the user to fire 6 razor-edged
discs in rapid succession, without the need to reload between each
shot. Loading a blade launcher is a complicated procedure requiring
several minutes.
Cogor Battle Armor (also
known as “Lennor’s reinforced
and strength amplifying
armor, utilizing clockwork
driven gears, levers, and
pulleys”): This armored,
human-sized suit is designed
to give its diminutive Cogor
wearer enhanced strength
and protection. It is powered
by gears, pulleys, and clock-
springs. Its amplified strength
allows the Cogor to use Heavy
Melee weapons (Proficiency
not included). Although the
Items & Equipment
large melon and are oddly warm to the touch. If broken, the alchemical
elements inside react with the air, leading to a dangerous implosion.
When not in use, they are usually kept in a protective case or box.
Shandor’s Wax: This alchemical wax can be used to seal or lock
any physical, non-living thing that can be opened or closed. This
includes, but is not limited to, doors, windows, boxes, chests, and, of
course, envelopes. Sealed items can still be hacked, chipped, broken,
torn, etc. A complete set of Shandor’s Wax includes enough wax to
lock 6 items, along with 6 applications of unsealing salve.
T
he people, plants, and animals have adapted to the extremes
of a land divided between constant sunlight and constant
The Land of Siran
starlight.
Climate of Siran
Constant winds and storms help distribute heat and moisture
throughout the World of Siran. Far to the west of the World
Siran, the average temperatures are 135°F (57°C) in the heart of the
Unblinking Sun. Travelling east to the center of the Everlasting
Shadow brings temperatures averaging 25°F (-4°C).
Ground level winds average 20 miles (32 km) per hour. At the equator,
winds blow from the Unblinking Sun towards the Everlasting Shadow.
Cooler air returns to the Unblinking Sun across the poles. The upper
atmosphere is much more violent, with large thunderstorms circling
the planet every few days.
The warmest area of the Eternal Empire lies in the far west of the
Land of Siran, where temperatures are always warm to hot. The far
east is the coolest region, but water still flows and the seas are ice-free.
The frequent thunderstorms provide ample rainfall in the western half
of the continent. The eastern side receives less rain, since mountains
squeeze much of the moisture from the storms as they pass.
Siran’s Crown
The Land of Siran
T
he seven largest cities of the Eternal Empire are collectively
known as the Seven Jewels of Siran. While these are the
largest and most well known cities, a plethora of smaller
cities, towns, and villages can be found throughout the Eternal
Empire. These are left for the GM to add as needed.
Arudubeku
(formerly Ardingbekkr)
The Seven Jewels of Siran
51 Arudubeku
Shadow. Ships ferrying goods and people back and forth between
Beleto Suro are very common. The Beacon of Arudubeku, a majestic
lighthouse, rises from the city’s harbor. Its light is visible for miles
around, guiding travelers at sea and on land towards the city.
Arudubeku Rumors
• The alchemists of Arudubeku are said to have developed potions
that can allow people to fly or turn invisible.
• There is speculation that an alchemist is dumping failed
experiments in a nearby pond, causing the wildlife to mutate.
• Although it remains unconfirmed, many believe that a new
The Seven Jewels of Siran
Arudubeku
52
• Sages tell stories of an ancient civilization that used to rule
much of Siran. They say some of its ruins can be found in the
heart of the Dark Desert south of Arudubeku. Could this be the
Rebellion’s base of operation?
• Although the City Watch denies such claims, residents whisper
that someone or something is killing people and taking their
organs. Most dismiss this as something that would only happen
in Beleto Suro.
• Many people say that Chief Administrator Baron Davanzato
is recruiting workers (and guards to protect them) to extend
the Royal Road from Arudubeku to Beleto Suro. There is much
popular support for this road to be built, as it would make
The Seven Jewels of Siran
Beleto Suro
(formerly Balete Sur)
The City of Bones
Beleto Suro is often referred to as the “City of Bones” for the Grand
Catacombs that lay beneath the city. It is also known as the “Dark
Jewel of Siran,” due both to its location in the Everlasting Shadow
and the generally depressing impression it gives visitors. Since the
days before the Eternal Empire, people from across the Land of
Siran have brought their loved ones’ remains to be entombed in the
Grand Catacombs. Doing so allows the spirits of the deceased to
cross to the afterlife and avoid becoming Ghosts.
Necromantic alchemists are very common in Beleto Suro. Here
they perfect their Ghost potions and powders and create their
homunculi.
53 Beleto Suro
Of all the Seven Jewels, Beleto Suro deals with the least influence and
pressure from The Throne and the One True King. Organized crime
has a strong foothold in the city, and many believe that it runs things
entirely. Criminals, outlaws, and other scum and villainy tend to make
their way to Beleto Suro. The numerous gambling houses that cater to
this unsavory element lend a different meaning to “City of Bones.” The
city has not adopted Kanasala Standard Time.
Beleto Suro
54
• Residents on the outskirts of town claim that the Rebellion
is becoming active in the area and are looking to establish a
significant presence in Beleto Suro.
• It’s been overheard that one of the city’s larger thieves’ guilds
is negotiating a deal with local pirates to work together to loot
Arudubeku.
• Members of the City Watch were supposedly overheard talking about
a grotesque experiment that escaped a necromancer’s laboratory.
• Customers at a local tavern say that an expedition to explore the
southern expanse of Siran’s Crown is looking for Adventurers
to provide some extra protection. They’re searching for a route
The Seven Jewels of Siran
Inifa
(formerly Ynfaigh)
The City of Tunnels
Inifa is a marvel of Dwarven and Cogor creativity and know-how.
Located in the Unblinking Sun, the majority of the city is built
underground. Large “skylights” can be opened and closed to create
a day-night pattern for the city, which adheres to Kanasala Time.
The city hosts an annual competition known as the Grand Games.
This event attracts participants and spectators from every corner
of the Eternal Empire. The nature of the event changes from year
to year. Some years it’s archery, others it’s swords and shields, etc.
Although none of the events are designed to be lethal, accidents
do sometimes occur, and the competition is fierce. Winners are
handsomely rewarded.
Inifa’s location near the rolling foothills of Siran’s Crown make
it a significant source of precious ores and gems for the Eternal
Empire, and its proximity to the Verdant Land brings a plethora
55 Inifa
of agricultural goods. The Royal Road passes through Inifa, and
a massive Dwarven-constructed stone bridge spans the majestic
Itakari River. A fair number of Fey can be found in Inifa.
Inifa Rumors
• Some whisper that the Dwarves of Inifa have built tunnels all
the way to The Throne.
• The latest gossip overheard in the market says something is
causing tension between the generally collegial Cogor and
Dwarves who work together to operate the city’s skylights.
• There are those who believe that the bridge over the Itakari
The Seven Jewels of Siran
Inifa
56
• Some say the next Grand Games will have Carvers test their
abilities. Are there any real Carvers? Will the One True King
make an appearance to watch such an event? Would his
appearance attract the Rebellion?
• Inhabitants worry that tension between rival thieves’ guilds is
close to open armed conflict.
Kanasala
(formerly Kundushel)
The Seven Jewels of Siran
57 Kanasala
Kanasala Rumors
• There are those who believe that the Cogor are building an army
of clockwork automatons. Why would they need such an army? Is
it for the Rebellion? Or is it being created to fight the Rebellion?
Perhaps it’s for the One True King?
• It is said there is a craftsman who will build Battle Armor for
humanoids larger than a Cogor, but the price is quite high.
• There are reports of a pride of intelligent feral house drakes living
along the coast north of the city. It’s said that they’ve developed
Traits never before seen in domesticated house drakes.
• People in the know claim that inventors are developing windmills
The Seven Jewels of Siran
to harness the energy of the wind into winding large clock springs,
which can be used to power incredible clockwork transports.
• Some whisper that the One True King is planning to outlaw
further advancement of clockwork technology because he is
afraid it is becoming too powerful.
• A group of talented Cogor musicians are supposedly looking for
seasoned professionals to provide safe transport as they travel
to each of the other Jewels to perform. It’s said their skill on the
double-neck guitar brings tears to one’s eye. The four-armed
musicians are able to play both necks of the guitar simultaneously.
• The most recent caravan arriving from Tumuzara reported
seeing a large group of Lizardfolk traveling in the direction of
Kanasala. They’ve never been seen so far north.
• Sailors who frequent the Sea of Whispers recount seeing
large strange statues along the coast between Kanasala and the
abandoned city of Mircea. The eyes of these figures are said to
watch the ships as they sail past. Some say they watch for the
return of the Ravening Colossus of Mircea.
• Baron Alaric, Chief Administrator of Kanasala, is said to only
hire Zlax’xans for his personal staff. Why?
• Reports of a stash of treasure have caused several people to explore
nearby islands. At least four explorers have failed to return.
• An old baker claims to have discovered a recipe for scones that
can heal wounds. Although no one denies their wonderful flavor,
most have little faith in their healing properties.
Kanasala
58
Palabari
(formerly Plaburh)
The City of Gardens
Palabari is built where the Itakari River meets the Starless Sea and
is most famous for its beautiful gardens. Trees can be found lining
most streets, and almost every building has a rooftop garden filled
with flowers and fruit trees. The greenery is not just aesthetically
appealing, however; it also helps cool the city from the constant
heat of the Unblinking Sun. The abundance of flora has attracted
many Zlax’xan, Fey, and even Treefolk to the city.
The Seven Jewels of Siran
The Verdant Land stretches east from the city, and its rich soil,
along with the constant sunlight and ample water, provides a
cornucopia of agricultural products that feed much of the Eternal
Empire. To harvest their crops at the perfect time, residents have
settled into their own sleep-wake patterns, and the city has not
adopted Kanasala Standard Time.
Palabari Rumors
• There are reports of farmers disappearing from their fields.
Who or what is taking them?
• Residents say that a wealthy and peculiar resident is looking to
hire someone to capture a rare animal for his private collection.
• People are whispering about a farmer who unearthed an ancient
artifact while digging a well. Some say it’s a powerful Carving
relic, while others say he uncovered the top of a pyramid buried
entirely underground.
• There are stories of a new necromantic alchemy creation being
called “Catacomb’s Tears.” This new formulation supposedly
preserves loved one’s remains until they can be properly interred
in the Grand Catacombs. Ship captains and caravan leaders are
very interested.
• Many sailors tell tales of the numerous ships that have sunk to
the bottom of the Sea of Stones in one of the frequent storms
that blow out of the Unblinking Sun. What riches can be found
in these wrecks?
59 Palabari
• Merchants say that for the right price, one can find a captain
willing to risk a journey through the Sea of Stones, which makes
for a much faster journey to Beleto Suro.
• A common story tells of a parasite that takes complete control
of its host, and that these intelligent parasites have infiltrated
the city. Most laugh it off as a tale meant to scare children.
• Fishermen say the Itakari River is so deep and wide, a river
drake living in it has grown to a length of 100 feet!
• A group of explorers says it found an ancient stepwell a few
miles inland from the southwest corner of Siran. A gleaming
temple is clearly visible rising from the center of the large
The Seven Jewels of Siran
Seliroso
(formerly Celeiros)
The City of Towers
Seliroso is located just inside the Everlasting Shadow, trapping the
city in a never-ending dusk. Residents have constructed massive
towers tall enough to peek into daylight. The towers are very wide at
their bases, and gradually taper to a tall point. Entire communities live
Seliroso
60
in a single tower. Each tower is wrapped in a main path or road that
slowly circles its way to the top. Houses, merchants, taverns, and inns
can be found along these narrow, gently sloping streets. A journey
to the top of one of these skyscrapers can take a full day on foot, but
there are faster ways to the pinnacle for those with enough coin.
Pegasus rides to various levels of these skyscrapers are available, and
Cogor entrepreneurs have modified mining carts to build funiculars
that carry the brave (or foolhardy) up and down the towers.
The greatest number of urban Eku-uke can be found in the city,
and can be seen soaring from tower to tower. Seliroso lies on the
Royal Road, where the Sucoranu River meets the Bay of Twilight.
The forested land west of the city provides a bounty of products for
The Seven Jewels of Siran
trade, including lumber, pelts, mosses, fungi, etc. Many mines can
be found in the mountains east and north of the city. Seliroso has
adopted Kanasala Standard Time.
Seliroso Rumors
• Travelers tell tales of people who have lived their entire lives
without leaving the tower in which they were born.
• Some say that there is growing tension between several towers,
which has led to heated arguments and fisticuffs. What could be
causing the trouble?
• People suggest that a local necromantic alchemist has created
some sort of “Ghost accelerant” that causes a deceased’s spirit to
return as a Ghost immediately instead of after 33 days.
• Whispers carry stories of a large Dwarven city located in the
mountains not far from Seliroso. Its halls are said to be filled
with precious metals and gems.
• Grandparents tell the little ones of the Great Green Dragon
who sleeps in the hills outside town, only waking to eat children
who misbehave.
• Local miners tell stories of strange eyeless creatures encountered
in the depths of the surrounding mines. Some say these
humanoid creatures are responsible for the disappearance of
several miners. Other say they eat precious ores.
61 Seliroso
• No one remembers how the gargantuan towers of Seliroso were
constructed. Some say that were naturally occuring formations
that the residents built on (and in), while others say the conical
cores of the towers were shaped by Carvers, and that they also
serve as some sort of beacon or navigational reference.
• Many believe that each tower extends deep below the surface,
but that the entrance to these subterranean levels has been
forgotten or intentionally hidden.
• After a recent particularly intense thunderstorm, people have
heard reports of a formerly unknown vein of alchemical
minerals unearthed by the torrential rainfall. It supposedly lies
at the source of the Sucoranu River, deep in Siran’s Crown.
The Seven Jewels of Siran
Tumuzara
(formerly Tumunzar)
The City of Lanterns
Built precisely on the border between the Unblinking Sun and the
Everlasting Shadow, the City of Lanterns—Tumuzara—is dedicated
to the God of Light and the God of Darkness. A wide plaza known
as the Path of Lanterns runs the entire length of the city, connecting
light and darkness. Each end of the Path of Lanterns is marked by an
immense ziggurat. A constant procession of Lantern Monks slowly
walks between the two ziggurats, the Temple of Light and the Temple
of Darkness. At a ceremonial fountain at the top of the Temple of Light,
the Monks fill their lanterns with liquid light, which shines brightly as
they walk down the ziggurat, along the Path of Lanterns, and up to the
top of the Temple of Darkness, where they pour the liquid light into
another ceremonial fountain. The Monks then fill their lantern with
liquid darkness and make their way back to the Temple of Light, where
they pour the darkness into the fountain at its peak. An individual
Tumuzara
62
Monk continues this procession for several days at a time, and there are
always many Monks processing at any one time.
Many caravans rest and purchase supplies in Tumuzara as they
pass through town before proceeding to Arudubeku, Kanasala, or
Seliroso. Travelers preparing to cross the Shadow Pass to Arudubeku
often give offerings to the God of Darkness, while those who have
recently arrived from Arudubeku pay tribute to the God of Light.
These caravans are frequently looking for additional hired escorts,
and the markets are always busy and filled with goods delivered from
around the Eternal Empire.
Tumuzara has adopted Kanasala Standard Time.
The Seven Jewels of Siran
Tumuzara Rumors
• Whispers in dark corners of taverns carry news of a cult
abducting the second born child of local families. If this is true,
why hasn’t the City Watch put a stop to it? What has happened
to the children?
• Caravans traveling between Tumuzara and Seliroso describe
a cave that makes a great shelter to escape one of the many
thunderstorms blowing out of the Unblinking Sun. A few say
that the cave connects to a large labyrinth of natural tunnels,
while others say the tunnels were carved by hand.
• Adventurers recently passed through town claiming to have
found the buried skeleton of a dragon so large that its jaws are
usually mistaken for a cave, and that its empty ribcage is home
to an eerie Carver or Necromantic Alchemist.
• There are anecdotes of an ancient ruin a few days journey from
town in which no Carving seems to work.
• Travelers recount visiting a nearby village where no one has
been born or has died for over a year.
• No one seems to know how the liquid light and liquid darkness
carried by the Lantern Monks is created. Some say it is the tears
of the God of Light and the God of Darkness, while others say
they are potent alchemical potions.
63 Tumuzara
• Many believe that the Lantern Monks are preparing to petition
the City Administrator to ban homunculi from Tumuzara. The
Monks feel that the homunculi are an affront to the Gods of
Light and Darkness.
• The talk of the town is a necromantic alchemist, Aleida
Vendelin. She claims to have created a decoction that will send
a deceased’s spirit directly to the afterlife, eliminating the need
to bring the fallen one’s body to the Grand Catacombs.
• Some say Aleida Vendelin has been threatened by several
different criminal groups worried about loss of business in the
The Seven Jewels of Siran
Tumuzara
64
The Fallen City of
Mircea
Gregory Israel & Alan Bahr
T
by
The Fallen City of Mircea
day they stay in Mircea, add +1 to the risk of the Colossus awakening. For
example, on the second day, roll 2d6, and the Colossus will awaken on a total
of 3. On the third day, a 4, and so on until the risk level rises to 7, where it
remains until they leave or the Colossus awakens.
the waters around the Alchemical Isles, long before they were navigated
by sailors. This massive beast, dwarfing even the greatest temples and
palaces, is an inhuman force of nature, created only to destroy.
The Ravening Colossus of Mircea is nothing but muscle-bound
rage, violence, and destruction made physical. Its roar heralds the end
of civilizations; where its footsteps tread, ambition and hope are made
futile; and no fortification, no weapon, and no hero can stop it.
The Ravening Colossus of Mircea is a massive beast, standing over
200 paces high. Born of the deepest nightmares, its six limbs end in flesh
rending talons the size of three men. With four eyes each, its two heads
are borne on stout necks, and can breathe acid and fire of the harshest
sort. Its body is armored in thick scales, layered over muscle and sinew
that protects against alchemy, physical blows, and Carving.
Luckily for the world, it slumbers somewhere in the Sunless Sea,
awakening only sporadically to shatter those unfortunate or foolish
enough to be caught it its fury before it disappears beneath the waves.
There are many legends about the Ravening Colossus.
• Some say it is born of an experiment of a mad necromantic
alchemist.
• Others say it’s a normal creature from the Alchemical Isles,
warped and mutated by reagents and elements from those lands,
and that other twisted beasts can be found there.
• Yet others believe it’s the divine judgement of the God of Light
or God of Darkness, sent to punish those deemed worthy of
death. What could provoke such punishment?
• There are some who say it’s a hoax, a great illusion perpetrated
by a powerful Carver to make it appear as though the city is
gone, protecting Mircea from invasion.
• Many believe the Colossus is the reason ships go missing as they
sail between Arudubeku and Kanasala.
• Some say that a Time Carver saw the rise of the One True King
and that the people of Mircea decided to hide themselves from
the rest of Siran using the illusion of the Colossus.
While there are many legends about the Ravening Colossus, there
is only one truth. One which has been lost to time and rumor.
• Others say that the volcano’s caldera is where the Beast of Mircea rests
in a deep state of hibernation, slowly digesting the people of Mircea
from many years ago. It will awaken when it needs to feed again.
• Yet others have conjectured that there are people native to the
Alchemical Isles, who build their homes in the volcano’s caldera to
be better protected from the dangerous animals found throughout
the islands. Of course, no one has actually seen these people.
• It seems everyone is taking an interest in the Isles, and many
people and groups are thought to be seeking a way to influence
or control access to the archipelago, including the One True King,
the Rebellion, the alchemical academies of Arudubeku, organized
crime from Beleto Suro, etc.
• Some explorers say there is evidence that another Heritage
different from those found in the Land of Siran has visited or even
lived in the Alchemical Isles in the past. Are these the people who
supposedly live the volcano’s crater?
• Smaller mutated creatures have supposedly been good sellers in the
markets of Arudubeku and Beleto Suro, but some worry about what
dangers might happen if these creatures are released into the wild.
• Some say the alchemical lights and cooking fires of Bindo’s Folley
are attracting more and more creatures from the mainland.
• Word has reached the mainland that Bindo Bassano is looking
to pay for defenses to be built to help protect his quickly
growing settlement. Weapons such as ballistae, clockwork
Farenelle
Other Places of Interest
Located along the bank of the Itakari River between Palabari and Inifa,
Farenelle is the ancient home of the Fey. Those not of Fey blood are
not allowed within its walls. A nearby island in the Itakari river has
been transformed into a non-Fey quarter where visitors can stay and
conduct trade. Merchants making their way between Inifa and Palabari
frequently stop here to do business and rest.
73 Farenelle
Other Places of Interest
Marblestone Hall
76
dirt path. Small villages, inns, and taverns dot the many miles of open
road between the Jewels. There are still empty stretches, however,
where travelers must rely on the provisions they carry.
Large caravans, sometimes referred to as “road drakes,” use the
Royal Road to crisscross the Eternal Empire. Most caravans will
take paying travelers with them and provide food and protection
during the journey between cities. The caravans are usually looking
for additional hired help, even if it’s just on a short-term basis.
Most road drakes focus on trade and commerce, but Oksanochka’s
Traveling Theatrical Extravaganza specializes in entertainment.
The Royal Road is patrolled by Imperial Guard units. The exact patrol
schedule is unpredictable, either due to the realities of travel, or by design.
They help keep travelers safe from wildlife and bandits. They also make
Other Places of Interest
sure that unauthorized people do not make their way to The Throne.
The Throne
Few people of the Eternal Empire
have ever seen the home of the
One True King, known simply
as The Throne. Nestled in the
foothills on the western slope of
Siran’s Crown, the city straddles
the boundary between the
Unblinking Sun and Everlasting
Shadow where the Itakari River
and Tiria River meet.
The sections of the Royal Road
that connect The Throne to
Inifa and Seliroso are completely
forbidden to anyone except
the Imperial Guard and those
working directly for the One
True King. The same is true for
the length of the Itakari River
east of Inifa. Small satellite towns have been established outside of
the main city to meet with merchants bringing their wares to The
Throne. Those wishing to address the One True King are also met
in these small towns and rarely granted an audience.
The Throne
78
Groups
Lantern Monks
of Tumuzara
Established long before the founding of
the Eternal Empire, the Lantern Monks
of Tumuzara are instantly recognizable
by the magical lanterns they carry. They
travel throughout the Eternal Empire,
bringing a source of light to those in the
Everlasting Shadow, and the reprieve
of darkness to those who live in the
Unblinking Sun. Travelers often seek a
Lantern Monk to accompany them on
their journeys.
Lantern Monks worship the Gods of
Darkness and Light and strive to find
balance between the two extremes.
This forms the foundation for a
general worldview that favors balance
and moderation instead of extremes. They have no preference
for light or dark, seeing both as necessary for life to survive. This
extends to good and evil actions. They seek to maximize the well-
being of sentient entities. While this usually leads them to act kindly
Groups
Oksanochka’s Traveling
Theatrical Extravaganza
This traveling performance troupe journeys the Royal Road on an
unending tour, bringing entertainment to the Seven Jewels of Siran and
many smaller towns in-between. The Extravaganza features acrobatic
and theatrical performances along with carnival games, food, drink,
Groups
and even a small market selling items from all corners of Siran. Their
shows are updated on a regular basis, so there’s always something new
to see when the Extravaganza comes to town.
Members of the Extravaganza are extremely loyal to each other and
see each other as family. Those wishing to join are usually given a full
year audition before being accepted for an apprenticeship. Since the
troupe is basically a traveling town, skills of all sorts are valuable to the
Extravaganza, including acrobatics, acting, blacksmithing, cooking,
sewing, etc.
Oksanochka, namesake and owner of the Extravaganza, is the public
face of the troupe, but does not perform in any shows. She is a shrewd
businesswoman and has an excellent eye for new talent.
OTTE
80
Rumors about Oksanochka’s
Traveling Theatrical Extravaganza
• It is commonly believed that Oksanochka and her troupe are
connected with criminal organizations throughout Siran, possibly
transporting illicit goods from town to town.
• There are conspiracy theories that the Extravaganza is filled with
undercover members of the Imperial Guard tasked with keeping
an eye on the people of Siran.
• There are those who say that Oksanochka is (or is in possession of)
the Carving Catalyst and searches for new potential Carvers as the
Extravaganza travels throughout Siran.
• Many think that the Extravaganza works with the Rebellion,
helping Rebel groups communicate.
• Some worried parents are afraid that their children will run off to
join the Extravaganza. It’s been said that once you’ve been accepted
as a member, you can never quit.
The Rebellion
One thing that is certain regarding the Rebellion is that they want to
end the reign of the One True King. The specific motivation is subject
to hearsay and rumor. Only those who join the Rebellion know the true
reasons for the group’s actions.
While active throughout Siran, the Rebellion’s strongest foothold is
in Arudubeku. Thus far, Rebellion robbers have resorted to violence
Groups
81 The Rebellion
Rumors about the Rebellion
• Many people say the Rebellion wants the Seven Jewels of Siran to
be fully independent city-states because the One True King cannot
properly control and manage all of Siran.
• Another widespread theory is that the Rebellion wants to control
access to Carving.
• An alternate explanation is that the Rebellion wants no one to
control access to Carving, and that it should be available to anyone
wishing to learn.
• There are stories that say the founders of the Rebellion were onced
allied with the person who became the One True King. Together,
they unlocked the secrets to Carving, but the One True King betrayed
the rest of the group and kept the final knowledge to himself. These
stories usually include some version of the Carving Catalyst.
• Some believe that the Rebellion is preparing for large scale armed
combat against the One True King and his Imperial Guard.
• There are whispers that the real leader of the Rebellion is a demon
who wishes to sow seeds of distrust throughout Siran.
• One of the more outlandish rumors about the Rebellion is that it
is not real at all and that it was created by the One True King to
justify his rule.
• Some think that if the One True King attends the Grand Games in
Inifa, the Rebellion will use it as an opportunity to take control of
Groups
the Throne, while others think they will attack him directly at the
Games.
The Rebellion
82
Creatures of Siran
T
raits in italics are found in the Traits section of this book.
Other Traits are described in full in the creature description
or can be found in Tiny Dungeon Second Edition.
Ambush Worm
HP: 4 (Medium)
Attack: Melee (claws, bite) up to 10 feet
Movement: 10 feet
Description: Ambush worms are well-camouflaged carnivorous
worms that grow up to 15 feet (4.5 m) long and as thick as the roots
of a large tree. The hind end has six small feet, which the worm uses
to secure itself to the limb of a tree. Near its head are six more feet
that end in barbed claws used to grasp prey. Ambush worms stay well
hidden until their target is within striking distance, and then they use
their long bodies to grab their prey while staying attached to the tree.
Traits:
• Chameleon • Perceptive • Vigilant
Angler Plant
HP: 8 (High)
Attack: Melee (swallow whole)
Movement: none
Description: These large carnivorous plants found growing in the
Everlasting Shadow use a bioluminescent lure to attract their prey.
Anything unfortunate enough to be caught in an angler plant is slowly
Creatures of Siran
83 Creatures of Siran
Bloodapple Tree
HP: 5 (Medium)
Attack: Melee (sword leaves)
Movement: none
Description: Bloodapple trees look like red-tinted cousins of standard
pineapple trees, but can slice a person to pieces in moments. Those
foolish enough to approach a bloodapple tree are attacked by the
tree’s sword-like leaves, which thrash about, opening multiple deep
wounds. The tree drinks the blood of its victims like water through
its roots. The fruit of the bloodapple tree is prized by some travelers
because it stays edible long after being picked.
Traits:
• Anticoagulant: Your leaves are coated with an anticoagulant that
makes it difficult for your prey to stop bleeding. Each wound you
inflict continues to bleed until the victim makes a successful Save
Test, and each wound requires a separate Save Test. Each open
wound causes 1 HP damage until the bleeding is stopped.
Doom Shade
HP: 6 (High)
Attack: Melee (vines)
Movement: none
Description: Doom shades are carnivorous plants that prey upon
those foolish enough to take advantage of the respite they provide
in the Unblinking Sun. Also known as Vampire Trees, these deadly
plants resemble oak trees overgrown with vines. A doom shade
will grasp any prey within reach with its thorn-covered vines and
Creatures of Siran
siphon the blood of the prey through tiny holes in the thorns.
Traits:
• Drain Blood: You can drain and consume the blood of prey
entangled by your vines. Your prey loses 1 HP per turn.
• E ntangle: You can Test to ensnare someone or something with
your vines. If your Test is successful, your target is unable to move
or attack until it makes a successful Save Test to break free, which
causes no damage to you.
Creatures of Siran
84
Drakes
Drakes are related to dragons, but with several significant differences.
Unlike dragons, drakes are no more intelligent than an average animal,
do not have a breath weapon, do not possess magical abilities, and have
no love of treasure. Unless otherwise noted, all drakes have razor sharp
claws and teeth.
Drake, Forest
HP: 4 (Medium)
Attack: Melee (bite, claws, tail swipe)
Movement: 30 feet, 30 feet flying
Description: Found in various shades of green and growing to the size
of a cougar, forest drakes (also known as jungle drakes) are keen pack
hunters. They are equally agile on the ground and in the air. Along
with their sharp fangs and talons, these creatures have a sharp-edged
bone blade at the end of their tail.
Traits:
• Forest Drake Agility: You can Test 1d6 whenever you are
successfully hit by an enemy. If your Test is successful, you
evade the attack and do not take damage. Declaring Evade as an
Action has no additional benefit.
• P
ack Hunter: As long as another forest drake is within 10 feet of
you, you gain Advantage on all attacks.
Drake, House
HP: 2 (Low)
Attack: Melee (bite, claws)
Creatures of Siran
Movement: 25 feet
Description: House drakes are small drakes bred to be kept as pets.
These domesticated drakes can be found in many varieties, with
different colors and other aesthetic features. Breeders are constantly
trying to develop the next trendy bloodline of these excellent pets.
Gambling on house drake fights is fairly common in the sketchier
parts of Siran, particularly in Beleto Suro.
Traits:
• House drakes can have one Trait with GM approval.
85 Drakes
Drake, Mountain
HP: 5 (Medium)
Attack: Melee (bite, claws, horns)
Movement: 25 feet
Description: Mountain drakes make their homes in Siran’s Crown.
Ranging in color from gray to brown, these drakes grow to the
size of a tiger. They have two large horns that extend forward over
their snout. These horns are used to charge their prey and to cause
rockslides. Their wings are not large enough for true flight, but can
be used to make long jumps.
Traits:
• Avalanche: You can Test 2d6 to cause an avalanche or rock
slide. Creatures caught in the path of the slide take damage and
must make a Save Test to avoid being swept away.
• Charge: You can Test 2d6 to charge their prey. On a successful
test, the prey takes damage and must make a Save Test to avoid
being impaled on your massive horns. Those impaled continue
to take damage until they make a successful Save Test.
• Vestigial Wings
Drake, Ocean
HP: 10 (Heroic)
Attack: Melee (bite)
Movement: 40 feet swimming, 50 feet gliding
Description: Ocean drakes are a spectacular specimen of drake found
gliding above the surface of the seas surrounding Siran. Although
they are strong swimmers, they prefer to use their considerable
Creatures of Siran
wingspan to glide through the air, not unlike flying fish. They tend
to use their large jaws to eat fish and birds, but will attack humanoids
if provoked.
Traits:
• Swallow Whole: You can swallow a man-sided (or smaller)
creature in your massive jaws by making a successful Test with
Advantage.
Drakes
86
Drake, River
HP: 9 (Heroic)
Attack: Melee (bite, claws, constrict)
Movement: 15 feet, 50 feet swimming
Description: River drakes are long and serpentine, with small wings
that help propel these non-flying drakes through the water. They
reach lengths of up to 30 feet (9 m), growing in proportion to the
river in which they live. Each river drake claims a stretch of river (or
lake) and defends it to the death. They are a dark bluish-gray on top
and almost white on the bottom, similar to some sharks.
Traits:
• Boat Flip: You can Test 2d6 to capsize any boat equal to, or
smaller than, your own length.
• Constrict: You can Test 3d6 to use you long body to constrict their
prey. If successful, the victim takes damage and is trapped in your
grasp until the victim makes a successful Save Test to escape.
Drake, Sand
HP: 6 (High)
Attack: Melee (bite, claws)
Movement: 35 feet
Description: These quick-footed drakes are well adapted to life in
harsh desert climates. Sand drakes are experts of camouflage and are
excellent ambush hunters. Their preferred hunting technique is to
lie on their backs just under the surface of the desert sand. When
prey walks over them, they use their small wings to blow sand
into the eyes of their prey while simultaneously striking with all
Creatures of Siran
four claws. Once the prey is firmly held in their claws, sand drakes
continue the assault with their vicious bite. If raised from birth,
sand drakes make excellent desert mounts and loyal companions.
Traits:
• Blind-Fighter
• Grab: You can Test 3d6 to grab a victim when you have positioned
yourself for an ambush and the victim walks over you. If successful,
the victim takes damage and is trapped in your claws until they
make a successful Save Test to escape.
• Vestigial Wings
87 Drakes
Drake, Shadow
HP: 15 (Solo)
Attack: Melee (bite, claws, tail sweep, wing bash)
Movement: 25 feet, 60 feet flying
Description: Shadow drakes strike fear in those unfortunate enough
to encounter one of these ceaseless hunters of the Everlasting Shadow.
Slightly smaller than sun drakes, these black and gray creatures are
expert aerial fighters. They are particularly skilled at flying over their
prey and snatching them with their large rear claws. These voracious
eaters are known to consume anything that moves.
Traits:
• Dark Vision
• Snatch & Grab: You can Test 3d6 to grab a victim when you fly
overhead. If successful, the victim takes damage and is trapped
in your claws until they make a successful Save Test to escape.
Those lucky enough to escape the drake’s claws may have to
worry about taking damage from their fall back to earth.
Drake, Storm
HP: 1 (Fodder)
Attack: Melee (bite, claws)
Movement: 15 feet, 40 feet flying
Description: The size of small birds, storm drakes travel in flocks
and enjoy flying in thunderstorms. They are attracted by lightning
strikes and will investigate places that have been struck. They are
gray in color and are sometimes kept as pets.
Traits:
Creatures of Siran
Drakes
88
Drake, Sun
HP: 20 (Solo)
Attack: Melee (bite, claws, tail sweep, wing bash) and Ranged (heat)
Movement: 25 feet; 50 feet flying
Description: Rarely seen in Siran, sun drakes are some of the largest
examples of drakes in existence, reaching the size of a full-grown
dragon. These golden-hued creatures are usually spotted gliding
on thermal updrafts over the Starless Sea. While generally non-
aggressive in nature, they have a particular dislike for floctopi. They
have also been known to attack ships traversing the Starless Sea, but
the reason for these attacks is unknown.
Traits:
• Immune to Fire/Heat: You do not take damage from fire and
heat based attacks.
• Radiate Heat: You radiate intense heat hot enough to harm all
those within 15 feet.
Fire Cobra
HP: 3 (Medium)
Attack: Melee (bite, poison) and Ranged (fire)
Movement: 25 feet
Description: Fire cobras seem to glow as if there is a smoldering fire
within them. This ember-like glow can be seen between their scales
and eyes. These dangerous reptiles are highly aggressive and will
attack anything they think they can kill. The venom of fire cobras is
highly sought after by alchemists.
Traits:
Creatures of Siran
89 Creatures of Siran
Floctopus
HP: 10 (Heroic)
Attack: Melee (bite, tentacles) and Ranged (acid)
Movement: 10 feet; 35 feet swimming; 50 feet flying
Description: A floctopus, or flying octopus, is 20 feet (6 m) in diameter
and is always hungry. Its eight legs are connected by webbed skin,
allowing it to fly, similar to an oversized bat. In addition to its grasping
tentacles and beak, a floctopus secretes acid from specialized skin glands.
Traits:
• Acid Rain: Test 2d6 against an enemy. On a success, any enemies
adjacent to your target also take 1 point of damage.
• Acidic Skin: Anyone touching you must make a Save Test or take
one point of damage.
• Multi-armed Fighter: You can attack with four arms each turn.
Geyser Mushroom
HP: 1 (Fodder)
Attack: Ranged (acid squirt)
Movement: None
Description: Geyser mushrooms resemble large upside down mushrooms
with their stalk pointing upwards. Their inverted caps catch rainfall,
which is metabolized into a defensive acid that squirts from their stalk
when disturbed. Geyser mushrooms are considered a culinary delicacy, if
properly prepared.
Traits:
• Acid Squirt: When disturbed, you automatically Test to squirt
a stream of acid.
Creatures of Siran
Goblin Dog
HP: 4 (Medium)
Attack: Melee (bite)
Movement: 30 feet
Description: These large six-legged canines have been bred by
goblins for centuries. They are fierce fighters and loyal companions.
While not a quick as a normal dog, their six legs make goblin dogs
skilled climbers and steady mounts.
Creatures of Siran
90
Traits:
• Steady Mount: You gain Advantage when Testing to climb
and maintain balance.
• Six Legged Fighter: Same as Four Legged Fighter
• Tracker
Humminghawk
HP: 2 (Low)
Attack: Melee (talons)
Movement: 40 feet flying
Description: Humminghawks look like a cross between a hummingbird
and a small hawk. Their four rapidly-beating wings make them the
most agile flyers in all of Siran. Humminghawks can be trained to follow
and hover nearby. Adventurers have been known to purchase small
alchemical lights specially designed to be worn by humminghawks,
turning the birds into floating lanterns.
Traits:
• Extremely Agile Flyer: When flying, you can Test with
Advantage whenever you are successfully hit by an enemy.
You are successful on any roll of 4, 5, or 6 and if your Test
is successful, you evade the attack and do not take damage.
Declaring Evade as an Action has no additional benefits.
• Perceptive • Vigilant
Lighthawk
HP: 2 (Low)
Attack: Melee (talons)
Movement: 50 feet flying
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91 Creatures of Siran
Lightning Dog
HP: 4 (Medium)
Attack: Melee (bite) and Ranged (lightning breath)
Movement: 35 feet
Description: A typical lightning dog stands 3½ feet (1 m) high at
the shoulder and weighs 100 pounds. Found almost exclusively in
the Everlasting Shadow, they are efficient pack hunters. A favorite
tactic is to quietly surround prey, then one or two dogs attack with
lightning bolts, driving their target towards the rest of the pack.
Traits:
• Lightning Breath (Ranged Attack): You can breathe a bolt
of lightning.
• Pack Hunter: As long as another lightning dog is within 10
feet of you, you gain Advantage on all attacks.
Observer
HP: 6 (High)
Attack: Ranged (paralysis and mana bolt)
Movement: 25 feet flying
Description: Observers are levitating spheres of flesh, about the size of a
watermelon, with six eyes, each gazing in a different direction—like the
numbers on a six-sided die. Each eye has a different Trait and can affect
something in its area of sight (front, back, left, right, up, down) each
turn. Observers can orient themselves so any eye is looking “forward.”
It is often said that they remember everything they see, and that they do
not need to eat, breathe, or sleep. Observers communicate telepathically.
Unlike other multi-eyed floating creatures, with which they are
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92
Traits:
• Agile Flyer: When flying, you can Test 1d6 whenever you
are successfully hit by an enemy. If your Test is successful, you
evade the attack and do not take damage. Declaring Evade as an
Action has no additional benefits.
• Eidetic Memory
• Mana Powered: You derive all necessary sustenance from
ambient Mana. You do not need to eat, breathe, or sleep.
• Perceptive
• Telepathy: You communicate through thought alone.
• Eye 1 – Dark Vision
• Eye 2 – Telekinesis: You can move and manipulate objects that
weigh up to 20 pounds (9 kg) with your thoughts.
• Eye 3 – Void Carving
• Eye 4 – Paralysis: You can Test 2d6 to paralyze your target for
1d6 rounds.
• Eye 5 – Healer
• Eye 6 – Mana Bolt: You can Test with Advantage to attack with
a bolt of mana energy.
Ooze Eyes
HP: 3
Attack: Melee (bite)
Movement: 25 feet
Description: Ooze eyes are zombie-like creatures with thick brown-
black ooze seeping from their spore-filled eye sockets. They have
Creatures of Siran
93 Creatures of Siran
Traits:
• Anger Issues • Blind-Fighter
• Infest: You can Test 2d6 to hit a potential host in the eye with a stream
of spore-infused ooze. If successful, the victim must make a Save Test
or become infested. In 1d6 days, the person will become blind in one
eye as the fungus consumes the eye. During this time, the victim is at
a Disadvantage to all Tests due to the intense pain. In 1d6 additional
days, the person will lose sight in their other eye as the fungus spreads
deeper into the nervous system. The victim is still at a Disadvantage
during this second phase of the infection. Application of intense
heat or fire to the eyes will kill the fungus (and permanently blind
the victim), but this must be completed before both eyes have been
destroyed. Once both eyes have been lost, the fungus has infested
the victim to such a degree that killing the fungus also kills the host.
Oxrat
HP: 2 (Low)
Attack: Melee (bite)
Movement: 25 feet
Description: These large intelligent rats have ox-like horns on their
heads and can grow to be three feet (90 cm) long. In the wild, oxrats
live in large groups known as mischiefs. While not aggressive, these
scavengers will attempt to defend their territory from creatures of
any size. If raised from birth, oxrats prove to be very trainable and
make great pets.
Traits:
• Swarm: You gain Advantage when attacking an enemy that has
more than one oxrat adjacent to it.
Creatures of Siran
• Tracker
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94
Shimmer Spider
HP: 8 (High)
Attack: Melee (bite)
Movement: 25 feet
Description: Shimmer spiders are massive beasts, whose long legs
lift their bodies over 10 feet off the ground. Found in the Everlasting
Shadow and underground, their exoskeleton is bioluminescent and
can be used to create lights in various colors, shapes, and patterns.
Shimmer spiders use this ability to lure unsuspecting prey to them.
They can also use their light patterns to disorient attackers.
Shimmer spiders make use of their prey in two ways. Prey can be
cocooned in webbing to serve has nurishment. Prey can also be implanted
with eggs, which feed upon the body of the fallen upon hatching.
Traits:
• Disorient
• Fangs: You have massive fangs and have Advantage when using
them to bite.
• Poisoned Fangs: On a successful attack, your target must make
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95 Creatures of Siran
Silencer
HP: 9 (Heroic)
Attack: Melee (weapon) and Ranged
Movement: 30 feet
Description: These intelligent, natural born hunters and killers
resemble tall frail-looking Fey. Growing up to 6 feet in height, silencers
constantly radiate an aura of complete and utter silence—they cannot
make a noise even if they wish to do so. Silencers are always on the
hunt, looking for their next kill. They prefer to attack single targets, and
have been known to accept jobs as assassins, if the price is right.
Traits:
• Aura of Silence: You are constantly surrounded by an aura
of silence that extends in a 5 foot radius around you. With a
successful Test, you can expand this zone of silence to a radius of
25 feet. Everything within the zone is totally silent and cannot
make a sound.
• Two additional Traits selected by the Game Master.
Spider Vine
HP: 4 (Medium)
Attack: Melee (barbs) and Ranged
Movement: 25 feet
Description: Spider vines look like massive hunting spiders the
size of a horse, but are actually semi-intelligent carnivorous plants.
Living only in the Unblinking Sun, their legs are thick barbed vines
used for locomotion, grasping prey, and delivering poison through
the hundreds of barbs that run along their entire length. A spider
Creatures of Siran
vine can hurl up to four of its legs at its prey. Spider vines take 2 hit
points of damage from fire.
Traits:
• Poisoned Barbs: On a successful attack, your target must make a
Save Test. If the Test fails, your target is extremely nauseated. While
nauseated, all Tests are performed at a Disadvantage. The poison
lasts until the target rolls a successful Save Test on their turn.
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96
Spiked Rat
HP: 1 (Fodder)
Attack: Melee (bite) and Ranged (quills)
Movement: 25 feet
Description: Spiked rats are only slightly larger than normal rats,
but the backs and tails of these ill-tempered creatures are covered
with sharp quills that can be thrown up to 10 feet (3 m).
Traits:
• Swarm: You gain Advantage when attacking an enemy that has
more than one spiked rat adjacent to it.
Tree of Hands
HP: 6 for tree (High) and 1 for hands (Fodder)
Attack: Melee (grab, bite) and Ranged (hands)
Movement: 20 feet for tree and 30 feet for hands
Description: This bizarre carnivorous “tree” is the result of a
necromantic alchemist’s experiment. The small bluish-green tree
reaches a height of 5 feet (1.5 m), and is covered in small hands instead
of leaves. The roots of the tree look like large fingers, and it is able to
use these finger-roots to scamper about. Its hand-leaves can grasp,
hold, and attack prey. They can also be thrown at its target, and can
quickly scuttle around using their fingers as legs. A large mouth can
be found under the base of the tree at the center of its finger-roots,
and each hand-leaf also has a small mouth in the center of its palm.
Traits:
• Swarm: You gain Advantage when attacking an enemy that has
more than one hand-leaf adjacent to it.
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97 Creatures of Siran
Adventure
Generator
I
t happens to every Game Master at one point or another... You
Adventure Generator
have a game coming up, but you just don’t know what to do for the
next adventure. With a few rolls of the dice and a little creativity,
the tables below can help you whip up your next great story.
For each of the following five tables, roll 2d6 and find and record
the results. These five results will give you a one sentence summary
of an adventure. It’s up to you to interpret the results and expand
them into a full adventure.
The basic structure is: The Adventurers must VERB the SUBJECT
in the PLACE, while dealing with a HINDRANCE and opposing
the ANTAGONIST.
Here’s a randomly rolled example: The Adventurers must FIND
the THIEF in the MINE, while dealing with LOVE and opposing
a DISEASE. How can these results be interpreted? One possibility
could be go something like this…
The party is tasked by a wealthy mine owner to find out who has been
stealing from his gold mine. It seems that significant quantities of gold ore
are disappearing while being conveyed to the surface in clockwork mining
carts. No one knows who’s responsible and how it’s being done. It turns
out that a crafty Cogor is stealing the gold by hiding in one of the mine
shafts used to transport the ore. He has crafted a clockwork claw device that
allows him to grab large scoops of ore as it passes by. He’s used the claw
to dig his own secret tunnels inside the mine. The reason he’s stealing the
ore is to pay an alchemist to find a cure for the strange disease sweeping
through his home village, threatening the lives of his family.
Adventure Generator
98
Verb
1 2 3 4 5 6
1 Attack Rescue Escort Hide Shelter Trick
2 Steal Fight Blackmail Overcome Invade Kill
3 Negotiate Defend Retrieve Heal Trade Scare
4 Capture Free Secure Prevent Cause Serve
Adventure Generator
Subject
1 2 3 4 5 6
1 Human Karhu Zlax’xon Bandit Contraband One True
King
2 Fey Lizardfolk Carver* Caravan Ghost Scholar
3 Dwarf Cogor Merchant Traveler Imperial Craftsperson
Guard
4 Goblin Eku-uke Monster Performer City Gambler
Watch
5 Salimar Muaj Pirate Alchemist Rebel Ship
Captain
6 Treefolk Utarok Shadow Lantern Clockwork Warrior
Fey Monk Engineer
Place
1 2 3 4 5 6
1 Arudubeku Tumuzara Siran’s Sea of Grand Castle
Crown Stones Catacombs
2 Beleto The Royal Mt. Shadow Dungeon
Suro Throne Road Erutani Pass
3 Inifa Royal Bay of Itakari Alchemical Gambling
Road Twilight River Isles House
4 Kanasala Mircea Starless Verdant Sewers Ruins
Sea Land
5 Palabari Farenelle Sunless Dark Mine City Jail
Sea Desert
6 Seliroso Marblestone Sea of Ralivun Izi’s Public Docks
Hall Whispers Forest House
99 Adventure Generator
Hindrance
1 2 3 4 5 6
Adventure Generator
Antagonist
1 2 3 4 5 6
1 One True City Clockwork Necromantic Time Silencer
King Watch Engineer Alchemist
2 Rebellion Imperial Alchemist Undead Spy Ooze
Guards Eyes
3 Bandits Pirates God of Evil Genius Homunculus Ghost
Light
4 Monster Thieves God of Invasion Disease Dragon
Darkness
5 Lantern Alchemical Ravening
Moneylender Cultists Merchants Colossus
Monk Inker
of Mircea
6 Robber Time Secret Murderer Chief
Carver*
Society Administrator
Adventure Generator
100
*Carver
1 2 3 4 5 6
Adventure Generator
Thank Yous
First, and most importantly, to my wife, best friend, and partner
in crime, Kate. I’m so thankful and grateful for your understanding
and support throughout this entire process.
And to my Kickstarter backers, who trusted me with your hard
earned money to make this thing happen. Thank you all for your
trust and patience. I truly do appreciate it.