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1
Authors: Umberto Pignatelli,
Editing: Andy Slack, Piotr Koryś
Cover: Ania Jarmołowska
Art: Ania Jarmołowska, Magdalena Minko, Mateusz Bielski, Bartłomiej Fedyczak, Radosław Jaszczuk,
Igor Myszkiewicz, Tomek Tworek
Map of the Dominions: Francesca Baerald
Layout: Irek Winnicki
Producers: Piotr „Ramel” Koryś, Michał „Puszon” Stachyra

Beasts and Barbarians Steel Edition


copyright © FajneRPG, Krakow 2017
ISBN: 978-83-64473-77-7
Publisher: FajneRPG: Kuźnia Gier Michał Stachyra,
ul. Stokrotek 1, 31-463 Krakow,
email: kontakt@fajneRPG.pl

Special thanks: MK, Marta, Nora, Lia and Corinna.


Check our games on www.gramel.pl
Beasts and Barbarians Steel Edition, all unique characters, creatures, and locations, artwork, logos, and the
Fajne RPG/GRAmel logo are © 2017 Fajne RPG, Kraków 2017

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.
peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment
Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or
suitability for purpose of this product.


The Diary of Justinus of Syranthia . . . . . . . . . 6

From the Dread Star


to the Fall of the Iron Empire . . . . . 7
The Sword of Hulian . . . . . . . . . . . . . . . 8
Climate . . . . . . . . . . . . . . . . . . . . . 10

The Book of Lore . . . . . . . . . . . . . 13


A Brief History of the World . . . . . . . . . . . 14
Cultures . . . . . . . . . . . . . . . . . . . . . 28
Way of Life . . . . . . . . . . . . . . . . . . . 37

Gazetteer of the Dominions . . . . . . 42


Heroes . . . . . . . . . . . . . . . . . . . . . 64
Heroic Concepts . . . . . . . . . . . . . . . . . 64
Character Creation . . . . . . . . . . . . . . . 67
Hindrances . . . . . . . . . . . . . . . . . . . 68
Edges . . . . . . . . . . . . . . . . . . . . . . 70

Magic . . . . . . . . . . . . . . . . . . . . .
88
Arcane Backgrounds . . . . . . . . . . . . . . . 89

Gear . . . . . . . . . . . . . . . 100
Setting Rules . . . . . . . . . . . . . . . . 116
Heroic Bennies . . . . . . . . . . . . . . . . . 120

Battles of the Dominions . . . . . 124

Legends of the Dominions . . . . . 127


ABOUT THIS BOOK
Welcome to Beasts & Barbarians, Gramel’s setting of sword and sorcery! In this book, the
Player Guide, you’ll find all you need to create powerful barbarians, courageous amazons, cunning
rogues, or mysterious warlocks and venture across the Dread Sea Dominions!

FIVE YEARS LATER...


When I designed Beasts & Barbarians I intended from the beginning that the setting should be
alive and kicking, like a screaming barbarian in battle.
Five years have passed since the previous edition of the game, the Golden Edition, and there have
been many adventures during that time, both in official published scenarios and in the awesome
adventures played at your tables.
When we decided to publish a new edition, extending the timeline was only natural.
So the question is, what has happened in the Dominions in the last five years?
A lot of things, my friends, a lot of things, good and bad in equal part, and ripe for adventure, of
course.
Are you sure you want to discover them?
If the answer is yes, well, grab your sword and turn the page!

A NOTE ON ABBREVIATIONS
To save space, several abbreviations are used in this book to refer to other books of the Beasts &
Barbarians Steel Edition line and different types of characters:

SEPG = Steel Edition Player Guide (RH) = Right Hand


SEGM = Steel Edition Game Master Guide (WC) = Wild Card
(E) = Extra
(H) = Henchman

4


Shangor looks suspiciously at the dark jungle in front of him. Born in the forests of the savage
north, he is usually at ease in the woods, but there is something strange amongst these unfamiliar,
vine-covered trees. His nose is full of the ripe smell of corruption — and of ancient evil. His skin crawls,
as if unseen eyes were watching him. His hand instinctively caresses the hilt of his axe. The contact
with the wood, polished by use, gives the massive barbarian comfort.
He crouches down to examine the tracks in the mud. Five men, at least, went this way, carrying
Korala, the daughter of the caravan master, whom they took several hours ago.
The prints of bare feet are noticeably smaller than those of a full–grown man.
“Pygmies!” Shangor curses, thinking of the stories he has heard about these vicious, elusive savages.
Tales of silent blowpipes loaded with poison darts, promising a painful death, and of kidnapped
maidens, sacrificed to bestial gods. Yet, Korala’s beauty — and her father’s gold — drive his worries away.
As he follows the tracks, he soon becomes aware of a low thudding noise — sacrificial drums, and
not far away. His sharp ears lead him unerringly towards them, until he finds himself in front of a
strange, forbidding ruin of huge size.
His hesitation gone, Shangor immediately readies his axe, smiling grimly. As always, thought
and action are one and the same in his barbaric, uncivilized mind.
The light of the moon shines on his massive muscles as, clad only in a loincloth, he sneaks through
the dark jungle, as silent as a leopard…
THE DIARY OF
JUSTINUS OF SYRANTHIA

My beloved Master Velastios, it is with utmost


respect that I write you this letter. Six long
years have passed since I left our beloved Library
in Syranthia to wander the Dominions, because,
as you used to say, the place of a Sage is in the
world, always observing it with eyes ever fresh and
curious, and recording, with words and paintings,
the many marvels, beautiful and horrible alike, of
our lands.

Over these long years I have taken a number of


notes, which I send you now; I pray you will
register them in the annals of the Library, for the
instruction of future generations…

From the Diary of Justinus of Syranthia

6
FROM THE DREAD
STAR TO THE FALL OF
THE IRON EMPIRE

A
s my old master Velastios always told me, to understand the people of a land, you
must know her history, so that’s where I’ll start my narration.
I’ll try to be concise, but if I talk too much, please stop me.
The earliest records of the Great Library of Syranthia say that the lands today
known as the Dominions, in times of yore, were a large empire, belonging to an
ancient, inhuman race: the Keronians.
Powerful sorcerers and demon worshippers, they controlled all the known lands, due to their
powers and their legions of slaves.
The Keronian empire of terror ended, around five thousand years ago, due to a terrible cataclysm,
the Fall of the Dread Star, which destroyed the very center of the empire, creating a large body of
water, the Dread Sea, and altering forever the geography and history of the Dominions.
Nobody knows the true nature of the Dread Star; the Priests of Hulian say it was a sign of the
wrath of the gods, but if you wander the Dominions as much as I have, you’ll hear the wildest stories
on this subject.
Whatever the cause of the Fall, the Dread Sea is still warm in its heart today, as if the Dread Star
might still be burning somewhere in its depths.
The Fall dramatically altered the climate: the dust raised by the cataclysm altered the land,
destroying forests, creating new deserts and causing the deaths of countless innocent people.
Slowly, the climate returned to normal, and a host of city states were born around the Dread Sea,
which are collectively called “the Dominions”.
The most important of them was Faberterra, a city of humble farmers, not very different from the
others, apart from a single fact, which changed the history of the world.
In 1224 AF, Fabron, a Faberterran priest of the minor god Hulian, discovered that the gray
stones on the bed of the river near Faberterra could be melted and forged into a very strong metal:
iron.
From that moment on, Faberterra’s raise was unstoppable. The mighty Iron Phalanxes, supported
by the Smith Priests of Hulian, conquered all the surrounding lands.
In the south it annexed Syranthia, where the Great Library has stood for innumerable ages, and
Kyros, land of elephants, while in the north it conquered Tricarnia, home of the decadent Priest
Princes, heirs of Keron, worshippers of the demon queen Hordan, hated enemy of Hulian.
After the conquest of Tricarnia, Faberterra was no longer simply Faberterra the city state, it
was the Iron Empire, ruled by Domestan I, Masterarkos of all the Phalanxes and first Emperor of
Faberterra.
Not everybody was subjugated by the might of the Iron Phalanxes: in the north, the fierce
Northlanders, the fearful Cairnlanders, who dwell in the tombs of their Ancestors, and the
mysterious Caleds, dwelling in an ancient, untouched forest, resisted the Iron Empire’s rapacious
appetite, while in the south the black-skinned tribes of the Ivory Savannah, who were luckily beyond
the Empire’s reach, continued to live their savage lives in freedom.

7
PLAYER’S GUIDE

Another notable exception was the Island of Ascaia, where the women rebelled against the cruel
governor and declared independence, becoming the fierce Amazons and forbidding their land to
any man, a law which still exists today.
But the Empire was tainted from its birth: the peace treaty with Tricarnia included a marriage
between Domestan and Salkaria, a Tricarnian Princess of legendary beauty, who became the first
Empress and who imported the corrupt customs and deities of her people, subtly changing the
customs of Faberterra.
The Iron Empire knew a golden age lasting eight centuries, even if the bloodline of the Emperor
was slowly tainted by the Tricarnians, who gradually insinuated themselves into the highest ranks
of the Empire.
So great was the hunger of the Iron Empire that it expanded eastward, crossing the Iron
Mountains and conquering the vastness of Zandor, from Jalizar, the City of Thieves, in the north to
the borders of mountainous Lhoban, where the holy monks dwell in their monasteries, in the south.
But the might of man is nothing before a god’s will: in 2450 AF, while the Iron Empire was
enjoying a stagnant prosperity, a new, terrible threat, came from the unknown steppes of the east:
the Valk, a race of savage, nomadic horsemen, worshippers of demons, invaded the Iron Empire.
Driven by the prophecies of the Valkyria, the warrior-priestesses of their demon god, Sha-Mekri,
they were led by Dhaar, the greatest warlord ever known, who came to the west to pillage the Iron
Empire and crush it under the hooves of his horse.
The Valk Invasions were terrible: Zandor was totally devastated, and the Cairnlanders and
Northlanders, pushed out of their ancestral lands by the Valk, attacked the Iron Empire from the
north, looking for shelter in the civilized lands, while the southern provinces, like Kyros, quickly
declared independence from Faberterra.
In a few seasons, thousands of years of civilization were wiped away.
It could have been worse, but Dhaar, mired in the long siege of the city of Jalizar, died suddenly,
in a mysterious way, in his tent.
The Valk horde shattered, the various clans siding with the three sons of Dhaar, but they remained
in Zandor, while the rest of the Iron Empire looked on, agonizing.
This was five years ago, in 2510 AF.

THE SWORD
OF HULIAN
As you know very little of the Dominions, you’ll surely be more interested in what has happened in the
most recent years.
After the Valk invasion was halted, it looked as if the Iron Empire would recover and civilization
would slowly return to the devastated lands of the Dominions, but it hasn’t.
It started in 2513 AF, with an omen: a great, red comet appeared in the skies. People all around the
Dominions went wild, thinking that another Dread Star was going to fall, destroying the world again.
The priests of the Divine Couple of Faberterra, the double patron deity of the Iron Empire, called it
the Sword of Hulian, and said it was a sign of the wrath of the gods, while in Tricarnia the Priest Princes
locked themselves in their observatory-temples, studying the old scrolls of Keron, because it seems no
prophecy mentioned this strange event.
Whatever the real nature of the Sword of Hulian, it was ripe with consequences for the Dominions.

8
A NOTE
ON DATES
The very night of its apparition, old King Ekul of Ekul, Every civilization uses a different
in southern Zandor, died in his bed, leaving the throne to calendar to date historical events
his niece Yasmine, who, though very young, must now but, for ease of use, the Reformed
use all her influence to keep the kingdom together, under Salkarian Calendar is adopted in
pressure from the local nobles and the Valk lords who covet these books. It calculates all dates
the throne. starting from the presumed year
But this wasn’t the weirdest event that happened that in which the Dread Star fell (AF =
night: deep in the mountains of Lhoban, in the monastery After Fall, BF = Before Fall).
of Heaven’s Door, the Enlightened One, spiritual guide of If you are interested in a more
all the monks of Lhoban, disappeared without choosing a detailed description of the
successor for the first time in history, leaving the mountain Dominions’ history, you’ll findin
kingdom in turmoil. in the” the next chapter.
Shortly after this, the fire of the comet’s tail spread over
the Ivory Savannah, where the black-skinned tribes, led by
the mysterious White King, declared war on mighty
Caldeia, the coastal kingdom which predates the
savannah by centuries, razing the villages and hunting
for slaves.
The conflict is called the War of the Chain, and, if
ever a just war existed, it is this one, but nobody knows
how it will end: Caldeia is rich and powerful, and apart
from its black-clad soldiers it can count on the subtle
powers of ancient Keronian sorcery and on the merce-
naries its deep coffers can summon, while the White
King can count on dozens of tribes at his orders.
In the north things are no better: in the fetid
swamps of Tricarnia a terrible outburst of pestilence,
the terrible Red Plague, appeared. It is a devious mal-
ady which consumes both the body and the mind,
transforming poor souls into bloodthirsty monsters,
and now the Priest Princes of the Land of Demons
are fighting, independently, to stem the scourge, so
far with little success.
But all these things, although serious, aren’t the
main fear of Emperor Domestan XII, ruler of the Iron
Empire: in far Valkheim, east of the Empire’s bor-
ders, where the northern Valk have lived in relative
peace for a number of years, a new threat has arisen: a
man who came from the steppe, escorted by Valkyria.
He calls himself Deserjaas, a Valk word mean-
ing “the successor” and he claims to be Dhaar’s
successor. He swore, on the warm body of the
last son of Dhaar, who he personally killed, that
he will put the Iron Empire to the torch and will
ride to the Iron Throne, in Faberterra, to burn
it to ashes.

9
PLAYER’S GUIDE

The Valk clans are gathering under his banner like flies on a corpse, and this is what
makes the Emperor tremble at night when he visits the royal nursery, where his new-
born twin sons, Arestos and Vanestan, sleep, oblivious to the terrible threat looming
over them and all the civilized people of the West.

CLIMATE
The Dread Sea Dominions have not been precisely
charted (today the science of geometry is practiced only
by a few scholars of the Great Library of Syranthia),
so it is difficult to estimate their actual size, but
they certainly have a very wide range of different
climates.
The northern kingdoms including the
Caledlands, Northeim and the Cairnlands
are cold, with winters lasting as long as six
months and wide expanses of forests. The Troll
Mountains, usually considered the northern
boundary of the world, are in the grip of ice for
most of the year.
On the other hand, the lands facing the Dread
Sea enjoy by far the best climate.
Faberterra, Syranthia and Kyros have a
temperate, Mediterranean climate with warm
winters, long autumns and springs and generally
hot summers. They have plants of all species including
olive and fig trees, and the harvest there is always generous.
Tricarnia differs slightly from its neighbors; despite being
in the north, it is protected from the cold winds by the
Brokenchain Mountains, so it has a temperate climate
but it is quite damp. It has large, half-flooded rice
fields that give the nation the aspect of a massive
swamp which is always shrouded by thick fog.
Going south, the climate gets hotter.
The area called the Horn, comprising the

10
From the Dread Star to the Fall of the Iron Empire

Fallen Realm, the Red Desert and the Ivory Savannah is scorching all year
round, and the highest temperatures are reached in the desert. With the
exception of oases, the vegetation mainly includes palms, cacti and other
resilient plants.
In the Ivory Savannah the main plant is the sturdy Bone Grass, which
in the summer takes on a pale color resembling that of bones.
Thanks to its position around the mouth of the Buffalo River,
Caldeia enjoys a mild climate and its vegetation is similar to
that of Kyros and Faberterra. Going further south, the
Lush Jungle and the Cannibal Islands have a tropical
climate. Plants of every type and size grow in these
snake-infested lands. Moving east, Lhoban is
an area of high mountains; it is quite cold with
short, hot summers. Except for some lichens,
very few plants grow in these lands but
the valley bottoms are fertile, enjoy mild
weather, and yield excellent crops.
The old kingdom of Zandor,
comprising Ekul, Jalizar and Valkheim,
has the most varied climate. Ekul is a
cold, windswept desert with small oases,
as there is nothing to stop the winds blowing
in from the Valk steppes. The only exceptions
are the coastal regions, which are very fertile.
Jalizar has a continental climate which gets
milder and better for agriculture towards the
shores of the Drowned King Sea. Valkheim,
actually a part of the steppe, is always exposed
to the wind and except for a short, hot summer,
it is frozen all year round.
In every land, as well as the common
plants, there exist several varieties
of Lotus, sometimes useful and
sometimes harmful, which take
different forms (usually
parasitic ones such as White
Mistletoe in Northeim)
and are used by
Lotusmasters in
their concoctions.

11
THE BOOK OF

LORE
“Words and Fire, these are the
weapons Hulian gave mankind
to turn away darkness.”

-The Book of Steel, holy tome of the Smith Priests

In the year of the Burning Phoenix, the twenty-fourth year


of the reign of his majesty Emperor Domestan — twelfth of his
line, Ruler of the Iron Empire, Lord of the Dread Sea, Guard-
ian of the North, Heir of the Eastern and the Western Empire
— I, Velastios of Syranthia, write this chronicle, so that all my
knowledge, gathered throughout a lifetime at the humble ser-
vice of the Library, will not disappear when Hulian, Smith of
Words, finally calls me to his side in the skies…

From the Chronicles of Velastios of Syranthia


If you want to know a land, you must know its history and
PLAYER’S GUIDE

legends. In the following pages you’ll learn the ancient history of the Dread Sea Dominions, as it
is known by the Sages of Syranthia, the most learned men of this troublesome era. You will hear
stories, legends and wild rumors, reported as faithfully as possible.
As always, what parts of the following report to believe is left to you, wise reader.

A BRIEF HISTORY
OF THE WORLD
THE DREAD STAR
Almost two thousand five hundred years ago, where the Dread Sea now stands, there was a great
plain where a magnificent civilization flourished: the Keronian Empire. They were a noble race of
magicians, astrologers, and priests, and under their domination the world knew marvels that today
are almost impossible to imagine. Despite their powers, they were not a fair-minded people, and
some scholars say they were not even human.
The strength of the Keronians came from their slaves — thousands of dark-skinned men who
constructed their marble and alabaster cities, raised their observatory-temples, and died on the
altars of their ancient gods.
In that age, the primitive white men lived in caves in the north, and took great care not to come
near the borders of the Keronian Empire, because the Keronian gods were always thirsting for
blood, no matter what the race of the sacrificial victims was.
But one day, in a single moment, the Keronian Empire ended. A massive mountain of fire falling
from the skies hit the very center of the empire, destroying it and leaving an enormous crater,
quickly filled with the waters of the Endless Ocean.
The stories call the falling mountain the Dread Star, and the newly-created body of water took the
name of the Dread Sea because even today, its waters are of an intense red color.
The philosophers and sages debate why the Keronian mages and astrologers failed to foresee
the destruction that was upon them and did not leave the empire in time. Some say they foresaw
the cataclysm, but too late; others say that the Dread Star was a punishment sent by the gods for the
many evil deeds committed by this cruel race.
The impact of the Dread Star raised a massive cloud of dust. For many years, the light of the sun was dimmed
all over the continent and most of the few survivors died of famine, pestilence, and even worse afflictions.
Then strong winds took the red dust south over the northern part of what today is the Lush
Jungle. The trees died, their trunks calcified, and the whole area became the so-called Red Desert.
Further south the situation was better, but the jungle was forced to recede, becoming the Ivory
Savannah that still exists today.
Climate changes were not the only effects of the Dread Star. The thin dust filling the air
transformed the world in many strange ways. Beasts of all types started to appear, such as white- and
black-striped horses in the Ivory Savannah, and massive flying snakes known as Lhoban Dragons in
the southeast, among the highest cliffs of the continent.
Mutations caused by the fallen star did not spare humans either. Many of them started to become
brutish, feral beings, and the most unfortunate, the primitive people from the mountains of the
northeast, now turned into the hulking beasts known as Trolls.
With the passing of time, these abominations became rarer, but they never entirely disappeared.

14
The Book of Lore

In remote, unpopulated areas, the monsters dwelling in the old Keronian ruins still howl at the
moon today…

HERO’S JOURNAL: THE LOTUS


One of the most mysterious changes after the fall of the Dread Star was the diffusion of the Lotus. It is a strange
plant with flowers of intense colors: red, white, purple and many others. The Lotus appeared all over the
continent in several different forms. In the Caledlands the Green Lotus grows, like mistletoe, on the branches
of ancient oaks. In the Ivory Savannah, flowers of Gray Lotus blossom from the tops of tall weeds. In the Brown
Sea, the Purple Lotus closely resembles the water lily. Whatever its form, the Lotus has great magical powers,
but it is also very dangerous. If eaten fresh, it is toxic and might lead to death but, if processed and mixed with
other ingredients, it can create fantastic essences, poisons, and so on. Each type of Lotus has a different effect
depending on the color of the plant and the ingredients it is mixed with. Lotusmasters are an exclusive sect of
alchemists specializing in the study of this remarkable plant. Their recipes are handed down from master to
disciple in the utmost secrecy, and Lotusmasters are ready to kill to learn the recipes of a rival. The greatest
Lotusmasters are the Alchemists of the Free City of Gis.

THE DAWN OF CIVILIZATION


The centuries passed and the climate slowly stabilized. The Dread Sea, for some unknown
reason, is quite warm, and this made the surrounding areas temperate and comfortable. No longer
fearing the Keronians, the white men of the north started migrating south, to warmer regions. Some
of them abandoned their primitive way of life and discovered agriculture.
Thus, the first small villages appeared all around the fertile shores of the Dread Sea.
Another migration happened in that remote era. The olive-skinned slaves of the Keronians, who
had survived the cataclysm because they lived on the outskirts of the empire, took to the road. They
were following a primeval urge to go as far as possible from the land of their masters. Some of them
reached the vast woodlands of the northeast peninsula of the Dominions and became known as
the Caleds, while the southern ones, of a smaller stature, reached the Lush Jungle and became the
progenitors of the present-day Pygmies.
Despite their different appearance and the enormous distance between them, the two olive-
skinned races still share many common features.
They are both primitive, very reclusive and isolationists, and always live in forests, perhaps
because the constant sight of the sky reminds them of the day when the Dread Star fell onto the
world.
But let us return to the fertile shores of the Dread Sea, the cradle of civilization.
In the space of a thousand years, the small villages became cities which soon expanded their
boundaries and became small, autocratic city states. Their numbers were growing and, in a few
centuries, they started to compete for the more fertile areas. Many small-scale wars were fought in
those days, but no city was strong enough to conquer the others permanently.
Then Fabron, a priest-smith from the small town of Faberterra, the follower of a minor deity
named Hulian, discovered a way to melt the strange stones of the Gray River.
Thus, iron was discovered.

15
PLAYER’S GUIDE

THE IRON EMPIRE


The dwellers of Faberterra were farmers who used to work together plowing large fields. The
working crews provided the basis for the Iron Empire’s war machine: the phalanx. The Iron
Priests of Hulian were the first generals of the armies; they led their troops in Hulian’s name, but
they swore loyalty to a Council of wise citizens.
Thanks to their iron weapons and armor, Hulian’s followers conquered all their immediate
neighbors. In a few generations, Faberterra became a large state along the eastern coast of the
Dread Sea. Yet, these men were conquerors, not pillagers: any city surrendering to their might
was spared. After swearing loyalty to the Council of Faberterra, the city was permitted to join the
Empire, first as a vassal and then, after a period of twenty-five years, as a rightful member of the
Confederacy.
This was the fate of the city state of Syranthia which became the biggest center of learning of
the Confederacy.
The Iron Confederacy, as it was then called, continued to expand north and south for two
hundred years until it faced two major threats: the northern realm of Tricarnia and the southern
Autarchate of Kyros.
Tricarnia was a huge kingdom created by some bastardized survivors of the cataclysm that had
hit the Keronians.
Two thousand years of breeding with lesser races had made them more humanlike in
appearance, but they maintained the ancient Keronian way of life. Tricarnia’s massive estates,
cultivated by slaves, were governed by small hierarchies of corrupt Priest Princes, worshippers of
ancient Keronian gods and powerful sorcerers.
Slaves also formed the bulk of the Tricarnian army. Although they did not know how to use
iron, the sheer numbers of their slave soldiers, combined with the arcane knowledge of the Priest
Princes, were enough to stop the advances of the Iron Empire toward the north. Many battles
were fought, but the dark magic of the Tricarnian sorcerers awoke creatures not seen in the world
for eons, and pestilence and misfortune tormented the invaders.
In the end, the mighty Iron Phalanxes of Faberterra were forced to withdraw.
It was not just a political and military defeat, but also a spiritual one. The Tricarnians went
into battle with the standard of their main Goddess, Hordan, Lady of Darkness, and they took
no prisoners because they sacrificed them all on the altars of their evil deity. Losing the war
shook the faith of the Confederacy: Hulian was accused of being a false god, the Iron Priests were
lynched and, in the end, the popularity of the cult faded.
In the south the situation was no better.
The Autarchate of Kyros was a big state with access to two seas, the Dread Sea and the Brown
Sea. It was ruled by an absolute monarchy and it managed to stop the expansion of the Iron
Confederacy.
Kyros had a tradition of war against the black people of the Ivory Savannah. It was a constant
struggle between two opposite ways of living: the nomadic herders of the Ivory Savannah Tribes
against the farming communities of Kyros. Through contacts with the Savannah people, Kyros
acquired a powerful weapon, the bane of the Iron Confederacy: elephants. They were the only
beasts in the world capable of standing against the Buffalo Riders of the Savannah.
The Iron Phalanxes of the Confederacy fled before the mighty charge of the armored
pachyderms, and, after a couple of disastrous battles, the generals of Faberterra were again forced
to retreat.

16
The Book of Lore

Meanwhile, a minor but quite important event happened; the insular city of Ascaia, an early
conquest of the Confederacy, revolted against the local governor. It would be viewed as one of
the strangest rebellions in the history of the Confederacy. This rebellion was motivated, not by
politics, but by the gender of those doing the rebelling.
The women of the city, tired of being oppressed by their men, took to arms.
It was a very bloody war and, within a week, no man was left alive on the island.
At the head of the rebels were Galla, the wife of the former governor, and Ilenya, a gladiator
woman of the arena. They became the first Sister Queens of Ascaia.
This was the founding of the Amazon Realm. The Confederacy tried to regain control of the
island, but Ascaia is surrounded by dangerous reefs, with a single, easily defensible port, and its
agriculture is self-sufficient. So, the Amazons resisted all the attacks and, in a few years, their reign
became a grudgingly accepted reality.
After these three blatant failures, the Confederacy languished for twenty years.
Then, Senator Domestan was elected Masterarkos, High General of the Iron Confederacy’s
Armies. A former veteran of the Tricarnian wars, he was a top tactician and a skillful politician. He
made a truce with the Tricarnians and, at the same time, he allied himself with Khmeros, the younger
brother of the Kyrosian Autarch, supporting his claim to the Autarchate’s throne.
Kyros was shaken by a civil war and in the end the Iron Confederacy crushed both factions,
annexing the Land of the Elephants into its domains. Domestan used this success to force the Iron
Council to give him absolute power. This was the end of the Confederacy and the start of the Iron
Empire, with Domestan I as the first Emperor.
The reasons for the subsequent decisions taken by Domestan are unknown. It is rumored that
the High Priests of Hulian came out of the isolation they had been in since being defeated by the
Tricarnians; they visited the Emperor and revealed to him a prophecy, which said that Tricarnia and
her evil goddess would be destroyed, if fought with an army led by a single man.
The Emperor recognized the figure in the prophecy as himself and, with a unified kingdom under
his command and the might of the Kyrosian elephants on his side, he attacked Tricarnia again.
A series of terrible battles were fought in the north, the most famous being the Battle of the
Elephant River, where two hundred of these mighty beasts died. But, in the end, the Iron Empire
crushed the bulk of the Tricarnian army. Then, the Phalanxes entered Tricarnia and started
pillaging the land, with the priests of Hulian spurring them to burn down the unholy temples and
observatories dotting the country.
But Tricarnia was never truly conquered.
In the towers of the City of Princes, the capital, the Priest Princes devised a plan to save their
realm and turn defeat into victory.
An ambassador, accompanied by a hooded figure, arrived at Domestan’s camp. He offered the
instant capitulation of Tricarnia and annexation of the northern Dominion to the Empire but asked
for the pillaging to be stopped at once. The Emperor was very doubtful but the ambassador said
there was more, and removed the hood of his traveling companion. Thus, Domestan first set eyes on
Princess Salkaria of Tricarnia, who was to become his bride.
Salkaria was one of the most beautiful women in the Dominions.
Domestan was utterly bewitched by her beauty.
Despite firm opposition by the priests of Hulian, the peace treaty was signed, the conditions
accepted, and the new state of things ratified by the marriage between Emperor Domestan and
Princess Salkaria.
From that moment on, the tainted blood of the Tricarnians entered the imperial bloodline.

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PLAYER’S GUIDE

Rumors say that Salkaria — a witch of great power — totally subjugated his Imperial Majesty and
from then on the skilled politician and general was only a puppet in the hands of the Priest Princes.
But this version of the story appears only in the secret chronicles of the High Temple of Hulian.
Indeed, misty Tricarnia joined the Empire but preserved a great degree of independence,
becoming more an ally than just a vassal country. The Priest Princes retained their titles and all
their slaves.
Empress Salkaria soon became an important figure, especially in religious matters.
She granted her protection to Tulemar, leader of a minor faction of the clergy of Hulian, and in
a few years they developed a new religious doctrine in which Hulian and Hordan became a single
god with two faces called the Divine Couple.
The true Smith Priests of Hulian called it heresy but the Emperor ratified the Divine Couple as the
official god of the Empire and the Hulianites were forced to go into hiding. This imperial act was called
the Salkarian Reformation, and it marked the start of the Imperial Age. The Salkarian Reformation also
introduced a new calendar — the Reformed Salkarian Calendar, which is still used today.
After its alliance with Tricarnia, the Iron Empire experienced constant growth. It expanded
toward the north, taking lands from the savage tribes of Northeim, conquering a vast area as far
as the Godaxe River.
The Empire achieved this goal by using a mix of brute force and cunning politics.
Its generals often allied with certain Northlander clans against other Northlander clans and
then, after eliminating the common enemies, they subdued their former allies.
Nonetheless, they never tried to enter the Caledlands. The Caleds are reclusive and very
dangerous. Their naked spearmen are armed with simple bone-tipped lances but they are capable
of tremendous feats of savagery, and the powers of their tattooed druids are feared even by the
Tricarnian Priest Princes.
In the same period the Iron Empire also expanded eastward, beyond the Iron Mountains. On the
other side, they found a temperate land populated by a race of farmers and herders living in a handful
of city states. Their territories were vast and bordered only by the Drowned King Sea to the north,
the Lhoban Mountains to the south and the River of Tears and Lake of Tears to the east.
The most powerful of these city states was Jalizar and its territory was named Zandor.
In only two hundred years the whole of Zandor was conquered with weapons, cunning politics
and the occasional subtle use of Tricarnian black magic.
The Iron Empire reached its apogee, which continued for two hundred years.
But that age of peace was not fated to last.

THE VALK INVASIONS


Three hundred years ago the Iron Empire saw the face of its mortal enemy: the Valk.
They came from the endless, unexplored steppes eastward of the River of Tears. The Valk were
short, bowlegged men, but they were the best riders in the known world.
Their ugly ponies were sturdier even than the white thoroughbreds of Kyros, and able to travel
for a whole day without tiring. Hence, the Valk were highly mobile mounted archers, not slow,
heavy impact troops like the cataphracts of Syranthia.
They used stirrups and curved bows made of bone with a range unmatched in the west.
The Valk were demon worshippers led by female priestesses, the Valkyria. It seems that their
invasion started because of a collective vision the Valkyria had.
In that vision, Sha-Mekri, the most ancient demon-god of the Valk, ordered them to conquer

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the west. This is an unconfirmed rumor but the reality was that in ten years two million Valk had
moved west from the eastern steppes.
The first to be invaded were the Cairnlords, a barbaric culture living north of the Drowned
King Sea. They had long been the bitter enemies of their neighbors, the Northlanders.
The Valk displaced the Cairnlords, who were forced to invade the lands of the Northlanders.
The Northlanders did the same to the Empire, which, for the first time in centuries, was forced to
face an attack on its borders.
At the same time, for unknown reasons, the Caleds came out of their forests and started a
ferocious guerrilla war against the Tricarnian territories of the Empire showing that the former
slaves still hated their ancestral masters as much as ever.
But the Empire no longer had the impressive military force it had once boasted. The Iron
Phalanxes had not been used in a real war for three centuries and were but a shadow of their
former selves.
They fought as best as they could, but the Empire lost most of the Northern provinces and was
not able to reach Tricarnia which, left alone to fight against the Caleds, declared its independence
from the Empire.
Many stories are told of the Tricarnian-Caled wars. Both sides used terrible sorceries and
since then the woods of the Caledlands have been even darker than before. In the end the Caleds
withdrew to their woods but Tricarnia was wounded so deeply that, even today, most of the region
is reduced to ruined shells which are inhabited only by phantoms and dark creatures.
In the meantime, the Northlanders and Cairnlords swarmed south pillaging and destroying.
They reached the borders of Faberterra before the joint efforts of the Phalanxes and mercenaries
coming from the south threw them back in the battle of Felantium, a few miles from the Elephant
River.
But this was only the beginning of the Empire’s decline.
Taking advantage of the Empire’s weakness Kyros, where a new dynasty of Autarchs had
seized power, declared its independence. Faberterra’s central government wasn’t able to react.
Fifty years later Syranthia, the economic center of the Empire, also declared its independence
and was ruled by a group of rich merchant lords. However, Syranthia still officially respected the
Imperial government.
Yet, the Valk invasion was to bring more terror and destruction. A hundred years later the
mounted barbarians reached the plains of Zandor, the eastern part of the Iron Empire.

DECLINE OF THE EMPIRE


At this point the Iron Empire was forced to choose: defend the northern territories from the
Northlanders and Cairnlords, or use all its forces in defense of Zandor and the rich east.
It tried to save both which proved an ill-fated choice.
To stop the barbarians from taking over in the north, the Emperor created a vast area named the
Borderlands including the parts of the Empire raided by Northlanders.
The Borderlands were small, independent dominions, in the hands of capable warlords allied with
the Empire.
These warlords and their people were now civilized descendants of previously conquered
Northlanders. Yet, they were too civilized to be real barbarians and too barbaric to be rightful
citizens of the Empire.
Large parts of their territories were in the hands of the marauders and their rule was often only

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PLAYER’S GUIDE

theoretical. However, the Borderlanders, as they were named, had their own forces, mercenaries
fighting under their banners to keep their ancestral brothers at bay.
A long, bloody war was fought, but in the end the Borderlanders managed to drive the barbarians
away and a semblance of civilization appeared again in these lands.
The Iron Empire could only send a token force. Emperor Domestan XII, very young, doubtful of
the Borderlanders’ actual chances of winning the war, and fearing an assault from Kyros, didn’t want
to leave Faberterra unguarded.
Therefore, the eastern part of the Empire faced the impact of the Valk invasion alone.
In a show of disdain for the Emperor’s cowardice his older brother Ornestan, Governor of the
East and Prince of Jalizar, declared independence from the Iron Empire and the new kingdom of
Zandor was born with the barbarians at its doorsteps.
Zandor lasted for less than twelve years.
The Valk invaders crossed the River of Tears, razed the border city of Collana and swarmed into
the region.
They were led by the Valkyria and by the great warrior chief Dhaar, worshipped as the incarnation
of Sha-Mekri, a man who had managed to gather under his command countless clans of the steppe.
The Valk don’t conquer. They are nomads and herders: they raze, pillage and burn what they
cannot carry off. The armies of Zandor, despite having been the best in the Iron Empire, could not
withstand the speed and hit and run tactics of the nomads. In a few years, the Zandorian armies
were forced to retreat to the cities and to protect very small areas around major centers, while the
barbarians triumphed everywhere else. The Valk brought with them their unholy cult and whole
villages were sacrificed to Sha-Mekri and other demons.
Centuries of civilization were wiped out in a few seasons. The ruins of razed cities soon dotted the
landscape of Zandor and, despite their treasures, they were infested by Valk demons.
In truth, the Reign of Zandor ended when the armies retreated to defend their cities.
Each of them became once again a city-state standing alone against the demon-worshipping
nomads.
In the end, Dhaar and his horde reached Jalizar and besieged it.
The siege went on for three years and Ornestan II, king of Jalizar and nephew of the founder of
the kingdom, was ready to surrender to Dhaar when the unexpected happened: the Valk leader died.
Strange stories are told about how the mighty nomad ruler passed away and about a ship full of
treasures that set sail from Jalizar to Gis, Free City of the Alchemists, and came back empty, just
three days after Dhaar’s death.
Whatever the cause, the death of the incarnation of Sha-Mekri had a tremendous impact on the
Valk invasion. For a long period, the Valkyria went totally mad.
They babbled incoherently and many of them committed suicide or disappeared into the steppes.
Taking advantage of this situation, Dhaar’s three sons started a tremendous fratricidal war to gain
power over the horde.
In the end, Tukal, the eldest, went north with his followers and settled in the vast area today
known as Valkheim. He died in 2482 AF, leaving Valkheim in a civil war, while the various clan
chiefs each struggled to gain the upper hand over the others.
Juggu, the second brother, remained in the north of Zandor. He died from an infected arrow
wound in 2471 AF.
Eku, the youngest one, moved south and, in 2470 AF, created an independent monarchy in the
city of Ekul, where he learnt western customs and became a civilized and decadent man.
So, this takes us very close to the present.

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The Empire is dying, its customs are fully decadent and the barbarians are ready to quench their
thirst for power from the sweet cup of civilization.
The people of the Borderlands have kept the Northlanders and Cairnlords away from the heart of
the Empire so far, but their threat is ever present.
The construction of a line of forts on the Godaxe River kept the situation under control, but
almost every year the Northlanders attack a fort to test the Borderlands’ defenses. It is only a matter
of time before one of them falls and the barbarians again swarm into the lush lands of the south.
The landscape is dotted with the ruins of ancient palaces where strange beasts and phantoms of
past ages roam freely. The will of local tyrants is often the only law and, in the shadows, evil priests
pray to their dark gods so that this troubled era may end and an even worse one may start.
This was the situation in 2510 AF.

THE SWORD
OF HULIAN
What happened in the following years, if you pay heed to prophets and soothsayers, was written
in the book of the gods, which gave mankind three signs.
The first sign, in 2511 AF, was a widespread famine in Kyros, a land blessed by
Etu herself. Suddenly the crops started faltering, due to the effects of a hot,
sickening wind, coming from the Red Desert. The elephants, closed in
their pens, bellowed their discomfort, while the people whispered
that the reason for this curse was the Autarch of Kyros himself,
the hopelessly mad Ganymede II, and the dark sorcerer
behind his throne, Tusal the Caldeian.
The southern cities of the Autarchate rebelled again,
and this time they weren’t alone: the Zakharites, a large
band of wandering beggars, who had roamed Kyros for
years, joined the rebellion, their ranks multiplied by
the hundreds of starving farmers forced to banditry by
necessity.
Today Kyros is consumed by the civil war, and nobody
knows which faction, the loyalists of the Autarch, backed
by Kyros City and Kenaton, or the rebels of the south,
led by the King of Sulapul, a southern city, will win.
The second sign, in 2512 AF, was far worse, because
nobody, even the Sages of Syranthia, remembers a
similar event: one night, in Gis, a fire started in the
laboratory of the First Alchemist of Gis. Multicolored
flames, like the fingers of a mad giant, spread from the
high towers, while sickening fumes, coming from the
most dangerous Lotus concoctions and other unknown
secrets, swept the city, killing or twisting whatever creature
they touched, be it beast or man. The other Alchemists
did they best they could to stem the fire, but after a week of
fighting the eldritch fires, a good third of the city was lost, sealed
by bronze doors inscribed with cabalistic symbols, to prevent

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PLAYER’S GUIDE

whatever lurks inside coming out. The locals have already started calling it the Forbidden Quarter
of Gis, and access is forbidden.
Despite the fire and the damage, it must be full of treasures, but the few daring souls who managed
to slip inside to loot and pillage, avoiding the Forbidden Quarter Guards, never came out. And,
more importantly, what happened to the First Alchemist, by far the most powerful Lotusmaster and
arcanist of the city?
The third sign, despite being a less catastrophic one, was ripe with consequences too.
On the night of midwinter of 2153, in the royal palace of Ekul, the old King Eku, the last
living son of Dhaar, was quietly listening to his niece and sole heir, Yasmine, playing the sitar
for him.
The notes were as liquid and placid as the water of a gentle river, and the music usually calmed the
King’s nerves, but that night Eku started screaming, as if taken by a fit.
“I see it! I see it! It comes! It comes!”
Princess Yasmine and several monks in the King’s service quickly succored him, but nothing
could be done: in few moments the old heart of Eku ceased beating.
And then, from the opened window, a light appeared in the sky. A red comet, like a wound in the
darkness of the night.
Yasmine, now queen of Ekul, was the first to see it.
A whisper came from her shoulder, where Jin Pah, one of the oldest monks in the service of her
uncle, whispered: “The Sword of Hulian has finally come!”
And covered his eyes in a sign of respect or maybe of mourning, nobody knows.
Almost at the same moment, hundreds of leagues away from Ekul, the slave Kysaros was attending
the gardens of the palace of Caldeia, when the Sword of Hulian appeared in the sky.
He raised his eyes to watch it, and suddenly a window opened in the Tower of Whispers, the royal
residence, one that was always closed because it was whispered to be the personal quarters of King
Caldaios, who nobody had seen in many centuries.
The silhouette of a tall, gaunt figure in a long robe appeared in the window, but only for a
moment: the man jumped down from the window, but, before crashing down, he transformed into
an enormous black bat, which flew away northward, with strong wingbeats.
Kysaros abandoned his rake and fled into the night.
The appearance of the comet in the sky spawned fear in the Dominions: in Faberterra, and in
many other countries of the Iron Empire, people rioted in panic as they thought that another Dread
Star was falling, and in Tricarnia the Priest Princes were upset, because this particular astronomical
event wasn’t foreseen by their astrological lore or mentioned in any of their ancient books or
tablets. They sacrificed young virgins and strong men by the dozen on the altars of Hordan, but they
received no answer.
In the far north, in the Cairns of the Cairnlands, Ancestors dead for hundreds of years stirred in
their eternal sleep, shouting words and prophecies in a forgotten tongue, while from the sewers of
Jalizar, dark croaking echoes emerged, scaring the hell out of the good citizens in their beds and the
thieves and assassins working in the shadows.
But probably the most important event happened in a remote monastery of Lhoban, where in the
Room of the Open Sky, the Enlightened One, head of all the monks of the country was meditating,
out in the cold.
When the light of the Sword of Hulian touched him, he suddenly became transparent and
disappeared.
Cha-Su, his devoted Chela, a Lhobanese word for disciple, could do nothing except witness the

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The Book of Lore

passage to another stage of existence of the Ninetieth Enlightened One of Lhoban, who, for the first
time in history, had not chosen a successor.
This caused a great turmoil in the monk caste, which was shaken by another event: the appearance,
among them, of the Blindseekers, monks of diverse philosophies, followers of both the Light and
the Darkness, who lost their sight but acquired the ability to see the unseen.
Initially this was taken for another terrible omen, but then the monks discovered a prophecy
hidden in a long-forgotten quipu, which said: “And when the sky shall be divided, only the Blind
shall find the Light”.
This fragment, even if obscure, gave a new meaning to the blind monks. If the prophecy is true,
these people have been blinded for a purpose: they must look for the new Enlightened One, for they
are the only ones who can recognize him, and bring him back to Lhoban.
The Sword of Hulian stayed in the sky for three entire weeks, before becoming paler and paler,
and then disappearing into the black depths of sky, but after its demise, some very important events
happened in the Dominions.
Somehow, the rumor spread in Caldeia that King Caldaios the Cruel had abandoned the kingdom,
and, while this brought some turmoil in the nobility and the priesthood, it had an even greater effect
on the ancestral enemies of Caldeia: the Savannah tribes, which for years had been a source of slaves
for the Caldeian flesh merchants.
The White King, the ruler of the tribes, ordered the war drums to sound, gathering warriors all
across the plains. Then, he led them across the borders of Caldeia, destroying the Khav plantations,
freeing the slaves and burning the fields. He isn’t alone in his efforts: at his side there is a mysterious
one-handed woman, her left hand charred by fire, who preaches freedom for the slaves. She is called
Tosara, but this is probably more a nickname than her real identity.
The retaliation of Caldeia was immediate. The armies of the Cruel, some of the best in the known
world, traded blow for blow, and the war is becoming a long conflict of attrition. Mercenaries from
all the Dominions are going south to take Caldeian gold to fight in the War of the Chain, as it is
called, but it will be a very long, and bloody, conflict.
In the meantime, another great threat rose up in Tricarnia. A month after the passage of the
Sword of Hulian, a hot wind blew from the fetid swamps in the heart of the decadent kingdom. It
brought with it the seeds of the worst malady ever known in the Land of the Sons of Keron: the Red
Plague, a terrible sickness which twists the minds and the bodies of persons and beasts, making
them puppets of decaying flesh, without any thought except killing.
The Priest Princes are doing their best to stem the plague, but a good half of Tricarnia is now
swept by bands and armies of those infected by the Red Plague, and some of them have even
managed to invade the Borderlands.
In all this darkness, a single flicker of hope came from Faberterra: Telara, the young wife of
Emperor Domestan, finally gave him heirs to the dynasty, despite her husband being seventy-five
years old. In the summer she bore twins, Arestos and Vanestan, strong and blonde, granting some
stability to the Empire.
But this happy event was shadowed by a troubling rumor, brought to court by a Jalizaran envoy: it
seemed that the clans of Valkheim had finally found a leader unifying them, a man called Deserjaas.
The few who have heard of him say he isn’t a warrior, but a powerful sorcerer, come out from the
steppes.
The Valkyria worship him as the new Dhaar, and even the Zandorian clans bow in front of him,
because he has sworn to destroy the Dominions of the west once and for all, and burn Faberterra for
his demon-god, Sha-Mekri.

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PLAYER’S GUIDE

Emperor Domestan, on his throne, shivered hearing these words.

TODAY...
Today is 2515 AF.
This is the era of Beasts & Barbarians. Note that this isn’t the full history of the world, a great
number of events are left out and many lands of minor importance in the Empire’s history aren’t
even mentioned. Further information on the history of the Dread Sea Dominions will be available in
the Gazetteer Chapter and in the Book of Lore, part of the series’ future installments.

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The Book of Lore

TIMELINE
Every civilization refers to a different calendar to date historical events but, for ease of use, the Reformed
Salkarian Calendar is adopted in this manual. It calculates all dates starting from the presumed year in which
the Dread Star fell (AF = After Fall, BF = Before Fall).

HERO’S JOURNAL: ARIAN


ABOUT THE SALK
CALENDAR a was to reform
ss Salkaria of Tricarni
One of the first acts of Empre tion of
g a new one as part of the crea
the imperial calendar, adoptin
the cult of Divine Couple. h of them
posed of fourteen years, eac
This calendar is cyclical, com Smith
al or fantastical creature. The
dedicated to a specific anim because
calendar from the beginning,
Priests of Hulian opposed this e is made
of Hordan (whose secret nam
fourteen is the holy number manner
ing to the holy men, in this
of fourteen syllables). Accord being
tle spell upon the Empire, this
Salkaria put a powerful, sub continue
reason, the Smiths of Hulian
the reason for its fall. For this is very
g the Hulian calendar, which
secretly to calculate years usin
.
different, and moon-based arian
you ’ll find the fourtee n creatures to which the Salk
Below the Fire
the actual year is the Year of
Calendar is dedicated. 2515,
Chariot.
1st Sun Daughter
2nd Black Wanderer
3rd Fire Chariot
4th Night Elephant
5th Blind Owl
6th Snake Mother
7th Chimaera
8th Weeping Maiden
9th Bleeding Boar
10th Fustigator
11th Ice Comet
12th Burning Phoenix
13th Tree of Death
14th Roaring Tiger

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PLAYER’S GUIDE

3000 BF Apogee of the Keronian Empire


0 AF Fall of the Dread Star. End of the Keronian Empire.
600–700 The dust of the Dread Star starts to dissipate.
600–610 Surviving Keronian Princes found the Tricarnian realm in the north.
700–800 Migration Era: the Caleds and Pygmies go to the forests. The white man occupies the
shores of the Dread Sea.
997 The Great Library of Syranthia is discovered.
1000 Foundation of Faberterra.
1000–1300 War of the city states around the Dread Sea.
1224 Fabron, of Hulian, discovers iron.
1300 The Iron Confederacy is created.
1397 Syranthia is annexed by the Iron Confederacy.
1525-1526 First Faberterra-Kyros war.
1528-1529 First Faberterra-Tricarnia war.
1528 Ascaian rebellion. Foundation of the Amazon Realm.
1532 Domestan becomes Masterarkos of the Iron Confederacy.
1535–1538 Second Faberterra-Kyros war.
1540 Kyros is annexed by the Iron Confederacy. End of the Confederacy and creation of the Iron
Empire. Domestan I crowned Emperor.
1545–1550 Second Faberterra-Tricarnia war.
1551 Tricarnia capitulates and is annexed by the Empire. Princess Salkaria of Tricarnia marries
Emperor Domestan I.
1560 Salkarian Reformation. Legitimate priests of Hulian go into hiding.
1562 Death of Domestan I. Domestan II, his son, takes the crown.
1570–1650 The Iron Empire expands to the north, conquering various barbarian tribes.
1660–1860 The Iron Empire expands eastward. Conquest of Zandor.
2060–2300 Apogee of the Empire. An era of peace. Reductions in the Iron Phalanxes.
2327 Start of the Valk invasion. Cairnlands invaded.
2330 The Valk push the Cairnlanders west of the Gold River.
2332–2350 Northlanders and Cairnlanders, fleeing the Valk, attack the Iron Empire.
2333–2340 Caled-Tricarnian war.
2334 Numerous Caled war bands attack Tricarnia.

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The Book of Lore

2335 Tricarnia declares independence from the Iron Empire.


2350 Battle of Felantium. Iron Empire armies stop the Northlanders a few miles south of the
Elephant River.
2355 Emperor Domestan X founds the Borderlands.
2370 Restoration of the Autarchate in Kyros. Kyros secedes from the Iron Empire.
2420 Syranthia peacefully detaches from the Iron Empire.
2425 In the Valk Steppes, Dhaar, son of a minor Valk war chief, is born.
2450 The greatest Valk horde in history, led by Dhaar, crosses the River of Tears, attacking
Collana. The invasion of Zandor begins.
2451 Ornestan, Governor of Zandor, asks the Iron Empire for support. Domestan XII, the
Cautious, refuses it. Zandor faces the invasion alone.
2452 Ornestan declares the independence of Zandor from the Empire. Start of the Twelve
Winters’ Reign.
2464 Zandor fights the Valk on its own soil, but the Zandorian armies are divided and slowly
driven back year after year.
2464–2467 Siege of Jalizar. Ornestan II is King of Zandor.
2467 Death of Dhaar. The Valk horde shatters.
2470 Tukal, first son of Dhaar, founds Valkheim.
2470 Juggu, second son of Dhaar, dies. The Valk clans in Zandor are independent.
2471 Eku, third son of Dhaar, marries Yasmine of Ekul. Foundation of the kingdom of Ekul.
2482 Tukal, first son of Dhaar, dies. Civil war in Valkheim as many clans fight for power.
2511 Famine and civil war in Kyros.
2512 Fire of Gis.
2513 The Sword of Hulian crosses the skies.
2513 Eku, King of Ekul, last living son of Dhaar, dies. Yasmine, niece of the dead King, is
Queen of Ekul.
2513 The Enlightened One of Lhoban disappears, King Caldaios leaves Caldeia for an unknown
destination.
2514 War of the Chain starts in Caldeia.
2514 Red Plague sweeps Tricarnia.
2514 Empress Telara bears heirs to the Empire: Arestos and Vanestan.
2514 Valk of Valkheim unified by a new warlord, Deserjaas.
2515 Today.

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PLAYER’S GUIDE

CULTURES
AMAZONS
Amazons are a relatively young culture: Ascaia, which is an island, rebelled and gained independence
from the Iron Empire in 1536 AF, killing or expelling all males from the island.
From that day, apart from slaves bought for mating purposes, very few men have set foot on the
holy land of Ascaia.
Given their peculiar mating habits (they take men, usually captives, of any race for those purposes),
Amazons tend to vary a lot in appearance, with skin and hair of many colors, but several centuries of
war and natural selection have made them generally tall and muscular, and many of them have a fierce
stare, which few men can stand.
Giving birth is a crucial event in the life of many Amazons: if the baby is male, he is immediately
taken away from the mother and sent to foster families on the mainland, whose identity is kept secret,
while females remain with the mother and eventually join the Amazons.
Normal families don’t exist in Ascaia and children are educated in public schools, not seeing their
mothers much, but blood bonds, especially between sisters, are very strong and encouraged. For
obvious reasons, same-sex marriage is also quite common.
Being a martial culture of warriors and mariners, much of their education concerns weapons and
seafaring, arts in which they excel.
In truth probably not all Amazons are as warlike as they are painted, but they constantly try to
project an image of strength and fierceness toward the external world to discourage attacks, which
have periodically happened throughout their history, though always repelled.
Amazon clothes, during day-to-day activities, tend to be practical and sturdy, made for war more
than looks, reserving dresses and gowns for the young, elderly, and important figures like the Queens,
or for very special occasions.
Amazon names come from a number of cultures, but they tend to
have an Imperial sound: one of the rights a new Amazon has, after
swearing fealty to Ascaia, is changing
her name, and many of them,
especially those who have
made a long and dangerous
trip to reach the holy land of
Ascaia, decide to take a new
one.
Typical Amazon names
are Andorra, Eptra, Galla,
Kystera, Remitia, Talyria,
Vella, Zanarra. Some of
them, though not many,
use a matronymic (like
Zandorra, daughter of
Thara).

28
AMAZONS’ CODE OF HONOR
Amazon characters have the Code of Honor (Amazons) Hindrance. The principles of the Code are as follows:
⿢⿢ You are free. No man will ever chain you.
⿢⿢ No man will defend you. You have your wits, your strength and your sword. You will defend yourself.
⿢⿢ Aid women whenever you can, but a woman must first help herself.
⿢⿢ Ascaia is your holy land, your mother and your refuge. You will give your life to protect it.
⿢⿢ Any woman can ask you to be taken to Ascaia and join the Amazons. Accepting or refusing her is not
your task. You must bring her to the Sister Queens.

OTHER AMAZON CULTURES


Sword and Sorcery worlds are very male-centered and women are usually only seen as prizes for the winners or
objects of pleasure. An Amazon can be an interesting character to play.
Ascaia’s Amazons are the most famous, but they certainly aren’t the only group of independent females in
the Dread Sea Dominions. The Valkyria are another famous example and in barbarian lands it could be that a
woman takes up her father’s sword and shows the world what a heroine is made of.

THE AMAZONS OF SHAKARA


There are rumors that in the depths of the Ivory Savannah there is a tribe of black-skinned warrior women, who
dwell in an ancient city made of gold and alabaster, and live free from the will of any man. Wild tales circulate
about them: some say they ride powerful lions in battle, while other rumors are about the goddess they serve,
the mythical Ascaia. Is it coincidence this name is the same as the holy island of the Amazons?

IVORY SAVANNAH TRIBES


‘Ivory Savannah Tribes’ is a collective name used by the Imperials to refer to all the populations
living south of Kyros, from the actual Savannah nomads to the farmers of the Verdant Belt and even
the feared Cannibals of the Cannibal Islands. There are great differences among them but they
all have black skin. They tend to be of average height and build and quite strong, but these aren’t
universal features. Many Savannah nomads are as tall as the Northlanders while some of Verdant
Belt dwellers, due to occasional interbreeding with Pygmies, are quite short.
The Savannah people have well-proportioned bodies and their women especially are very
attractive. A common saying claims that a Savannah tribe dancer can melt the heart of a man with the
beauty of her dance and make him die on the spot, if she wants to. Sadly, their physical qualities and
their lack of technology have made them much appreciated as slaves. Caldeia, in particular, a minor
state ruled by white men in the south, has an economy based on capturing and selling Savannah
slaves to foreign lands, while Kyros often launches slave raids into the Ivory Savannah. The Ivory
Savannah Tribes have no common cultural identity and fierce rivalries exist between different tribes.
This is definitely an advantage for slave traders. They don’t even need to fight for slaves, they simply
buy prisoners of war sold by rival tribes in exchange for cheap weapons. This practice has been
going on for centuries.

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PLAYER’S GUIDE

Ivory Savannah Tribesmen and women wear pelts and simple wool clothes. They like bright
colors, like red and yellow, and are particularly fond of feathers and strange headgear. Women are
usually bare-breasted.
Typical Ivory Savannah Tribes names are short and contain many labials.
For example: Eba, Utu, Ushul, Ngoba, Talindi, Malima.

CAIRNLORDS
Cairnlords or Cairnlanders are tall and muscular, with grayish skin and usually black or gray hair.
They are a truly remarkable —and slightly disgusting— race because, well, they are tomb dwellers.
Their land was once a powerful empire, even more ancient than the Keronian Empire, but even
its name is forgotten today. The only remnants of that distant past are the massive Cairns, artificial
hills containing the tombs of the so-called Ancestors.
Some of the Cairns are so large that they can be considered true necropolises. The Cairnlanders
inhabit them, sleeping, eating, mating and generally living side by side with their ancient dead. They
also bury their relatives in the Cairns, so the Ancestors’ numbers are always growing.
For a Cairnlander the difference between life and death isn’t that big, or that important. He sees
them as two only slightly different states of existence.
Even after death, he continues to stay with his family, and his skull may become a relative’s
favorite pot, his femur a war club or some other useful tool. They are convinced that the spirits of the
Ancestors speak to them, directing and protecting their lives. Controlling a large Cairn grants great
power, not only because of the ancient treasures buried
within (the Cairnlanders’ metalworking techniques are
primitive and almost all their metal comes from the
Cairns), but also because of the protection granted
by the newly-acquired Ancestors.
The kingdom of the Ancestors
was once so vast that
some Cairns are within
the boundaries of the
Northlanders’ territories
and even the Iron Empire.
However, this does not
stop enemy Cairnlords
from fighting savagely
to gain control
of the major
Cairns, near or
far though they
might be.
The Cairnlanders
are organized in clans,
each ruled by a chief or a
king. They live by hunting,
herding, very primitive
agriculture, and pillaging.

30
HERO’S
JOURNAL:
They usually wear pelts and ancient rags or armors they have found
CAIRNLANDERS’
in their Cairns. Almost all of them also wear an amulet or some TALISMANS
The Cairnlanders are very
other object belonging to an Ancestor, in the belief that it will
superstitious, and most of them
grant protection.
always carry a relic of their
Moreover, they tend to have self-imposed names, more like
Ancestors. It might be a piece
nicknames than standard, civilized names.
of bone, a tooth, or an amulet
Some examples are Whispering Ears, Goatspaw, Brokensword,
and its function is to protect
Seven He Killed, Bride of the Dead One, Skeletal Horse, etc.
the wearer. If the Game Master
agrees, a Cairnlander character
IMPERIALS selecting Edges for Novice Rank
can choose a single Edge ignoring
The Imperials are the broadest and, therefore, most difficult
one Trait requirement. This Edge
civilization to define within the Dread Sea Dominions. The name
is linked to the Ancestor’s relic
applies to all the civilized populations once under the rule of the
and works only if the hero has his
Iron Empire.
Ancestor’s relic with him.
The typical Imperial, living in Faberterra, Syranthia, or northern
Kyros, is of average build and has tanned skin. Manual workers
and farmers tend to have a darker complexion, while aristocrats
and merchants are fairer, but this is only due to the different lives
they lead.
Their hair can be of any color, but brown is the most common,
and they usually have dark eyes. Depending on their status and
wealth, they may have a well-tended beard and mustache but the
military always shave, a tradition derived from health regulations imposed on the Iron Phalanxes
centuries ago.
They wear long and short tunics, sandals and cloaks made of wool, cotton, or, in the hotter lands,
of imported Tricarnian silk. Imperials tend to be sophisticated and civilized.
They shun many other races which they see, sometimes with good reason, as barbarians. Centuries
of conquest and the accumulation of riches have made them fat, arrogant and with a passion for
pleasures, an aspect of their culture mostly deriving from their contacts with the Tricarnians.
However, they can be dangerous enemies.
Civilized people tend to be schemers and plotters and a concealed dagger can be more dangerous
than an openly shown barbarian axe. On the bright side, Imperials are cosmopolitan, quite tolerant
of other cultures and religions, generally curious about the world, and open to new ideas.
The current ruling system of the Empire is an absolute monarchy but the Emperor is far away,
in Faberterra, so the various parts of the Empire are ruled by governors. In addition to this, with
the progressive decadence of the Empire, many Imperial lands have become independent and have
reverted to their previous forms of government, monarchy, oligarchy and, in some cases, democracy.
Imperial names generally include a first name and a patronymic or family name, such as Tellario
Voleskos, Domitio Antiokan, Marika Eleucorikos, Irenya Berenantios, etc.

JADEMEN
Jademen are of average build and tend to be quite small, though not as small as the Valk. They
have pale yellow or jade green skin, black hair, and almond-shaped eyes.

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PLAYER’S GUIDE

Their ancestral home is Lhoban, a bleak territory of tall mountains — the highest peaks in the
known world — so cold that only a few animals, like yaks, can live there.
For this reason, the Jademen usually dress in wool garments. Weaving is very important in their
culture, and wool cloth from Lhoban is among the finest and most finely decorated in the world.
They have very little facial hair, and sporting a beard is always seen as a sign of maturity and wisdom.
Lhoban is a particular form of theocracy ruled by monks. Their leader, the Enlightened One, is a
sort of semi-divine figure who provides spiritual guidance to the whole kingdom from his secluded
monastery in the City of Clouds, while a dynasty of merchant princes rules over Lhobanport, the
major city of the land, trade center and doorway to the West. The relationship between the two
powers has never been very easy.
The lesser monks travel the land and ensure that the will of the Enlightened One is carried
out. The Jademen aren’t religious in a traditional way; their philosophy is based on the concept
of perpetual reincarnation and progressive improvement toward final Enlightenment. This doesn’t
mean they don’t believe in the supernatural — in fact, the opposite is true. The Lhoban monks are
aware of the supernatural threats looming over the world of men — demons, alien gods, and so on —
and one of the tenets of their philosophy is fighting against these abominations. In particular, they
have been fighting a long war in the Land of the Idols (see SEGM).
Due to Lhoban’s harsh environment, many Jademen left and established large communities in the
Dread Sea Dominions, principally in Ekul, Kyros and Gis, the City of the Alchemists. The Jademen
are very polite and respectful, even ceremonious, but this must not be mistaken for cowardice. They
can be deadly warriors, and many of them are trained in exotic fighting techniques unknown in the
rest of the Empire.
Their names have a Tibetan flavor, such as Akar, Amrita, Dhargey, Gu Lang, Jimpa, Lasya,
Sangmu.

JALIZARANS
The City of Thieves is a multicultural place, where men of very different races trade, cheat, bargain,
and generally live side by side. Let’s be honest: there is probably no such thing as a true Jalizaran. The
City of Thieves is a melting pot of so many different races and cultures mixed and mingled together that
a “true Jalizaran” is very difficult to identify. The original Jalizarans are an archaic mix of Zandorians
and Cairnlanders. Of average height, they tend to have black or brown hair, hazel eyes and very fair
complexions, which redden very quickly when they quarrel or are out in the cold. Although oral
hygiene is unknown in the Dread Sea Dominions, true Jalizarans tend to have very white teeth (having
a perfect set of teeth is a sign of great luck among them). Many have a tendency to put on weight as they
grow older, but this is probably the effect of their diet rather than a general physical feature.
They are fond of capes, cloaks and similar garments, which are a sign of social importance in their
culture. Many of them are also quite chatty, the origin of the northlander insult: “You are mouthier
than a Jalizaran whore”.
Typical Jalizaran names are a mix of Imperial and Zandorian ones. They tend to be euphonic and
with a distinctive sound (as in Sebajos, Jall, Emella, Torran, Vandaios, Renya, Furius) or to have a
double vowel (as in Vaaro, Taaso, Meena).

32
HEROES’ JOURNAL: RELATIVES’ DICE
The dwellers of the City of Thieves do not fear the dead, at least not their dead relatives, and often consult
priests to communicate with them. It is believed that, from their otherworldly home, the deceased can bestow
great luck on the living, helping them to find hidden treasures, establish the right connections, and so on. One
of the most peculiar customs of the Jalizarans, which confirms their Cairnlander origins, is the habit of crafting
Relatives’ Dice. Two teeth are removed from the body of a deceased relative and used to craft a set of gambling
dice, which are believed to bring great luck to their rightful owner. In game terms, any Jalizaran character can
start the game with a set of Relatives’ Dice by renouncing 1 skill point. Once per adventure, the character can
decide to throw the dice (2d6) to call upon his relatives. Check the table below for the effects. Only one set of
Relatives’ Dice can be used by a character at any given time and he must be their rightful owner (i.e. he must be
related to the dead person). If they are lost, they cannot be replaced, but a new set can be made using the teeth
of another deceased relative, which requires a Common Knowledge or Repair (+2) roll, and the corpse of a
relative, of course.

Relative’s Dice Table


DICE
EFFECT
RESULT
Angry Relative. Bad luck! For the remainder of the session, the hero cannot spend Bennies
2
when he rolls a critical failure.
Insufficient Prayers. The character forgot to make the proper offerings for his relative’s
3-4 soul. He must discard any Joker and cannot use Wild Card Edges unless he visits a temple
and spends 10 Moons/Rank on candles, prayers, and so on.
Better to Stay in Bed Today. This is not the right time to play with Lady Luck. The character
5-6 receives -2 to Gambling rolls or a member of the opposite sex will act as the hero’s Enemy
(GM’s choice). These effects last for the remainder of the session.
Busy Relative. The dead relative is carousing with the other dead, or doing other things dead
7
people do, so he has no time for the hero.
Lucky Day. For the remainder of the session the hero receives +2 to Gambling rolls or he
8-9 gains a free use of the Connections edge with a member of the opposite sex who has a crush
on him (GM’s choice).
Ancestors’ Blessing! The ancestor is watching over the hero, protecting him. The character
10-11
receives a free use of the Danger Sense Edge or a free Soak roll (GM’s choice).
You Are My Son! The ancestor is very fond of the hero today. One of the hero’s Traits is
12
raised by one die step (player’s choice) for the rest of the session, as per the boost trait Power.

NORTHLANDERS
The Northlanders are by far the largest and toughest people in the Dread Sea Dominions.
Many of them are taller than seven feet and strong enough to wrestle an ox barehanded. Both men
and women wear their hair long, and married women usually plait it.
Men tend to have long beards but, especially among the southern tribes, they shave, mainly to tell
their brothers from their enemies in battle. They dress primarily in furs and roughly-woven wool
clothes. The men often walk around bare-chested, even during cold winters, because this is seen as

33
PLAYER’S GUIDE

a sign of strength, while women are dressed in a more traditional way with a long gown.
The Northlanders are fascinated by metal.
They are just starting to learn the art of smelting iron and blacksmiths are held in high esteem.
They are proud, stubborn and bold, but they fear and loathe the supernatural.
Their world view is plain and simple: the strong prevail over the weak, as the wolf over the deer,
and there is nothing strange about it. The world of nature works like that, just like that of men. They
are organized in large families or clans, usually led by the oldest male members, and they live by
hunting and foraging.
Quarrels and feuds with neighbors are fairly common and often end in bloodshed. The
Northlanders are very individualistic, and only a few times in their history has a charismatic leader
managed to unite them under one banner; usually to fight a major threat, like a Cairnlander attack
or an Imperial invasion.
Typical Northlander names are short and sharp-sounding, as Shangor, Torm, Uma, Verrik, Gorn,
Targar, Beren. They don’t use patronymics, except in very official situations. For a Northlander it is
a man’s sword, not his father, which makes him important.

RED DESERT NOMADS


Nomads of the Red Desert tend to have brown skin, with black hair and eyes, although blue eyes
aren’t uncommon. They are quite tall, with the southern clans usually a little taller than the others,
probably due to occasional mating with the neighboring Ivory Savannah Tribes. Tattoos of various
types, often with a religious meaning, are common among them. Many have a stylized sun tattooed
on their forehead, to pay homage to the Sun God, or blue tattoos on their cheeks to ensure the
benevolence of the Water Lady.
They wear long robes made of wool, with deep hoods that protect them from the sun, and leather
slippers. Women dress in wool clothes too, but their garments are finer, since having a well-dressed
wife is a sign of prestige for a man. The color of the robes is very important, because it identifies the
clan an individual belongs to. Hence, there are Brown Nomads, Green Nomads, and Red Nomads;
there are stories about the deranged Black Nomads of Keron, but they are considered a separate race.
Despite the men’s apparent open-mindedness towards them, women have a very low position in
nomad society. They are supposed to obey their fathers and then their husbands without question.
Nevertheless, women are vital to the nomads’ economy. They weave, gather goat droppings, look
for food, cook, and do a thousand other little chores that men are too proud to do. So, having a good
wife is very important. A man can achieve marriage in two ways, either by buying a woman from her
father, if she belongs to the same clan, or by kidnapping her, if she belongs to a different clan.
Desert nomads are usually suspicious of strangers, but, once you gain their trust, they can
become very hospitable and life-long friends, who would die for you. At the same time, they are
easily offended and very vindictive.
Nomads are a warlike people and the desert is a dangerous place. So, the men are armed with
a bow, a curved dagger named a Kullah, and a short curved sword, made of bronze. In war, they
also use shields and spears, though armor is quite rare, due to the climate. The nomads are skilled
archers (though they are no match for the Valk), but they prefer close combat. The nomad war
leaders’ tactic is to shoot at enemies from a distance with bows, and then charge on horseback.
They fight from the saddle, but they don’t use stirrups. This can be a winning tactic if the opponent
is another nomad tribe or a poorly defended caravan, but it usually leads to heavy losses against the
tough infantry of the Independent Cities, equipped with armor, shields, and long spears.

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The Book of Lore

Typical Nomad names have an Arabian flavor, like Yussuf, Ahmed, Semir, Kharela, Aisha,
Nahenia, Kadir. They use patronymics and clan names, like Semir son of Nabar, of the Two Hunches
clan, but only on official occasions.

TRICARNIANS
Tricarnia is inhabited by two different races: High Tricarnians — who are nobles, priests,
top military personnel, merchants, and so on — and slaves, who form the bulk of the nation.
Tricarnian slaves are a mix of other races, captured in raids or bought from pirates and slave
traders in Caldeia, Kyros or the Independent Cities.
High Tricarnians aren’t fully human, because the blood of the old Keronians runs in their
veins. They are mostly very tall and slender, with pale or rarely jet-black complexion. They have
very smooth skin and no body hair, a feature which other cultures find a little repulsive. Despite
this, many of them are very beautiful, with elongated and sharp features. Some say that the High
Tricarnians have found a way to extend their lives beyond those of other races, but no evidence
has ever been found to confirm this rumor.
They usually wear long, elaborate garments of silk, a fairly ordinary commodity in Tricarnia,
since it is produced in the local silkworm farms, a relic from the region’s Keronian past. In battle
they used to wear exquisite armor made of bronze, now replaced by iron, and pointed helms.
Tricarnians tend to be cruel, a natural instinct to them, like that of a cat torturing a mouse.
They consider other races inferior, worth using only as slaves, as victims on the altars of their
alien gods, or as guinea pigs in gruesome experiments. They brought decadence to the Iron
Empire, but the worst vices of the dissolute Imperial nobles or merchants appear quite ridiculous
if compared to what happens daily in the citadel of a Priest Prince of Tricarnia.
The other two distinctive traits of this civilization are slavery and sorcery.
As mentioned earlier, the whole economy of Tricarnia is based on
slavery. Being only a fraction of the total population, the High
Tricarnians alone cannot keep the masses of slaves under
control, so various levels of slavery exist. The most unfortunate
are the humble rice field workers, the slave miners, and the
leech catchers (the medicinal use of leeches is a common
practice among High Tricarnians).
Just above them are the slave warriors and guards,
who live in better conditions. They control their
inferiors and are the bulk of the army. At the top of
the slaves’ social ladder are the eunuchs, a caste
of castrated men who are the elite warriors and
administrators. Sorcery is common. Almost all
pure-blooded Tricarnians have some knowledge
of sorcery, which is necessary to survive the
scheming and plotting of their peers, each eager
to enhance their power and social standing.
Various forms of sorcery are practiced, but
corrupting magic and the evocation of dark creatures
are the most widespread. Lotusmastery and drug use
in general are common and encouraged, also among

35
HERO’S JOURNAL:
CALEDS AND
PYGMIES the slaves. The reason is obvious: a drugged
These races are reclusive and xenophobic,
slave is easier to control. Tricarnia is divided into
so they are not a good choice as player
Principalities, each of them totally independent
characters. In addition, very little is known
and governed by a single noble family. Scheming,
about them except for some rumors
plotting and open warfare among the Princes are
reported below. Caleds are a primitive
common.
people living in the Caledland. They know
The capital of Tricarnia, the City of Princes, is
nothing of metalworking, but among them
considered neutral ground, and no open act of war
there are very dangerous sorcerers, called
can be committed there. It is also the seat of the
druids. They rarely leave their woodlands
High Prince, the ruler of Tricarnia. Tricarnians
and, when this happens, it is usually bad
deeply hate (and secretly fear) the Caleds, the
news, since they are waging war against
descendants of their ancient slaves, who still seek
someone. Pygmies are the very short people
revenge for thousands of years spent in slavery.
of the Lush Jungles. They are primitive,
Typical high Tricarnian names have an ancient
and very skilled in the use of blowpipes
ring to them and are always preceded by titles, like
and poisons. They worship cruel gods that
Princess Salkaria, Prince Hoolon, Priest Tokariel,
periodically ask for bloody sacrifices of
and so on. Omitting the title when addressing a
human victims, usually chosen from among
Tricarnian noble is considered a mortal insult,
non-Pygmy invaders. The players will
except among family members.
discover more information about these races
during their adventures.
VALK
Valk are the shortest of the common races, with
the exception of the Pygmies. Most are slightly
over five feet tall and a Valk surpassing six feet is considered a giant. They have black or brown
hair, with the exception of the Valkyria, their priestesses, who always have white or blonde
hair (usually dyed). The warriors have long braids, and cut them only in case of dishonor. The
longer the braid the more powerful and brave the warrior.
They have little or no beard, because one of their rites of passage, the Blood Offering,
consists of self-inflicted wounds to the cheeks, preventing the growth of facial hair.
Valk dress in leather and both sexes use trousers and boots, the most practical garments
for a race of horse riders. They learn to ride even before being able to walk and are incredibly
skilled on their ponies. The basis of the Valk economy, in times of peace, is herding sheep,
cows, goats and (naturally) horses. Horse milk and goat meat are their staples and they are
particularly fond of fermented milk spirits, which all the other races find disgusting.
They are organized in clans, led by warlords, who share power with the Valkyria. Except for
the priestesses, who are respected and feared, Valk women have a very low standing in society,
so much so that marriage is rare and a warrior simply keeps in his tent the women he wants, in
a condition of semi-slavery. Only after the birth of a son does the father become responsible
for supporting the woman.
Valk religion deeply influences their way of life. They are demon worshippers and see
demons in many manifestations of the natural world, such as thunder, the steppe winds, and
the terrible plagues that often decimate the cattle and bring famine onto the clans. They don’t
fear demons, at least not openly, but recognize and respect their supernatural powers. Valk
names are throaty and with many consonants: Dhaar, Khull, Dakka, Rigga, Throgg, Vulkat are
all good examples.

36
The Book of Lore

WAY OF LIFE
TECHNOLOGY
Unlike other fantasy worlds, the Dread Sea Dominions aren’t static. In a few thousand years, they
have evolved from the Stone Age to the current Iron Age. Yet, this isn’t true for all the Dominions,
since certain populations (like the Caleds, the Pygmies and the tribes of the Ivory Savannah) are still
primitive. It is hardly possible to provide a comprehensive description of all the technologies of a
world, so the following list covers only the major scientific achievements of the Dread Sea Dominions.
Alchemy: This field overlaps with that of magic. The Lotusmasters (see sidebar on page 15) are
experts in making drugs and poisons, but only from Lotus plants. The Alchemists of Gis, instead, are true
scientists and know how to use Greek fire, acids, and similar things. Their concoctions are very costly
and seldom sold outside the city. Kyros, Syranthia and the Independent Cities know how to make glass.
Currency: Coins made of metal are used in civilized lands, but their value is determined by the
trading value of salt. Barter is widespread in the remote, uncivilized areas along the borders of the
Empire. The Empire adopted the Syranthian Moon as its official currency, and this roughly circular
coin is now common in all the ports and markets of the Dominions.
Entertainment: Since literacy is rare, minstrels, musicians and taletellers are very important
as they are actors and mimes. Especially in the southern lands, dancing is a very common form of
recreation. Many enjoy the “blood sports”, originally from Tricarnia: shows in the arena where
gladiators slaughter (or are slaughtered by) massive beasts and other desperate warriors. These
violent games are enjoyed by both the nobility and the commoners alike, especially in big cities
where the games in the arena and the distribution of free food keep the masses at bay and ease the
burden of living in a decadent Empire.
Food Production: Agriculture is the main source of food in the Empire but outside its boundaries
(and in the most depressed areas, like the Borderlands) hunting and harvesting are by far the most
common way of surviving. In the Savannah and among the Valk herding is widespread. In the past,
several populations knew how to use the iron plow but, in the current age, few have retained this skill,
since iron must be used for weapons and armor, not for farming. Crop rotation is still unknown.
Ground Travel: Most folks travel on foot, while the rich have horses or carriages. Many paved
roads, named Imperial Roads, were built in the past but today they are generally abandoned and
infested by bandits. The Valk always ride; a Valk that cannot ride is abandoned and left to die by the
rest of his tribe. The Cairnlords also use carriages, sometimes pulled by rams, and the top warriors
of the Iron Savannah ride the impressive and savage war buffalos.
Government: The most advanced form of government is the oligarchy of the merchant lords of
Syranthia, but various forms of monarchy are the standard government in most lands.
Literacy: Ninety percent of the population cannot read or write. The most educated lands are
Syranthia, Tricarnia (where literacy is limited to the nobles), Caldeia, Faberterra, Kyros and Lhoban
(where literacy is limited to the monks).
Medicine: Outside the largest cities, witchcraft, superstition and midwifery are the closest things
to medical science while in the cities there are medics and barbers. Syranthia also has an academy of
medicine where the anatomy of man is studied. Anatomy is also well known in Tricarnia due to the
traditional use of torture.
Metallurgy: At the height of its power, the Empire and all its subjects knew the use of iron and
had even started experimenting with a better, lower-carbon alloy called steel but today that is very
rare. The barbaric Northlanders, Cairn Lords, and the Savannah Tribes know only bronze, but they

37
PLAYER’S GUIDE

can acquire better metal weapons through trading and pillaging. The Caleds and the Pygmies don’t
use any metal.
Sea Travel: The ships of the Dominions are quite primitive and usually sail close to the coast. The
biggest vessels are the Tricarnian galleys but the most maneuverable are the Syranthian merchant
ships, which can be seen in all parts of the world. The Amazons too are very skilled sailors, and they
use a particular type of sail unknown to other cultures.
Warfare: Nowadays, the strongest warriors are Valk mounted archers with armor of boiled
leather, composite bone bows and saddles with stirrups. Second best are the fully-armored Syranthian
cataphracts, and in third place is the irregular barbarian infantry. The terrible war elephants of Kyros
have almost disappeared today and the Iron Phalanxes are reduced to less than ten legions.

HERO’S JOURNAL:
LANGUAGES OF THE DREAD SEA DOMINIONS
The common language spoken almost everywhere is Imperial Syranthian.
Almost all lands have a national language and dozens of dialects, but very few are recorded in writing. The major
languages of the Dominions are:
Alchemists’ Code. The Alchemists of Gis developed this strange language, in truth more of a secret code then a
real mother tongue, to protect the secrecy of their discoveries and potions. The Code is taught only to initiates and
requires a certain mathematical ability and decryption skills to understand it. So, only characters with Smarts d8 or
more can learn this language. It only exists in a written form.
Barbarian Languages. The people of Northeim, the Caleds and the Cairnlords speak three different languages
(Northern, Caled, and Cairn Tongue). Out of these three, only the Cairn Tongue is written, using a runic alphabet.
Very few people speak the Caled Tongue; a few more know how to interpret their drum language, which is
surprisingly complex and well-articulated.
Ivory Savannah Tribes Languages. The Ivory Savannah Tribes speak an impressive number of different dialects
that are all quite similar. In game terms only one language is considered: the Savannah Tongue. In certain parts of
the Verdant Belt the most advanced tribes speak a bastardized form of Caldeian called Slavers’ Tongue, used mainly
for contacts with Caldeian slavers. Neither language has a written form.
Imperial Syranthian. Imperial Syranthian, or simply Imperial, is a simple and rather regular alphabetic language,
originally from Syranthia. Every player character can speak it, and, depending on her background, might be also
able to read and write it.
Tricarnian and Ancient Keronian. Tricarnians and Caldeians are the descendants of the ancient Keronian
Empire. They speak a common version of the language in daily life (Tricarnian) but use a ceremonial, ancient
language during religious rites and in sorcery (Ancient Keronian). These are considered two different languages.
Lhoban Secrets. The Jademen speak a mountain dialect, but the secrets of the monks must be preserved with great
care, so a “written” form of communication was devised, called Lhoban Secrets. The Secrets are lengths of ropes,
with particular knots. Looking at the size of the knots, their distance from each other, and other parameters, the
monks can read and communicate their Secrets.
Pygmy. The Pygmies speak their own tongue. It is very difficult to learn this language, due to the isolation of these
diminutive people.
Valk. The Valk speak a very weird, totally unique language. Its peculiarity might be due to the very different origins
of the steppe nomads, but there is a theory among the Syranthian sages according to which Valk isn’t a human
language. A disturbing fact supports this theory: demons speak Valk. No one knows whether a written form of this
language exists. 38
The Book of Lore

RELIGION
Religious practices vary greatly across the Dominions and literally hundreds of cults exist,
many of them on a local basis.
In this section only the most important religions are detailed.
Before the Salkarian Reformation, the Empire was very open-minded on matters of religion.
As long as a land or a city paid its taxes, it was free to worship whatever god it wanted. With the
Reformation a new divinity was introduced, the Divine Couple, Hulian and Hordan, the artificial
fusion of Hulian, the smith god of Faberterra, and Hordan, the goddess of Tricarnia.
They are seen as the two faces of the same divinity: Hulian is the male principle, who governs
over logic, fire, science and the written word. He also symbolizes the day.
Hordan, instead, is the feminine principle: she is the goddess of emotions, water, and the
spoken word. She also protects love, births, seasons, and the arts. She symbolizes the night.
Statues of the Divine Couple feature a single head with two sides: a handsome blonde man
(Hulian) and a striking black-haired woman (Hordan). The statues are never fixed to the ground,
and it is the priests’ duty to rotate them at dawn and dusk, to show the face of the divinity currently
in charge at any given moment of the day. In the Great Temple of the Divine Couple in Faberterra
(the follower High Temple of Hulian), an ingenious water mechanism slowly rotates the statues
in a show of technology that always impresses the commoners.
In truth, the Divine Couple is an artificial divinity, created to unify two very
different peoples, the Tricarnians and the Imperials, and usually only lip service
is paid to them. In secret, because it is highly illegal, the Iron Priests still
worship Hulian, Lord of Fire in the catacombs of Faberterra and in other
parts of the Empire. In this more authentic version of the cult, Hulian is
the Smith god, He Who Turns Away the Darkness, Lord of the
Word, and protector of humanity. The priests of Hulian are aware
that alien gods and their servants are still walking in the world,
and it’s the priests’ sacred duty to fight them. It is not a secret
that they are losing, but they will continue until the last fire
burns out. Hulian the Lord of Fire is represented as a lion-
headed man, tall and muscular, with the sun painted on his
chest and a smith’s hammer in his right hand.
Tosar of the Burned Hand or Tosar the Liberator is
a demigod. A former Smith Priest of Hulian thrown in the
arena because he refused to abjure and bow to the Divine
Couple and Empress Salkaria, he defeated every monster and
demon the wicked woman threw at him in the arena. In the end
the evil queen ordered assassins to burn Tosar’s right hand off,
so he could not hold a sword, but, even with a charred hand, he
managed to fight and win. In the end Tosar was martyred, but
his followers continue, even today, to fight demons at the side of
Hulian and to free slaves, an aspect of the cult which makes this god
highly illegal in almost all the Dominions.
Although the Imperial Law forbids it, in Tricarnia, Hordan,
Mistress of Darkness is still openly worshipped by the Priest Princes
and their minions. Hordan is an ancient demonic creature adored

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PLAYER’S GUIDE

since the times of the Keronian Empire. She is the goddess of night, obscurity, pain, and
unholy appetites. Despite her human appearance, Hordan is completely alien, ever thirsting
for blood, violent sex, and other depraved acts. She is usually represented as a busty bare-
chested woman of otherworldly beauty. But a closer inspection reveals her demonic origin: her
long braids end in tiny snake heads, her open mouth shows a snakelike tongue, and her nipples
are deadly stingers. Hordan is a generous goddess—as long as she is satiated with constant
sacrifices. Otherwise, she feeds on her own followers’ bodies and souls.
Baachaga the Toad God, Master of Shapes, is another important Tricarnian deity. He
is represented as a huge toad, covered in multicolored pustules. When summoned by his
worshippers, he takes control of particular species of giant toads, bred for this specific
purpose. Baachaga is the god of ever-changing shapes and mutations. A devious deity, he
prefers to scheme and plot in darkness rather than openly facing enemies. Baachaga’s followers
have a long-lasting hatred towards Hordan. In 735 AF the cult of Baachaga was almost totally
eradicated when Hordanas, great queen of Tricarnia and High Priestess of Hordan, destroyed
Nal Hamar. That can be seen as one of the major acts of war between the two deities. Over
the following centuries the cult slowly returned, and today is followed again, mostly in secret.
Another powerful demon sometimes evoked by Tricarnian sorcerers, even if no real homage
is paid to him, is Tirain, Master of Doors and Cages. Tirain is an enigmatic creature: a traveler
between worlds, he enjoys locking his victims in complex traps and labyrinths, some of which
aren’t even in our world, and is absolutely obsessed by doors, locks and generally impenetrable
places. The relationship of Tirain with Tricarnia dates back to ancient Keron; according to one
very weird story, mankind is in the Dominions because Tirain dragged them there for one of
his devious games, but this is a theory which today has very few supporters.
Northlanders have a rather cold relationship with the divine. They mainly worship the Lord
of Thunder, a distant god who simply watches mortals from the skies and shows his rage and
power during thunderstorms. The Lord of Thunder intervenes only when a child is born,
blowing into the lungs of the infant, giving him strength. What the human will do with his gift
does not concern the god.
The Ivory Savannah Tribes have a very complex theology, with many minor divinities, but
they mainly worship Etu, the Mother, a female divinity presiding over rains and births, and
Uletu, God of Strength, represented as a lion or bull, either as a beast or in hybrid human-
beast form.
Valk worship demons, the most important of which is Sha-Mekri, an expression that in their
language simply means “the King”. Sha-Mekri is the incarnation of warfare and destruction.
He is usually represented as a blaze (as sometimes happens in autumn on the steppes), or as a
massive black stallion with a fanged mouth, whose hooves leave a trail of fire. In very rare cases,
he is portrayed as a massive man, dressed in metal armor covered in spikes and riding a metal
stallion.
Cairnlords worship the Ancestors, the dead. Many of them don’t need to be depicted,
because they still exist, in embalmed form, in their necropolises. Sometimes, they aren’t even
truly dead. The Northlander warriors who return from incursions into the Cairns tell wild
stories of emaciated figures dressed in ancient rags, who were obviously dead and yet walked
and commanded the living.
The people of the Red Desert follow a number of deities, many of them being “djinns”, a
local word to indicate a number of spirits, demons and strange creatures lurking among the red
rocks and crystals of the desert, but the majority of the civilized clans worship Golar Ammon,

40
The Book of Lore

the Sun God, a peculiar deity which has three aspects, the Dawn Child, protector of all things
that grow, the Midday Warrior, god of fiery destruction and lord of knowledge, and the Dusk
Elder, protector from the dark things of the night and helper of the suffering.
As mentioned before, the Jademen don’t worship a god, though they recognize the existence
of supernatural creatures, some of them good but mostly flawed and evil. Instead, they believe
that every being can reach divinity through self-improvement and meditation following the
Path of Enlightenment. Death is but a transition within this process: a creature reincarnates
in another being, lesser or higher, depending on how it behaved in its previous life. The monks
are at the higher stages of the process and the Enlightened One has almost completed it. What
is there beyond? This is a secret that will be revealed only to those who achieve the divine.
This philosophy, exported by the Jademen who left their country to live across the Dread
Sea Dominions, slowly blended with the western rites and was adopted by many sects, like
the Stylites of the Land of Idols, eremites who live in constant meditation on the tops of tall
columns.
The divinities of the Caleds and of the Pygmies are unknown.

HERO’S JOURNAL:
THE SEARCH OF THE BLINDSEEKERS
In the weeks after the passage of the Sword of Hulian, and the disappearance of the previous Enli-
ghtened One, a very important event happened in Lhoban. The first is that a number of monks, both
the good ones following the path of Enlightenment and of evil ones, followers of the Obscurement,
lost their sight, for no apparent reason. In the following months it became clear that these people,
although losing their sight, acquired other, supernatural senses, making them capable of seeing
things nobody else can see, like spirits, invisible beings, and more importantly, the souls of certain
people. But what was the reason for this strange change? The older monks declared it was a sign: the
Blindseekers, as they are called, are tasked with a very difficult mission, finding the new Enlightened
One and bringing him to Lhoban. Because it is clear that the Enlightened One, either a new one or a
reincarnation of the old one, must be present in the Dominions, and must be found.
So, in the last few years, a number of these strange, blindfolded monks have been seen wandering the
Dominions, trying to complete this almost impossible mission.
They are the only ones capable of doing it, and, as mentioned above, they are followers of both philo-
sophies. What would happen if a follower of darkness finds him before the followers of light?

41
GAZETTEER OF
THE DOMINIONS
“There are more paths to walk in the Dominions
than sand grains in my boot”
– Ishmael, Red Desert nomad

Here follows a brief description of the most important areas of the Dread Sea Dominions as they
are today. A brief summary is presented for every nation, as an example of what the Book of Lore
(featured in future installments of the series) will contain.

ASCAIA, THE AMAZONS’ ISLAND


Ascaia is a small island, not far from the mouth of the Elephant River. It has tall reefs and a single
port, but the weather is very good and the land fertile, making it an excellent place for growing crops
and breeding horses.
In the years before the foundation of the Empire by Domestan, the local female population
rebelled and eliminated all males from the island. The leaders of the rebellion were Gella, the wife
of the former governor, a very cruel man, and Ilenya, a female gladiator of the local arena. The
two women became the first Sister Queens of Ascaia. Since then, very few men have been allowed
onto the island, which is now known as the Amazons’ Island.
The Amazons’ Island is very easily defended and has wide terraced fields; the island is fairly self-
sufficient, only lacking one fundamental resource for survival: men.
For the purpose of mating, the Amazons choose slaves, prisoners of war and occasional lovers
they find while on missions on the mainland. When an Amazon gives birth to a child, if it is a female,
she can join the Amazons.
If the baby is male, he is immediately separated from his mother and sent to his father, if possible,
or a foster family is found; but he cannot stay on the island longer than seven days after birth.
The Amazons have a martial culture (a necessity to avoid being re-conquered by males) and they
have become skilled sailors, excellent mercenaries and, under some Queens, dreaded pirates and
slave hunters.
Luckily, things are no longer this way, at least officially.

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Gazetteer of the Dominions

The current Queens signed an agreement with Emperor Domestan XII agreeing to patrol the
Elephant River and hunt the Pirates of the Fingers, a task which they are carrying out most efficiently.
But there are always some independent Amazon captains who, while on the open sea, raid and sink
merchant ships. As long as they are not spotted, nothing happens and the Sister Queens usually turn
a blind eye because such deeds bring wealth to the island and help preserve its fearful reputation.

THE BORDERLANDS
“The Borderlands people know the barbarians well because they are of the same breed,” as the
ancient saying goes. And it is at least partially true. The Borderlands were once part of Northeim but
were taken by the Imperials with war, treachery and cunning diplomacy and their inhabitants slowly
mixed with the Imperials, thus becoming the Borderlands people. These people have the better of
the two cultures: the knowledge and rationalism of the Imperials and the energy and vitality of the
barbarians. When the true Northlanders attacked the Empire, the first people to withstand them
were the Borderlands people.
It was clear that the Imperial Phalanxes would not be enough to protect the land and the
Borderlands people did what they usually do — they defended themselves against their savage
cousins from Northeim.
In the end, the Empire lost its authority over this area, and some small, independent kingdoms
were established, collectively called the Borderlands. Although they are under the formal protection
of the Emperor of Faberterra, in reality they are on their own, fighting to preserve what they created
with such great effort.
The biggest Borderland city-state is Felantium, ruled by a Count, the nephew of the man who,
many years ago, stopped the barbarians from invading the Empire in an epic battle fought in front
of the city gates. The Count of Felantium is one of the most influential personalities of the northern
Dominions, and more than one voice says he should replace the man on the throne of Faberterra,
but so far the Count hasn’t made any move in that direction,
The border between the Borderlands and Northeim is the Godaxe River, where a line of
forts stands, manned by soldiers from the Borderlands. These forts are vital since every year the
Northlanders, Cairnlanders or Nandals launch violent attacks on them, but so far, no fort has fallen.
When this happens, the barbarians will invade the Borderlands again and it will be a grim day for all
the civilized populations.
There is another nightmare that haunts the lords of the Borderlands—the fact that one day the
Drowned King Sea might freeze as far south as the Godaxe River which would pave the way for a
massive invasion of the south.
Though the Borderlands are divided and ruled by different laws, one rule is applied everywhere:
if a man volunteers to defend one of the forts and serves for at least five years, he is rewarded with a
piece of land and receives an additional plot for every extra five years. This rule is called the Price of
Blood and it is fair compensation for what the soldiers must endure defending their land. However,
it is also a way to lure colonists from the south.
In the Borderlands, capable men can carve out a future for themselves.

THE CAIRNLANDS
The Cairnlands are a vast, wild area of deep forests and rolling hills. No city or other civilized
settlement is visible because many of the seemingly natural hills are in truth artificial mounds built

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PLAYER’S GUIDE

by the ancient inhabitants of this region. The Cairnlords, today’s inhabitants, live in the Cairns,
which make for excellent houses, stables, and fortresses, if you don’t mind living side by side with
your dead, whom they call the Ancestors.
This is no wealthy region and the Cairn Lords are not an advanced people. They live by hunting,
herding, and occasional raids on nearby lands. But when darkness falls, the Cairnlanders enter
their underground tunnels and lock themselves in, since during the night a strange fog appears and
wicked things, best left undisturbed, emerge from the oldest, still unexplored, Cairns.
The mounds called Cairns do not exist only in the Cairn Lands, although this region has the
biggest concentration of them. Many are found in Valkheim, the Northlands and the Borderlands.
During the long, cold winters, the northern part of the Drowned King Sea freezes, giving the
Cairnlords access to the Borderlands and Valkheim. This is the best time for raids into the south,
to look for a bigger home or simply to stay away from their haunted lands, which in winter become
even more dangerous.
If the land of the Cairns is dangerous, the sea is no less so.
There is a story about a powerful king of the Cairn Lords who spurned the old traditions.
He did not want to live in a Cairn but desired to dwell in a palace, as the southerners do. But he
needed slaves and many riches to build such a thing. So, ignoring the teachings of the Ancestors, he
ordered his men to build a large fleet. He meant to use it to raid Jalizar and the City of the Alchemists
and to use the spoils to build his palace.
When summer came, the fleet was ready and his army sailed south. But during the first night at sea,
a terrible storm caught the fleet by surprise. All the ships sank and the whole army, including the king,
drowned. Since then, during stormy nights a ghost fleet has haunted the sea of the Drowned King, the
man who refused to live in the Cairns, hence the name of the northern inner sea of the Dominions.

CALDEIA
Caldeia is a city-state around the mouth of the Buffalo River. It has one heavily-defended city,
Caldeia of the tall towers, and some smaller fortified settlements in its surroundings. Caldeia was
founded several centuries ago by an exiled Priest Prince of Tricarnia, Caldaios the Cruel, and today
it is still a monarchy, although the de facto rulers are the nobles and a caste of priests.
Remarkably, Caldaios the Cruel is still formally the King of Caldeia. He would be more than four
hundred years old by now, but nobody has ever announced his death and, though he hasn’t appeared
in public for at least three centuries, there are rumors he still lives in self-imposed seclusion in the
Tower of Whispers of the royal palace of Caldeia City.
Recently there are rumors that King Caldaios has suddenly left the country for some unknown
destination, and this has stirred up the enemies of the kingdom, in particular the Savannah tribes.
Caldeia is very rich because it trades the two most precious goods produced in the south of the
world: Khav and slaves.
The fertile area of the Buffalo River’s mouth boasts the world’s largest plantations of the insidious
drug, also known as the Lesser Lotus. This cheap and very addictive poison is produced and refined
in Caldeia and then sold across the Dominions. Plantations are tended by slaves who are all heavily
addicted to Khav. Many of them die, but Caldeia’s flesh markets always have plenty of replacements.
Caldeian’s commerce happens in a consistent part by sea, and their ships must make a long trip,
sailing the Endless Ocean along the coasts of Keron and then reaching the northern Dominions.
Their route forces them to pass near the infamous Finger Islands, where the pirates of the Cove
nest, making them their favorite prey.

44
Gazetteer of the Dominions HERO’S
JOURNAL: KHAV
ADDICTION
Sixteen years ago Caldeia found a way to battle these scum of Khav addiction is a Major Habit.
the sea, creating the Corsairs, a strong, independent naval force In addition to the standard
of freebooters, which constantly patrols the sea routes looking for addiction rules, Khav has the
pirates, for which they are paid a good bounty. Made up in great following effects: it causes a
part of former pirates and criminals themselves, they are led by penalty of −2 to all Spirit and
Commander Karvas, a scoundrel and a rogue if one ever walked Smarts based rolls and eliminates
the deck of a ship. Corsairs are doing a good job in fighting pirate the sense of fatigue. A Khav
activity, but they don’t have a good reputation in the Dread Sea, addict receives penalties for
because they aren’t shy of assaulting foreign trading vessels when Fatigue, but he does not actually
there are no witnesses around. After all, you can’t teach an old dog feel it. It is not unusual for slaves
new tricks. addicted to Khav to work to death.
The price of Khav varies
depending on its purity: a dose
may cost from half a Moon to
twenty Moons. It is common
throughout the Dread Sea
Dominions, especially in slave-
based nations.

HERO’S
JOURNAL:
AN
EXTRAVAGANT
WAY OF LIFE
Corsairs are very organized in
war, but in truth, there is more
than a touch of the rogue in them.
Easy to inflame and tremendous
enemies of pirates, many of them
show a certain courtesy towards
women and are fair fighters.
Below are summarized the tenets
of the Corsairs’ Code of Honor
that some of them (not all) follow:
⿢⿢ Always respect your
given word.
⿢⿢ A friend of a friend is my
friend.
⿢⿢ Respect your opponent,
as long as he respects
you.
⿢⿢ Treat ladies with
fairness.
⿢⿢ My loyalty is to my
Captain, his Lord and
my Lady, in that order.
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PLAYER’S GUIDE

CALEDLAND
Let us be honest: no one has ever explored Caledland. It is a vast, ancient forest inhabited by
primitive savages, the Caleds. The only ones who dared enter the forest were the Tricarnians,
during the war, and some Imperial Phalanxes, when the Empire was so strong that it considered
conquering the Caledlands. Yet, none of them ever came back. The Caleds aren’t invincible —
after all they are only naked, tattooed barbarians, who fight with stone-tipped spears — but their
strength lies mainly in their druids, a caste of very powerful sorcerers. During the Tricarnian-
Caled Wars, many acts of foul sorceries were committed by both sides and the part of the Caled
forest bordering Tricarnia is now an accursed place, where terrible abominations lurk in the
shadows of ancient trees.
The Caleds periodically leave their woods and raid nearby regions. They do not seek spoils,
but a single commodity: humans — who are taken to Caledland and never seen again. Immediately
before such expeditions, the sound of rolling drums comes from the forest. This means that the
Caleds are going on a hunting spree.
Nobody knows what the captives are used for, probably they are sacrificed to the gods or, as
many say, they are eaten.
The strange thing is that the Caleds’ raids do not seem to follow any logic: they are willing to
travel hundreds of miles, to some remote village in Northeim or a farm in the Borderlands, to
kidnap a single person. The reason why they go to so much trouble to capture a single unlucky
individual, while simply butchering everyone else, is one of the many mysteries surrounding the
Caleds.

CANNIBAL ISLANDS
The Cannibal Islands are a group of medium-sized landmasses not far from the Lush Jungle.
The first travelers who came here thought they had found a true paradise with pleasant weather,
strange fruit plants, colorful birds and crystal-clear water full of fish.
In truth, these islands are home to one of the most ferocious peoples in the world, the black
cannibal tribes. These primitive men attack and eat any stranger they meet, and the first explorers,
caught by surprise, ended their lives in the grisliest of ways.
In addition, a couple of times a year, they sail in their long war canoes to the mainland, to
hunt their favorite quarry: man. They usually set ambushes around the mouth of the Anaconda
River or along the Verdant Belt or the Caldeian coast, but a few times they have gone as far as the
Independent Cities.
Some lucky mariners who have managed to escape the Cannibal Islands tell stories of a
giant monster that is the god of the Cannibals. Most of the human prey they catch is sacrificed
to appease the monstrous divinity’s appetite. Yet, the nature of the god is unknown and these
stories might be only a legend or a tale to hide soe disturbing truth.

EKUL
Ekul, the southern part of former Zandor, is mainly a desert. The industrious population always
fights to farm the rare good soil, and many resources are spent on reclamation and irrigation.
Thanks to this enlightened policy, Ekul is now a fairly pleasant place to live and enjoys good
trading relations with Kyros, Syranthia and Jalizar.

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Gazetteer of the Dominions

In truth, Ekul is a very young nation. This land suffered the first, tremendous impact of the
Valk invasion; many of its cities were destroyed and the population killed. Then, luckily, the Valk
moved north, toward richer lands. After the death of Dhaar, leader of the Valk, his third son Eku
went south with a large number of clans and invaded this land once again.
Rather than face another war, the locals willingly submitted. They opened to Eku the doors of
their main city, which was renamed Ekul, and offered him the hand of Yasmine, daughter of the
former Imperial Governor.
Eku was still young, and a very curious and attentive person. He took up his residence in the
ex-Imperial Palace. He was truly fascinated by the way of life in the southern lands and soon
became a civilized man.
Not all his followers were pleased with his behavior, so he was forced to crush a good part of
them. His remaining followers adapted to a semi-static life. Ekul is a vast territory, but only a
small part of it, the coastal region, is farmed. The rest can only be used as pastures, and these were
the lands assigned to Valk.
After the disaster of Collana, Eku abandoned the traditional Valk religion.
All the Valkyria were forced to leave the kingdom or face execution, which caused great anger
among Eku’s followers and attacks from the Valk of the north. Yet, Eku’s supporters were ready
to face them and came out victorious. Ekul enjoys very friendly relationships with Lhoban, and
the king himself has embraced the strange philosophy of the Jademen. Ekul today is home to the
greatest community of Jademen in all the Dominions.
But all good things come to an end, and Ekul’s age of enlightenment does not seem to be
destined to last.
King Eku finally died at the venerable age of ninety-three years and left the crown to his
granddaughter, Yasmine, who has the same name as (and a striking resemblance to) his beloved
wife.
The kingdom is really unstable now: the Autarch of Kyros has always had expansionistic desires
towards Ekul, and even if in the past his wedding proposals to Yasmine were coldly refused, today
they must be considered, because many people want the throne where young Yasmine sits; Valk
clan chiefs as well as nobles of Imperial origin are more than ready to marry Yasmine.
The new queen of Ekul has surrounded herself with monks, some of them Ekulian, and others
coming directly from Lhoban. The last aren’t mild sages but scarred warriors: they call themselves
the Bronze Guardians, and accept no signs of insubordination toward the Queen. Despite this
formidable guard, Yasmine cannot delay her marriage too much longer. For now, she has declared
three months of mourning for her uncle’s death, but at the end of them a decision must be taken.

FABERTERRA
Faberterra was the heart of the Iron Empire, the place where the destinies of far-off countries
were decided. Today, Faberterra is only a shadow of its former glory. The rich countryside, full
of large estates and prosperous farms, is slowing decaying, because the landowners spend more
time indulging in personal pleasures than looking after their properties.
Commerce is still brisk, but only because Faberterra is at the center of the world. The tide is
turning and more and more ships choose Askerios to dock.
“Life is short and the Empire is fading. We are doomed. So, let’s enjoy ourselves”.
This is the common way of thinking in Faberterra. So far, the state has never been invaded, but
no one can forget that the barbarian hordes were recently stopped at Felantium, which isn’t that

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far away. So many Imperials have decided to spend their last days indulging in orgies, feasts and
other exotic entertainments, while others regularly visit the temple of the Divine Couple to pray
for the Empire and their own souls.
Yet, their prayers seem to go unanswered.
Certainly, Faberterra is still the capital of the Empire and its people are haughty, but this is
nothing more than a habit. The once-mighty Phalanxes are reduced to a few units, and their
loyalty isn’t always certain.
The Emperor protects his palace with a force of mercenaries, while the Phalanxes are assigned
to patrol the borders. Many believe that sooner or later a Phalanx commander will try to overthrow
the Emperor and seize the crown.
Faberterra City is the biggest settlement of the known world; almost a million people live there
— and the situation is growing tenser by the day. Bad news from the north, less commerce and
a stagnating economy cause turmoil among the people, whom the Emperor tries to appease by
distributing free food and organizing great shows of gladiators in the arena. Today the Arena of
Faberterra is greater than the one in the City of Princes in Tricarnia and its gladiators are real
celebrities — all of which has been achieved by almost exhausting the Emperor’s coffers. Many
wonder how much longer the situation can last.

THE FALLEN REALM OF KERON


The Fallen Realm of Keron is that part of the Keronian Empire that, being quite far from the
center, wasn’t directly affected by the terrible impact of the Dread Star, and its location high on a
plateau protected it from being flooded.
Yet, this doesn’t mean its people survived.
The consequences of the cataclysm – clouds of dust, earthquakes, famines and pestilences –
wiped out the local population, and Keron is now an arid place full of crumbing ruins. The Fallen
Realm is believed to be haunted. The mariners sailing near its coast report seeing strange lights at
night and hearing the sound of spectral songs. For no reason will a captain dock on these cursed
shores.
The Fallen Realm is separated from the mainland by the Keronian Range, a very recent group
of mountains created during the cataclysm. Crossing it to reach the Fallen Realm is very difficult,
because its peaks are lofty and there are only a few passes. In addition, the area is still affected by
intense seismic activity, another good reason to stay away.
A hundred years ago, Kiramas, one of the most powerful Priest Princes of Tricarnia, decided to
explore the Fallen Realm. His intention was to find ancient relics of the Keronians and, if possible,
to create a new Tricarnian base in the south of the world. It was a great expedition, with large
numbers of ships, slaves and beasts but, once they entered the Fallen Realm, they disappeared.
Scouts were sent to investigate but they too didn’t come back. Any further attempt to locate
Kiramas was suspended and all that is now left of his expedition are the hulls of his ships rotting
on the shore. Today, that dreaded event is remembered as “Kiramas’ Folly”.
Today Keron is officially an uninhabited land, but there are rumors that particularly wicked
tribes of Red Nomads, who call themselves Black Nomads to distinguish themselves from their
southern brothers, dwell there, their souls and bodies corrupted by the evil things lurking in the
ancient ruins and dark fissures of the Fallen Realm.

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THE FINGER ISLANDS AND THE COVE


The Fingers of the Dead, or simply the Finger Islands, are a group of islands north of the Fallen
Realm of Keron.
They were once part of the Keronian Empire, but the Dread Star disaster separated them from
the mainland. The islands, surrounded by treacherous shallows, are dotted with ancient Keronian
ruins engulfed by the jungle. They owe their name to the common practice on Tricarnian galleys of
cutting off the pinkie of a lazy oarsman, and “fingers” is usually the nickname given to mutineers.
The Finger Islands are inhabited by indigenous peoples, and by the dreaded Finger Pygmies (see
below), but they are mainly known for being a base for pirates, who launch attacks on merchant
ships and raid the Iron Empire or Tricarnia. The navies of the civilized Dominions have often tried
to wipe them out, but getting to their base has always been extremely dangerous and costly. The
Finger Islands aren’t very far from the Independent Cities, the perfect place to sell stolen goods
and spend one’s looted coins. They are also very close to the Fallen Realm of Keron, but the pirates
avoid that haunted land.
There are rumors of a hidden bay on the Finger Islands which hosts a true piratical city, where
crews find refuge and ships are repaired. This place is called The Cove. The exact location of The
Cove is kept secret. Only pirate captains and their most trusted helmsmen know how to reach it,
avoiding the shallows. This is a secret for which many military authorities would be willing to pay a
lot of gold.

GIS, FREE CITY OF THE ALCHEMISTS


There is a legend saying that the day Fabron, the Iron Priest of Faberterra, discovered iron, on
the shores of the Drowned King Sea, a wandering warlock built the first hut of what, centuries later,
would become Gis, the Free City of the Alchemists. The founders of the Alchemists were a group of
foreign mages, probably from Lhoban.
Today, life in Gis revolves around the business of the supernatural. Cairnlord relic sellers have their
stalls next to those of Caldeian Lotusmasters, and Valk prophets of the steppes offer their visions side
by side with black-skinned dancing witches, worshippers of Etu. There is only one law in Gis: all magic
is permitted, as long as it doesn’t harm anyone and isn’t detrimental to business, of course.
Of the many forms of magic practiced in the city, the most common is alchemy. The Alchemists,
also called Master Alchemists, are the rulers of Gis. Their skills are far more powerful than the
knowledge of Lotus mastered by other Dominions’ Lotusmasters. They can produce fire that burns
on the water and cannot be extinguished, magic oils that make a barren land fertile again, and many
other wonderful things. But their services are very costly and only kings and nobles can afford them.
The Alchemists are a very reclusive organisation. They live in great mansions which they also use
as laboratories, protected by their servants and apprentices, and they rarely give audiences to the
common people, unless, of course, a large pile of gold is involved.
The identity of the Alchemists is not made public. They always wear long robes, special metal
masks and gauntlets that bestow great powers on them. The Master Alchemists have always been
twelve and their number cannot change, because only twelve metal masks exist. The rules for
succession aren’t very clear. Some say that, when an old Master Alchemist dies, the other eleven
choose a successor from among his apprentices. He will take the mask and continue to rule the
mansion laboratory. Yet, others believe that the Master Alchemists are immortal.
Gis is a place of wonders, but it is also full of supernatural dangers.

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PLAYER’S GUIDE

Gis was born as a free city and no


foreign power, not even the Iron
Empire, has ever tried to subdue
it. None except the Valk. After
Dhaar’s death, rumors claimed
that the mighty warlord had been
killed by the Alchemists’ magic.
A great number of Valk clans
gathered outside the City of the
Alchemists, ready to destroy it to
avenge their lord.
But that very night a strange,
greenish fog spilled from the
mouths of the metal statues along
the walls of Gis. The fog silently
sneaked into the Valk camp and
everyone enveloped by it died in a
horrible way, their flesh melted, as
if burnt by an incredibly powerful
acid. At dawn, the Valk camp was
a cemetery. But the fog never went
away.
Even today, dozens of years later,
there is a large area of green fog, called
the Greenmelt, where the half corroded
shapes of the Valk encampment can
be seen. Nobody knows if the air is still
poisonous, because nobody is foolish enough
to venture there.

THE INDEPENDENT CITIES


The first Independent Cities were founded by the Syranthians in an attempt to avoid the taxes
imposed by Kyros on the goods coming from the south of the world. They were far more successful
that the Syranthians had expected.
Desert nomads, Ivory Savannah Tribes and, occasionally, Caldeian merchants started to visit
them, selling goods from the south and buying products from Faberterra, Tricarnia and other
northern dominions. In a few years the Independent Cities increased in number and grew in size,
going from small trading posts to large cities. This happened also thanks to the adventurers and
other shady individuals who came here from all over the Dominions, lured by the prospect of easy
money to be made.
In the end, distant Syranthia lost control over these fiercely independent cities.
Today, a dozen Independent Cities exist, but the most important are Hillias, on the Dread Sea,
and Teyerana, on the shores of the Endless Ocean. The first is ruled by a merchant league, similar to
Syranthia’s, while the other is a monarchy, governed with an iron fist by Korr, a former pirate from
the Finger Islands. The other cities are either on the coast or in the Red Desert. They are not united

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Gazetteer of the Dominions

and often fight with one another — a state of things that Kyros, Caldeia and Syranthia are very happy
to encourage.
Another famous Independent City is Quollaba, in the heart of the Red Desert, famous for the
strange, precious crystals it sells. Until recently it was ruled by the Tyrant Zanator, but in the end he was
overthrown and now it is held by Queen Zamira, daughter of the previous king, murdered by Zanator.
The Independent Cities are excellent places for any individual who is able to wield a sword. The
various city lords are always looking for good fighters to join the city patrols, protect caravans, and,
occasionally raid enemy cities. The hierarchy in the mercenary militia is usually very fluid and a
skilled swordsman can start the day as watchman of the local latrines and go to bed as Captain of the
King’s Guard. But remember: life is always dangerous in the Independent Cities and, no matter how
high a man climbs, he can suddenly fall equally low.

THE IRON MOUNTAINS


The Iron Mountains are a massive mountain chain, dividing the Dominions in two parts; the
eastern ones, where Zandor lies, and the western ones, where Faberterra, Syranthia, Kyros and the
other western Dominions stand.
These mountains owe their names to iron, the metal discovered by Fabron, which changed the
story of the Dominions forever, but they are also important for a number of other reasons.
Two of them are of political nature: for many centuries passage through them has been very
difficult (and it still is today), so Faberterra had to expand and grow into the Iron Empire before
sending its phalanxes into Zandor to conquer it.
On the other hand, the Iron Mountains were probably the best defense of the Iron Empire against
the Valk. By blocking the main passes, Faberterra managed to stop the Valk from sweeping into the
heart of the Empire.
Despite being known as a single mountain range, the Iron Mountains are actually divided into
three rough sections: the Northern Range, from the Drowned King Sea to the Iron Route (see
sidebar); the Middle Range, from the Iron Route to Mount Syros (which is more or less on the
border between Faberterra and Syranthia); and finally the Southern Range, from Mount Syros to
the Brown Sea.
Geographically, the Iron Mountains range from high to very high, with Mount Syros, in Syranthia,
being the highest mountain known in the civilized Dominions. The weather is very harsh in the
mountains, especially but not only in the northern range, and a number of dire beasts dwell there,
from wolves to bears, and there are many other unknown ones which survive in secluded valleys.
Two human races dwell in the Iron Mountains: the stout and fiercely independent Mountaineers,
who nobody, neither the Emperor of Faberterra nor the King of Ekul, has managed to subjugate, and
various clans of Nandals, which are the nightmare of civilized people on both sides of the mountains,
because often they come down from the mountains to rape, kill and pillage the lands of civilized men.

THE ISLANDS OF THE MAIMED ONES


This archipelago in the center of the Dread Sea is usually avoided by all mariners. The ground here
is red as dried blood and the waters are hotter than in the rest of the Dread Sea. The islands are covered
in a thick jungle, as lush as that of the Pygmies’ lands, home to strange beasts unknown in the rest of the
Dominions and to weird mutations of common animals. Some very primitive barbarians live here, but
no civilized men. They are hideous to look upon — their bodies full of disgusting mutations and their

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minds twisted and deranged. There is no reason to visit this accursed place willingly, except to capture
savage beasts, which fetch a handsome price if suitable for the games in the arena.
The sages say that the Islands of the Maimed Ones are a fragment of the original Dread Star, and
this is the cause of the strange mutations of its dwellers. Many centuries ago, wondering what type of
ore could be extracted from this otherworldly ground, a of Faberterra built a fort and a mine on one
of the islands. The local barbarians were outraged by the fact and both the priest and his followers
were butchered before a single piece of ore could reach Faberterra. Today, the mine is still there,
abandoned.

TRADE ROUTES OF THE DOMINIONS


Trading is the lifeblood of any economy and the Dominions are no different. The passage of wares and goods is
possible across the sea and by using the trade routes which cross the Dominions. The most important ones are
described below.
Imperial Route. This route starts from Jalizar and goes south, to the coast of Ekul, where ships sail for
Lhoban. Bandits and dangers of every kind make travelling along it very dangerous, but some of the most
enterprising Merchant Houses of the City of Thieves use it, making a good profit (when the caravan isn’t
destroyed, of course). A very important caravan financed by Gis, the Veiled Caravan, uses this route once a
year to reach Ekul.
Iron Route. This very important trading route starts from Faberterra, crosses the Iron Mountains and ends in
Jalizar. Made with the sweat and the blood of the Iron Phalanxes during the conquest of Zandor, it was one of
the first routes made. The Fist, an enormous fortress on the Ironguard Pass, controls it, and is currently ruled
by a bandit lord, Justaios, who asks tolls to let merchants pass. A former general of the Iron Empire, Justaios is
becoming a real threat to the Emperor, but having the support of the Mountaineers, he is almost impossible to
root out from the Iron Fortress.
Northern Trail. Starting from Felantium, this route goes north, crossing the Northlands, the Cairnlands, and
finally reaching Valkheim and the land of the Zharim (the Cows). It is very dangerous, especially if you don’t
hire the right guide: there are stories of pathfinders selling caravans out to Cairnlander raiders and even worse.
Path of Silver. This very impressive road starts in Lhobanport and snakes through the Lhoban Mountains
until it reaches, at its end, the City of Clouds. Originally made to connect the silver mines which are no longer
productive (but have been replaced by the rich veins of iron and gold recently discovered), it is very dangerous,
due both to bandits and the natural threats from the unforgiving weather.
Road of Gold. One of the busiest trading routes of the Dominions, it starts from Askerios, in Syranthia, runs
to Kenaton bordering the Sword River, and then goes, by ship, to Lhobanport. Despite being in the heart of
the Iron Empire, it has become quite dangerous in recent years, because of the civil war in Kyros.
Slave Route. This infamous trading route starts from Caldeia, on the Endless Ocean, crosses the Verdant Belt,
and ends in Lhobanport. It is mainly controlled by Caldeia, which has placed several forts on it, and ensures a
constant flow of slaves from the Verdant Belt and Lhobanese wool to Caldeia, which, in exchange, sends Khav
and other wares to Lhobanport.
Stone Route. Not officially recognized, the Stone Route is a new passage discovered across the Land of Idols,
which makes the trip very short, with a mandatory stop in Stone Town, a village of outcasts in the heart of the
Land of Idols. Despite its sinister reputation (a number of caravans using it never reached their destinations),
today an increasing number of merchants are using it.

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THE IVORY SAVANNAH


The Ivory Savannah is an endless land of rolling hills and flat plains. It owes its name to a very
common type of grass that takes on a particular gray color while drying in the autumn. The Savannah
is a savage place inhabited by lions, gazelles, the striped horses named zebras, and even stranger
beasts. Despite what foreigners may think, the king of the savannah isn’t the powerful lion or the
mighty elephant; it is the buffalo, strong and vicius enough to disembowel a lion, if attacked.
The buffalo herds migrate north during the hot summers, reaching the grasslands bordering the
Brown Sea, while in the autumn they migrate south, following the Buffalo River, to the borders of
Caldeia.
The Savannah Tribes, who are mostly herders or hunters, follow the migrations of the herds that
provide them with food. They are organized in clans, some of them small (four to ten members),
others as numerous as five hundred strong. The clans are led by local chiefs and are usually
independent, though it isn’t uncommon for several clans to team up for big hunts, raids, or similar
occasions. The Savannah Tribes are constantly fighting the populations of the Verdant Belt and
their relationships with Kyros are even colder. In fact, the very fertile lands between the Sword
River and the Buffalo River are coveted both by the Kyrosian farmers and by the Savannah herders.
The latter take their herds to feed on the Kyrosian crops, while the Kyrosians not only fight the
trespassers but also attack peaceful Savannah Tribes to catch slaves. Caldeia has done likewise in the
south for centuries, but this is a state of affairs that is soon going to change (see below).
The Ngobi Tribe, one of the most powerful of the savannah, has a tradition of taming and using
buffalo as battle mounts. These mighty beasts are feared even by the Kyrosian army. Through long
generations of tribal wars and wise political treaties, the Ngobi have subjugated or made alliances
with all the major tribes of the savannah, achieving a leading position. But it is only under the rule of
a charismatic leader, the White King, that they have managed to bring all the clans together. Very
few strangers have seen the White King in person, and they say he is white and not black. Under the
guidance of their new leader, the Ngobi have also built a new capital of their kingdom somewhere
in the heart of the Savannah.
They call it the City of Elephants, and rumors say it is a marvelous place.
In the last few years, the White King has consolidated his power, and now is waging war on
Caldeia, by far the most dangerous enemy of the Savannah people. The War of the Chain, as is
called, is mainly a war of liberation to free the Ivory Savannah’s slaves from Caldeian Khav fields.
Nobody knows what finally made the White King decide to take initiative against Caldeia, but
probably Tosara, the mysterious white woman with the burned hand who is often seen at the King’s
side, was involved in it.

JALIZAR, CITY OF THIEVES


Jalizar, also known as the City of Thieves, is by far the biggest city of the north, probably the
second or third biggest city in all the Dominions. The Rotten Flower of the North, as it is often
called, is a place of trade and passage, but also a den of thievery and wickedness.
But, with all its flaws, Jalizar resisted the Valk invasion. Its mighty walls stopped the nomads, and
Dhaar, the lord of the horde, died in a tent outside the city.
Jalizar survived, but its citizens suffered greatly: Famine, theft and all types of crimes were
common during the three-year siege.
Today the situation isn’t much better. The city has undoubtedly recovered some of its vigor and

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is still the major trading center of the northeast. Heavily guarded caravans arrive from, and depart
for, Faberterra and Ekul weekly, while massive ships transport their cargoes across the Drowned
King Sea.
But the wealth isn’t evenly distributed: immensely rich merchants control all the revenues from
trade, while the masses starve. Even the King of Jalizar, nicknamed the Ragamuffin King, is forced
to beg the merchants for gold to preserve a semblance of order in the city.
Besides the merchants, the major force in the city is the thieves. At least three guilds of criminals
exist, and they exert strong control over the territory.
Even the merchant houses are forced to do business with them. Life in Jalizar is corrupt and
almost everything, love and faith included, is for sale. But it is also a place of great opportunity for
those with a sharp mind and a sharp blade.

KYROS
Kyros enjoys an excellent position in the center of the Dominions as a gateway between south
and north, and east and west. It is an ancient land with imposing palaces and well-tended gardens.
In days of yore, before the Iron Empire, Kyros was ruled by an Autarch, a monarch with absolute
power.
In that era, Kyros had the might of elephants on its side which made the Ivory Savannah Tribes of
the Ivory Savannah tremble and kept the ironclad Phalanxes of Faberterra at bay.
Sadly, those times are long gone and now very few war elephants survive in Kyros.
The central government has been fighting an eternal war of attrition against the Ivory Savannah
Tribes. All the Kyrosian rulers, first the Autarchs and then the Imperial Governors, have coveted the
rich lands south of the Buffalo River, as they are the most fertile, but the Savannah tribes have always
fought back to retain control over them.
The Kyrosian army constantly patrols the disputed lands, where fortified farming villages exist,
but the Ivory Savannah Tribes’ clever guerrilla warfare seems to be unbeatable. Most likely, if Kyros
had surrendered these lands to the nomads and focused on trade, it would now be the wealthiest
kingdom in the world. But, as things stand today, profit from trade and farming is barely enough to
support the great Kyrosian army and numerous mercenary forces.
The Autarchate was restored when Kyros became independent from the Empire. The first rulers
of the second dynasty of Autarchs were men of worth. Sadly, Ganymedes II of Kyros, the current
Autarch, isn’t. He is quite young, not older than thirty-five summers, yet he is as mad as a hatter. He
murdered his three older brothers to seize the throne and barely escaped an attempted poisoning in
the troubled times before he took power.
Since then Ganymedes has become paranoid.
He has many imaginary enemies (as if the real ones weren’t enough) and wakes up in the night,
screaming, for fear of the White King, the legendary ruler of the Savannah Tribes. Ganymedes is
convinced that the Tribes will invade Kyros, raze his city and kill him.
But today Kyros has two, more serious problems: first, a great famine spread over the land and
is only receding now, thanks the efforts of the many Fagiri, the wandering priest-agronomists of
Etu. The situation is improving but thousands of people have died in the last five years and may
others joined the ranks of the Zakharites, a large band of wandering beggars, leaded by the infamous
Zhakar, a troublemaker and rabble-rouser, who rob and steal everything they can.
The second problem is a cyclical one in the story of Kyros: the southern part of the kingdom, the
Gandhar, has rebelled again, a few years after the last insurrection, and today the country is in the

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middle of a civil war with Kyros City and Kenaton fighting against Sulapul and other minor cities of
the south, backed by some Ivory Savannah tribes, probably supported by the White King himself.
For now, the loyalist armies are holding, but only because they are backed by Syranthia, which fears
the collapse of the southern kingdom.

THE LAND OF THE IDOLS


The Land of the Idols is an area west of Lhoban, dotted with ancient ruins of unknown origin.
The remnants of palaces and roads abound, but the commonest ones are the stone idols — columns
shaped to resemble statues, from fifteen to fifty feet tall, representing humanoids, real and fantastic
beasts and, in some cases, wholly alien creatures. Nobody, not even the sages of Syranthia, knows
who built these idols and why.
The land is very spooky and animals don’t like it, except for rats, snakes, and bats. People
generally avoid it, because there are stories of caravans that took a shortcut to Lhoban through the
Land of the Idols and never reached their destination, even if recently the situation has changed a
bit (see below).
Until a few years ago, the only inhabitants of the
Land of the Idols were the Stylites. “Stylus” is an
ancient Syranthian word meaning column and the
Stylites are hermit monks, usually from Lhoban,
who spend their lives meditating on the top of an idol
column.
The Stylites are very wise and sometimes can
answer questions nobody else can, but their trance is
often so deep that they even forget to eat and drink.
The reason behind their unusual meditation practices
is unknown and, if asked, the monks just say: “we are
protecting the world”.

LHOBAN
Lhoban is a land of high mountains and deep
valleys. Crossing it isn’t easy, because very few passes
are open, especially in winter, and only the local
guides know them. At first glance, Lhoban is a land of
mountain men who live in small villages and lead a hard,
simple life, tending yaks and goats.
In reality, there is much more to Lhoban than meets
the eye.
First, in the low valleys the climate is milder and
terraced farming is extensively practiced.
Second, Lhobanmen love trading and their
two main border cities, Heaven’s Door and
Lhobanport, are bustling with activity. Lhobanmen
produce excellent wool and their weaving
techniques are the best in all the Dominions.

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Third, Lhoban is a land of high spirituality.


Although each village is ruled by a council of elders, the monks are the true ruling class, as well
as the cohesive force of this wide country. Lhoban monks are basically philosophers who follow a
doctrine of self-improvement and enlightenment. They live in secluded monasteries, but often visit
the villages, protecting the commoners from dangers and bringing the word of their master, the
Enlightened One, the true ruler of the country.
Indeed, Lhoban has its fair share of strange creatures (among which are the elusive Lhoban
Dragons) and dark creatures that only the spiritual powers of the monks can stop. In addition, many
valleys are isolated or still unexplored, so nobody truly knows what lurks within them.
Several centuries ago, a new philosophy spread among the monks: that true enlightenment
cannot be achieved through spiritual purity, but only through its opposite, perpetual evil.
According to this belief, only in deepest chaos can the true adept find his real self.
This new sect of monks, who are called Seekers of the Black Light, became the mortal enemy
of the traditional ones, following the path of darkness and trying to unleash the forces of evil
onto the world. Naturally the good monks rose against this abomination and a terrible war was
fought. In the end, the Order of Light, as the monks following the true philosophy are called,
triumphed, and the Seekers of the Black Light were defeated. But evil is resilient and, like weeds,
the evil monks survived and regained their strength. They are now a secret order, living in hidden
monasteries, walking among the common people or, even worse, hiding among the good monks
to spread chaos, corruption, and disorder.
Rumor has it that their evil schemes are extremely far-reaching and even involve faraway states.

THE LUSH JUNGLE


The Lush Jungle is an enormous tropical forest that marks the southern border of the known
world. Nobody has explored it completely, because it is a very dangerous place. Fatal diseases
and beasts like snakes and spiders of every size and degree of venomousness are only some of the
dangers lurking under its trees.
The Lush Jungle is the ancestral home of the Pygmies, a primitive race of dwarf men who withdrew
to the shadow of the mangroves shortly after the fall of the Dread Star. According to the Syranthian
sages, they are the descendants of Keronian slaves, who came here to find their freedom.
Whatever the reason, they are very reclusive and possessive of their land. Pygmies are deceitful,
just like the spiders they love so much. They let you go deep into their territory and then they attack
you with poison blowguns, traps, and so on. Very few of those going on expeditions into the Jungle
make it back.
Why would a civilized man want to go to this wild land?
The reason is simple: greed. The bed of the Anaconda River, the main river crossing the jungle,
is said to be littered with gold, ready for the taking by those so bold as to dive into it, despite its
crocodiles and giant water snakes. The mountains are even more appealing, as they are full of
precious ore.
These rumors have lured adventurers and desperate rogues from all over the Dominions.
There is also a city, Verazar, founded fifty years ago by a drunken prospector. It is a place full of
diseases, whores, and the scum of the world. It is also the starting point for expeditions into the jungle.
Actually, although a certain quantity of gold can be found, the expeditions aren’t worth the trouble.
Even if someone were lucky enough to find a huge amount of gold and come back to Verazar, avoiding
the dangers of the jungle, the cutthroats of the city would rob and kill him in no time.

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But greed makes people optimistic and many are willing to try their luck.
After a few shots of cheap liquor in a tavern in Verazar, many adventurers will start talking of a city
entirely made of gold hidden deep in the jungle. It is deserted, because its inhabitants died centuries
ago, and it is waiting to be found by a lucky prospector! Those who have detailed information claim
that Aurica — that’s the city’s name — is located near the fabled source of the Anaconda River, which
no one has ever found. Many expeditions have set off to find Aurica, but nobody has ever returned.

NORTHEIM
The lands of Northeim are full of deep valleys, wild rivers and ancient forests. Northeim is mostly
uninhabited, because the Northlanders live in isolated clans and don’t farm on a large scale.
The Northlanders aren’t the only dwellers in this immense area. The Cairnlanders, the Nandals,
and the few inhabitants of Imperial outposts call this place home.
Northeim is a wild land: wolves, bears, mountain lions and many other creatures roam the land
and only the strongest of men can endure life in this harsh place. It is also rich in natural resources,
such as wood and excellent stone, and also copper, iron and gold. Yet, the Northlanders are too
uncivilized to be skilled in the use of metals. They can barely work them and have no idea how
to build a decent mine. It is easier for them to buy or steal metal weapons and tools from the
southerners, although some of them are slowly learning the secrets of metalworking, which
fascinates them.
An important land feature of Northeim is the Smoking Mountain, or Mount of Fire, a big volcano
in the heart of the land. Fifty years ago, a group of Imperials came here and built a strange temple,
called the Monastery of the Hammer. The Northlanders attacked it, thinking they would find only
weak priests defending precious artifacts. But they were wrong. The temple was inhabited by a
horde of metal-clad warriors, who slaughtered the barbarians. Now the Northlanders grudgingly
respect their neighbors and some friendly relations are budding. The temple dwellers have revealed
themselves as the true followers of Hulian, the Smith God, and are teaching the Northlanders a lot
of things, among them the secret of forging iron!

THE RED DESERT


The sages say that the Red Desert was created by the dust raised by the fall of the Dread Star and
it was once a great forest. Seeing it today, it is hard to believe the sages. Rocks and thin reddish sand
stretch for hundreds of miles in every direction, interrupted only by the occasional oasis. Despite
its appearance, the Red Desert hides several treasures and marvels, like great forests of petrified
trees, plains lined with veins of precious ore and dotted with gems sticking out from the ground and,
finally, the Red Lotus, a very precious variety of Lotus that lives as tiny spores on the stone petals
of desert roses.
It is also a dangerous place, inhabited by deadly beasts. Besides scorpions and snakes of small to
giant size, there are Skull Jackals, very dangerous predators, and the dreaded Ulatisha, The Being
That Digs in the Sand, a legendary monster.
The Red Desert hosts some Independent Cities and is home to nomads and tribes of herders, the
only people capable of surviving in this harsh land. They are divided into clans, usually recognized
by the color of their robes.
Brown and Green Nomads are quite peaceful, but the red-robed ones aren’t.
These desert dwellers aren’t a friendly people, except when they expose their faces, which

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PLAYER’S GUIDE

happens very rarely. Then, they are jovial and amicable. But, if the face of a Red Nomad is covered
by the kballa, a sort of heavy veil, he is ready to assault and rob you of all your belongings, and leave
you to die of thirst in the desert, without remorse or good reason.
Some say that the Red Nomads descend from the survivors of the Fallen Realm of Keron, because
they speak a strange language and worship desert spirits called Djinns. The Red Nomads are a very
warlike people and sometimes trespass into the Ivory Savannah and engage the Ivory Savannah
Tribes in bloody battles.

SYRANTHIA
Syranthia is a land of low, rolling hills and fertile plains. Agriculture is widespread and it produces
mainly vegetables, fruit and grapes (Syranthia’s wine is famous throughout the Dominions). This is
why Faberterra conquered Syranthia many years before the Empire.
Its two main cities are renowned for different reasons. Syranthia City, the capital of the dominion, owes
its fame to the Library, the greatest collection of books, scrolls and tablets in the known world. Legions of
scholars spend their lives studying such a wealth of knowledge and the city is a place of learning and trade.
Askerios, almost as old as Syranthia City, is actually the most important economic center of the
Empire and the biggest port in the known world. Slaves from Ascaia, timber from Northeim, and
Water Lotus from the Brown Sea are only some of the goods that can be found there.
Syranthia is ruled by a council of merchant princes, who managed to become independent from
the Empire without any bloodshed. In truth, Syranthia still pays tribute to Faberterra, but it is only a
very small percentage of its huge riches and certainly a worthwhile investment, if it helps Faberterra
in fighting the northern barbarians.
Recently Syranthia is also helping Ganymedes II, the Autarch of Kyros, to win the civil war, all in
an attempt to preserve the stability of the heart of the Empire.
Despite being mainly farmers, merchants and scholars, Syranthians know how to defend
themselves. Their military fleet is impressive and, on the mainland, they boast a tradition of
cataphract cavalry, the heaviest mounted troops in the Dominions, usually made up of the younger
sons of the merchant elite.
Syranthia represents civilization in its most opulent form. Syranthian merchants are fat and
greedy, their women snobbish and adorned with jewelry. Many upper class Syranthians indulge in
strange pleasures coming from the south, or even follow the unholy Tricarnian religion. The latter
use the arts of mages and warlocks to gain an advantage over their competitors. Seemingly rich and
happy, Syranthia is probably the home of much evil.

TRICARNIA
Tricarnia is a land of vast plains, crossed by a web of small rivers. The climate is mild and the
crops abundant. As mentioned above, Tricarnia is divided into Principalities, each ruled by a Priest
Prince, although day-to-day business is usually supervised by eunuch slave-bureaucrats.
Tricarnians have greatly developed their farming techniques. In the last few centuries, they have
used the many rivers of their land to create a great network of irrigation canals for their main source
of food production: rice fields.
The rice crops are so abundant that they can feed the masses of slaves who live in this land.
Tricarnia is what is left of the great Keronian Empire and the Priest Princes think with the
grandiosity of their ancestors.

58
HERO’S JOURNAL:
THE SEA GUARDIAN
OF ASKERIOS
Askerios is famous for its massive Sea
Guardian, a fifty-yard tall bronze statue of
a man holding a torch. The statue is hollow
and doubles as a lighthouse: its torch is the
light that leads the ships to the haven of
Askerios. There are various stories about
the origin of the Sea Guardian. Some say it
was built by an ancient king of the city and
represents a now forgotten divinity, others
say it is a gift from Hordan, fallen from
the sky along with the Dread Star. A third
theory claims that it is a Keronian relic,
found while digging the city’s foundations.
The Askeronians, however, usually believe
one of the first two theories.
Whatever its origin, the Askeronians know
that, as long as the Sea Guardian protects
its port, Askerios will be prosperous.
Another strange fact about the statue is
that, after centuries of being exposed to
the elements, it is still intact, with no trace
of rust on its smooth surface.

Their cities, usually quite small, have a beautiful and complex architecture that even the
best masons of Faberterra cannot imitate. However, the center of all important decisions is the
Prince’s palace, which includes all the most important parts of the city. So, for example, the
merchant houses are located in the courtyard of the palace, like the temples and other major
facilities. This is something that strangers must be aware of: entering a Tricarnian city means
entering the Prince’s palace.
Everything in it belongs to him and is only temporarily used by the slaves and servants.
The two major social classes are nobles and slaves, but a very small group of middlemen exist.
They are freed slaves or the children of freed slaves and work as traders and specialized artisans.
They are called freemen and their freedom is by no means guaranteed—they can easily be forced
back into slavery.
Tricarnia has fought quite a number of harsh wars on its land, mainly against the Iron Empire
and the Caleds, but the Northlanders have also occasionally attacked its borders. This is why large
parts of it are not inhabited and crumbling ruins dot the land.
Not all the slaves are content with their condition, but for many of them there is no other choice.
The few who manage to escape from their cruel masters go north, crossing dangerous deserted

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PLAYER’S GUIDE

areas, and take refuge in the mountains, where free communities of runaway slaves exist. Here,
life is hard for the former slaves, but they do not mind because here they can be their own masters.
The Tricarnian Princes know of these communities but do not destroy them. The reason is simple:
free men are usually stronger and more intelligent than the average slave and the mountains are
a good source of manpower. Every now and then, a Tricarnian Prince takes his army and goes
hunting for men in the Brokenchain Mountains. This is both business and pleasure, because few
things excite Tricarnian nobles more than hunting men. But lately something has changed. The
runaway slaves of the Mountains don’t just flee anymore; now, they fight.
Someone has taught them how to defend themselves and, even worse, has given them weapons.
The army of last Priest Prince who went to the Mountains to hunt for slaves was butchered and the
Prince himself barely managed to escape.
This outrageous behavior cannot be tolerated and will be harshly punished.

THE TROLL MOUNTAINS


The Troll Mountains mark the northern border of the world. What lies beyond these tall,
snowcapped peaks is a mystery even to the sages of Syranthia. What lurks among the mountains,
though, is well-known: Trolls — big furry creatures, with a really bad attitude and a taste for
human flesh. Many other incredible beasts live in the Troll Mountains, such as giant bears, elks,
and vicious snow vipers.
When the winter is harsh and hunger torments their bellies, the trolls leave the mountains and
go hunting for men in Northeim and the Cairnlands.
There are two species of trolls. The great trolls, or true trolls, are five-yard tall hulking brutes
with razor sharp claws, and it takes dozens of fearless warriors to stop them. Luckily, they are
barely smarter than animals and clever tactics, complemented by a lot of luck, are enough to deal
with them.
The small trolls, also named Nandals, are a race of primitive cavemen.
The shape of their throats makes them unable to speak; they can only emit low sounds and
grunts, so they are named Nandals, which in the Northeim language means ‘mute’. Despite being
smaller than true trolls, the Nandals are more vicious, because they are gifted with brutish force
and a certain degree of intelligence. They usually hunt men for food or kidnap women to mate
with them.
The Nandals are less geographically settled than great trolls. When they migrate, entire clans
come down from the north, sometimes as far as the Borderlands or in the Iron Mountains. A
Nandal invasion is always a major threat to a civilized race, because the cavemen don’t parley and
give no quarter. They simply kill, pillage, and rape. It is said that the Nandals were once common
white men, who had the misfortune of being exposed to massive amounts of the dust from the
Dread Star, which mutated them into the aggressive creatures they are today. Some Northeim
warriors who ventured into the Troll Mountains to hunt or simply to show their courage claim to
have seen ancient paintings representing white men in the caves inhabited by the Nandals.

VALKHEIM
Valkheim is the new home of the Valk. The clans faithful to Tukal, first son of Dhaar, followed
him here and established a new Valk realm.
Today Tukal has been dead for many years, but his kingdom survived him.

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Gazetteer of the Dominions

Valkheim is a land of grassy plains and rocky hills. It is largely uninhabited, except for some
villages of fishermen and farmers on the shores of the Drowned King Sea.
This population is a mix of Cairnlanders and more civilized men from Zandor. Generally, they
are peaceful and quite superstitious.
Shortly after coming to Valkheim, the Valk warriors, full of rage over the death of their leader,
Dhaar, razed these villages and butchered their inhabitants. After a while, Tukal, who wasn’t a
fool, understood that these people could be used as slaves by his people, so he spared the lives of
the survivors. The Valk call them “the Cows”, since they aren’t able to fight and are bad riders,
but their true name is the Zharim and they are an ancient, peaceful race of farmers.
The Cows are fairly good craftsmen too, and can build boats, which the Valk are not familiar
with. Tukal’s idea was to create a fleet of ships to transport his men and horses to the Borderlands
and invade Faberterra, the heart of the Empire. But this was a short-lived dream: the boats were
too primitive, had room for no more than a dozen horses each, and could not sail too far from the
coast.
So the plan was abandoned, but the Cows were allowed to live in independent communities
and pay tribute to the Valk lords.
Of the many Zharim cities, a single one survives more or less intact today: Zhara, built on the
coast and the former capital of the Zharim kingdom. Today it is ruled by the Council of Zharim
Elders (or Council of Cows as the Valk mockingly call them), who are subjugated by the invader’s
power and pay a yearly tribute.
Zhara is very ancient and, surprisingly, has flourished under Valk domination, becoming a hub
of the trade in cattle with Jalizar, but today, with the arrival of Deserjaas (see below), many fear
this age of prosperity has ended.
Today, the Valk live in the eastern part of the country,
leading their traditional, nomadic life, while the
Cows continue to live on the coast. The Cows
are quite content with the situation: the Valk
are harsh masters but protect them from the
Cairnlanders, who periodically raid their
lands.
What about Dhaar, the leader of
the Valk?
On a hill, deep in the steppe, the
Valk made the Cows build a massive
stone construction. It is the tomb of
Dhaar, the greatest ruler of the Valk.
His body lies within, perpetually tended
by a special group of Valkyria. For unknown
reasons, the corpse is still intact, as if the mighty
warrior were asleep and not dead.
The Valkyria believe that the spirit of Sha-
Mekri dwells in Dhaar’s body and that, sooner
or later, he will wake up to lead the Valk horde once
more.
This prophecy seems to have been fulfilled sooner
everyone expected. Some time ago, a man arrived from

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PLAYER’S GUIDE

the steppes. He calls himself Deserjaas, which means “successor” in the Valk tongue, and he is
enflaming the souls of the Valk warriors like a fire on the autumn steppe: he swears he will crush
the Iron Empire under the hooves of his horse and if anyone can do that, it is him (see sidebar).

JOURNAL: DESERJAAS
The new lord of all Valkheim came from the steppes the day the Sword of Hulian, which the Valk call the Blood
Strike, appeared. Dressed in a long robe, he has a black sword hanging at his hip, called Cath-Raga. But his
most impressive feature is the polished metal mask covering his face, which depicts the horrible visage of Sha-
Mekri, the arch-demon of the Valk.
Nobody knows of what metal this ornament is made of, but more than one person would swear it is made of
steel.
Deserjaas has a deep voice, capable of enthralling listeners, and is always surrounded by a sworn guard of
fanatical Valkyria, the Valaska, which never leaves his side. To differentiate them from other Valkyria, they dye
their hair red, so they are often called the Blood Guard or Red Witches.
But the Valkyria aren’t the reason why Deserjaas is so feared: one of the first things he did to achieve power was
killing Rogal, son of Tukal, and king of Valkheim by right. If the stories are true, he didn’t even unsheath Cath-
Raga, but simply raised a hand, and Rogal was set afire, like a pyre of pine wood. Deserjaas laughed, hearing his
enemy’s screams, and the clans bowed in front of him, horses included.

THE VALK STEPPE


This land is only the first, little chunk of the Far East, where whole hordes of Valk clans and other
strange populations live. Very little is known about them.

THE VERDANT BELT


The area of the Verdant Belt could be a true paradise on earth. It is a fertile land, where farming
is easy and the climate mild.
But it is surrounded by vultures. It is threatened from the north by the Savannah Tribes, who
often trespass into the Belt with their herds. To the south there are the dark Lush Jungles, from
where the Pygmies and other dark things occasionally come looking for prey. But the greatest evil
comes from the west in the shape of Caldeian slave traders, who travel down the Slave Route ending
in Heaven’s Door, in Lhoban. They smile a lot, and bring drugs and precious metal weapons, but in
exchange they want a huge amount of slaves.
The Verdant Belt is inhabited by farmers of the Ivory Savannah Tribes. They mainly grow bananas,
the staple of their diet, and live in fortified villages. They use a particular farming technique called
“slash and burn”; they burn large parts of the rainforest and then cultivate the deforested area for
four to five years. After this period, the soil is depleted, so the area is abandoned and a new village
is founded somewhere else.

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Gazetteer of the Dominions

The Verdant Belt tribes are fiercely independent, but in the last few years some of them have been
subjugated by the White King of the Ivory Savannah. They pay tribute in exchange for the King’s
protection and are starting to trade vegetables for cattle, a business that is mutually profitable.
Obviously, Caldeia doesn’t look kindly on the new peace spreading across the Belt and, wherever
possible, it tries to bring war to the area.
The people of this land are great storytellers, and they have many legends and strange stories to
tell. One of the scariest ones is about a cursed race of Jaguar Men, who live in the thick of the Lush
Jungles and leave only to hunt the Ivory Savannah Tribes. There is no evidence of their existence,
but lately entire villages along the border have been found empty of their inhabitants. Is the legend
true or is something even darker stretching its fingers over the Belt?

ZANDOR
Zandor is what remains of the eastern Iron Empire.
A very large area, for some reason Zandor never unified into a large empire of its own, but the
various city states remained largely independent.
In truth there are stories of the fabled “Kings of Zandor”, but these are so old that nobody
believes them anymore. The only central authority Zandor ever had, and then only for brief periods
of time, was that of Jalizar, the City of Thieves.
Before the Valk Invasion, in fact, Jalizar was the biggest city in the world, rivaling Faberterra in
beauty and riches and during the apogee of the Iron Empire, the Governor of Jalizar had a power
greater than that of most kings.
Then the Valk arrived and destroyed everything.
The immense region of Zandor — once full of prosperous towns, rich villages and well-tended
fields — is now a mass of crumbling ruins, inhabited only by wild animals and the unholy beasts
summoned by the Valkyria and left wandering free.
The fields have reverted to forests and rocky plains, only good as pastures for the Valk herds, and
twisted trees grow in the deserted palaces.
After the death of Dhaar, the Valk warlord, the clans faithful to Juggu, Dhaar’s second son,
remained here, believing they could conquer the whole land in a few months.
But Juggu wasn’t a lucky man. He died after three months from an infected wound and the various
clans, driven by age-old rivalries, soon lost their short-lived unity.
Today, the Zandorian Valk are too divided to conquer the whole region, but they are strong
enough to be a constant threat, so control over the land is virtually shared.
The Zandorians live in isolated, independent settlements, with strong militia and draconian
laws, and they can only protect the nearby territory. The Valk, instead, wander the region freely,
following their nomadic customs.
In truth, nobody is capable of ruling over Zandor.

63
HEROES
“My name is Shangor, dog! And you’ll
die for putting me in these chains!”

– Riotous slave to his new owner in the flesh market of Faberterra

HEROIC CONCEPTS
The world of Beasts & Barbarians is full of interesting characters, but you might be a little
overwhelmed or simply out of ideas, so here is a list of character types you can use or tweak to create
your outstanding hero.
Adventurer. The typical jack-of-all-trades, adventurers come from all walks of life and have
abilities in various fields. An adventurer can be a treasure hunter, a traveler with great wanderlust or
a clever scoundrel. Whatever his past, adventure is his daily business.
Amazon. The Dread Sea Dominions are a very chauvinistic world and women are usually seen

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Gazetteer of the Dominions

as objects for pleasure or, even worse, as breeding machines. An Amazon is a woman who has
emancipated herself; she fights and lives exactly like a man. Ascaian Amazons are the only Amazon
culture of the Dread Sea Dominions, but outside Ascaia many a courageous woman can leave her
mark on society, for example the Spear Widows of Northeim, women who, having lost their families,
pick up their father’s weapons and go seeking revenge.
Assassin. An Assassin can find employment in any place and in any culture. He might be a shady
lone wolf, a member of the powerful Assassins’ Guild of Jalizar, or an executioner following one of
the dark cults in the decadent cities of the Iron Empire. Whatever his background, this individual is
very skilled at one task: killing.
Bandit. The Empire, the law, and civilization itself are crumbling, and the world is full of wolves
ready to take advantage of the situation. This character is one of them. He usually earns his living by
sacking, pillaging and stealing. Most Bandits are ruthless bastards, but the more sympathetic ones
steal from the rich to give to the poor. These individuals are usually liked by the commoners and
become the subjects of stories and ballads.
Barbarian. Barbarian literally means “one who stutters” and originally the word identified all the
people who don’t speak the Imperial language fluently. Today the term refers to all the uncivilized
populations beyond the boundaries of the Iron Empire. Traditionally, barbarians have been
represented in two ways: as hulking brutes with none of the traits of civilized people, living only by
the law of the sword, or as noble savages, living peacefully in communion with nature — an ability that
civilized men have lost. Most barbarians don’t perfectly fit either archetype, but are a mix of both.
Courtesan. A courtesan can be an exotic dancer at the court of a prince, or a simple tavern wench.
Whatever her origin, she is usually beautiful and, besides her erotic skills, she is quite capable of
manipulating the stupid males with her beauty.
Entertainer. Poets, bards, acrobats, mimes and every type of showmen are common in the
Dominions. They tell stories, report news and entertain people with their performances. Some of
them, like court poets, can be firmly rooted in a single place, but many are wanderers, taking their
songs and shows wherever they can find an audience.
Gladiator. Gladiators fight in the arena for the delight of the crowds. They can be rich celebrities,
at whose sight women sigh and faint, or desperate toughs who wrestle with rabid dogs in back alleys
for a few copper coins. In many places gladiators are slaves, though they usually lead a better life
than a free man, constantly pampered and well-nourished by their master. At least until they meet
their end in the arena.
Lotusmaster. Skilled alchemists, poisoners and healers, these feared individuals know how to
use the Lotus to heal a wound, kill a man in horrible ways, or summon strange visions from the air.
They are a reclusive sect and very jealous of their secrets.
Mercenary. Some fight for an ideal and some for self-defense, but a mercenary fights only for
loot and money. Usually, but not always, he is a skilled warrior. A big mouth and an impressive
appearance might be the only weapons a mercenary possesses and it is difficult to know before the
battle if the man you hired is a real fighter or just a windbag. But remember, regardless of his skill, a
mercenary is first and foremost loyal to his purse.
Monk. Monks are people in search of enlightenment and self-perfection. Through meditation
and contemplation, they learn how to perform amazing feats impossible for the common man.
Some of them can endure thirst and hunger for months, while others can kill a man with a single
bare-handed blow. The most famous monks come from faraway Lhoban, but several other monastic
groups exist, like the Stylites of the Land of Idols. Some of them are pacifists, philosophers, sages,
and men of knowledge, while others, usually martial artists of great prowess, actively fight the evil

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PLAYER’S GUIDE

of the world. Note that not every monk is pure and good: among them, sadly, there also exist sects
dedicated to evil, which they believe is a faster route to perfection.
Noble. Decadent princes of Tricarnia, merchant lords of Syranthia, Northlander tribe chiefs, all
these people are nobles, born to rule the people, and responsible for their subjects’ safety. They
mostly lead a stable and pampered life, but some of them decide, or are forced, to choose the path
of adventure.
Nomad. Nomads are constantly on the move. Some of them, like the Valk, are herders, so they
are forced to move to let their beasts graze, while others are hunters that follow the migrations of
their quarry, like the Ivory Savannah Tribes hunting buffalos in the Ivory Savannah. Some nomads
move on foot but a great number of them have horses and are excellent riders.
Pirate. The scourge of the seas, these men know no lord other than the captain of their ship,
and prey on any vessel they find. Some of them still possess a glint of honor and humanity, but for
the most part they are just a bunch of criminals. A specific type of pirates are the dreaded Corsairs
of Caldeia, a group of pardoned sea scum who now actively roam the Endless Ocean fighting other
pirates at the orders of the King of Caldeia.
Priest. There are many gods in the Dread Sea Dominions, and thus a great number of priests.
Despite sharing the same title, there are many differences among them. A depraved priest of
Hordan, for example, is very different from a pious Shepherd of the Divine Couple or a midwife
priestess of Etu. Remember that, in the Dread Sea Dominions, priests have no supernatural powers.
If they want them, they must devote themselves to sorcery, a very dangerous path.
Sage. Although the world is in the hands of warriors, barbarians and other men of the sword,
there are some who actively look for and preserve knowledge, in all its forms. These individuals are
Sages. They might be archivists at the Library of Syranthia or enlightened aristocrats with a passion
for books. Whatever their origin, knowledge is what they seek and protect.
Sailor. A wanderer of the seas, a sailor feels more at his ease on the deck of a ship than on solid
ground. He has seen a lot of places and kissed women of many different complexions, and he wants
more of both. He isn’t against a little piracy if it keeps his purse fat, but mainly he is a traveler and
an adventurer.
Slave. Sadly, slavery is very common, so it is no surprise if a hero is born in chains or made a slave.
Slaves come from all social classes, and a slave, or an ex-slave, can be a very motivated character and
have a very wide array of skills. He can be a lowly servant, but also a warrior slave of the Tricarnian
army, or a sage or a scribe kept alive for his unusual abilities. Remember, anyone can fall into slavery.
Sorcerer. Magic is a dangerous business that requires constant application and a strong mind.
The very soul of the practitioner is involved in the dark rituals necessary to bind the arcane forces to
the caster’s will. So mages of all types must be aware of the risks they run when they whisper their
forgotten spells. A sorcerer is a generic term for all those wizards, warlocks and petty practitioners
involved in magic. Although many of them are only charlatans, the few individuals truly gifted with
magical powers are among the most powerful, and most dangerous, individuals in all the Dominions.
Thief. Wherever there is wealth, there is someone ready to snatch it. A thief is an expert in
stealing property, and no safe, wall, or guard can stop her. She can be a member of a powerful
thieves’ guild, like those of Jalizar, or a freelancer, but her skills are not in question when it comes
to stealth and break-ins.
Warrior. The sword rules the world in this troubled age. This individual can be a clan warrior
from the savage north, a slave fighter of Tricarnia, an elegant cataphract of Syranthia, a hoplite of
the Iron Phalanxes, a simple caravan guard or whatever you want, but his main feature is his ability
in the art of war.

66
CHARACTER
TWEAKING AND
MIXING CONCEPTS
Characters, like real people, have a past and

CREATION are the result of their past experiences.


This is particularly true for sword and sorcery
heroes.
The creation of a player character for Beasts &
So you can create a more vivid hero by mixing
Barbarians follows the standard Savage Worlds rules.
and tweaking the concepts. For example, by
All playable characters are humans, so the heroes
merging together a Monk and a Bandit, you
begin with a free Edge.
can create a hero who, brought up as a monk
Normally, Beasts & Barbarians heroes are more
in faraway Lhoban, has become corrupted by
experienced than standard fantasy adventurers; they start
vice while traveling in the western countries
the game at Seasoned Rank (20 Experience Points).
and turned to banditry to satisfy his new needs.
He could be trying to regain his former purity
SKILLS or to enjoy his current state to the full.
Whatever his choice, this hero can make for an
The following skills are modified or extended to fit the
interesting character.
setting.
Similarly, you can combine a Barbarian and a
Slave. Your hero is a former Ivory Savannah
KNOWLEDGE Tribe barbarian who was captured by Caldeian
slave hunters and sold as a slave in Tricarnia.
The following are the most useful areas of knowledge
When the adventure starts, he has just
Skills in this setting.
managed to free himself and is trying to return
Arcana. This covers the vast field of magic, the occult
south to his homeland…
and the supernatural.
Once you grasp the technique, it is easy to
Battle. Useful for mass combats.
create interesting characters in no time.
History. This covers knowledge of the past.
Legends and Lore. From common folklore to
knowledge of myths and fantastic creatures and places.
Religion. This covers all religious matters. In some
cases, it can also be used, with a penalty, to cover matters
of Arcana or Legends and Lore.
Specific Area. The focus can be the Empire, North
Dominions, South Dominions, Eastern Lands, or a specific city or country.

PILOTING
This skill isn’t used.

DRIVING
This skill is used to drive chariots, carts, and other similar vehicles.

STEALTH
Beside its other uses, Stealth is used to deliver poison while staying unnoticed. Pouring poison
into a tankard while no one is looking, for example, at a feast or in a crowded tavern, requires a

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PLAYER’S GUIDE

Stealth roll. On a failure, someone notices the attempt. In a one-to-one situation (like two people
drinking together) or when someone is explicitly paying attention, delivering poison requires an
opposed roll between the poisoner’s Stealth and the observer’s Notice.

LITERACY, LANGUAGES AND A REALITY CHECK


The Dread Sea Dominions are a very illiterate world. So, by the standard game rules, almost all characters
should have the Illiterate Hindrance. Yet, this would cause a generic flattening of the heroes. Hence, the
Hindrance is ignored and each player is allowed to decide if his hero knows how to read and write or not
(depending on the hero’s background). Illiterate characters have an extra Skill point, to be spent on a Smarts-
based skill. Characters can become literate during the game by spending an Advance. A hero starts the
game knowing a number of languages equal to half his Smarts die, plus his native tongue as per the Multiple
Languages setting rule. New languages can be acquired through advancements.

HINDRANCES
FORBIDDEN HINDRANCES
The following Hindrances aren’t used in this setting: All Thumbs, Doubting Thomas, and
Illiterate.

MODIFIED HINDRANCES
POVERTY (MINOR)
Besides starting with half the amount of money, a Poor hero also halves his Savings (see SEPG
page 117).

NEW HINDRANCES
Some new Hindrances are available in this setting.

CAROUSER (MINOR)
The hero usually puts himself in danger while relaxing and feasting. Whenever he decides to draw
a card for the After the Adventure Table, he draws two cards and the Game Master chooses which of
the two applies (usually the worst).

DAMSEL IN DISTRESS (MAJOR)


The world of Beasts & Barbarians isn’t inhabited only by muscular warriors, witty rogues,

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and powerful sorcerers. It is also a world of beautiful women who,


sometimes, put themselves in danger and are hopefully saved from
such perils by valiant heroes.
A Damsel in Distress is one of these unfortunate women. She
is totally unable to defend herself, so she has −2 to Fighting, Fear
rolls, and to resist Tests of Will. She appears very vulnerable and this
makes her a favorite target for slave hunters, evil magicians and other
bad guys, who have in mind a “fate worse than death” for her. Hungry
monsters might also attack her to satiate their craving for human flesh.
Conversely, neutral or good characters like her and feel
protective towards her tender body. For these reasons, she gains
+2 to Charisma and receives an additional Benny. This Benny
can be used as normal or, once per session, she can freely
give it to a friend (as per the Common Bond Edge).
A Damsel in Distress can learn how to cope with the
harshness of the world. Every time she gains an advance
she is allowed a Spirit (−4) roll. In the case of success,
she loses one of the three penalties above. Once all the
penalties are removed, she loses the additional Benny
and the capability to share it but retains her Charisma
bonus.
Damsels in Distress are generally female, but nothing prevents a
male from taking this Hindrance, except for the constant mockery
of his companions.

DEPENDENT (MAJOR)
Fiction is full of heroes having old aunts, love interests, sons and other weak
persons in their care. These characters, rather than being an asset, are a limitation for the hero who
must do all he can to protect them. Dependents are also a very good choice when the bad guys must
kidnap, torture, poison or generally threaten the hero.
In game terms, a Dependent is a Henchman, run by the GM. As a rule of thumb he should have
only 3 points in Attributes and 10 Skill points, but this is only a recommendation, the GM is free to
build build him as he sees fit.
The hero must pay real attention to his Dependent: if he is harmed in a serious way (GM’s
decision), the adventurer begins the next session with one Benny less. If he is killed, the character
starts with no Bennies, and must replace this Hindrance with another one.
Note that it is perfectly fine for a Dependent to be useful, in some cases, but he must be more of a
problem than a help in the majority of cases.

FEAR OF MAGIC (MINOR/MAJOR)


Magic is always mistrusted in the Dread Sea Dominions, but the hero is a particular case: he truly
dreads it. With the minor version of the Edge, he tries in every way to avoid the supernatural and
even friendly magic.
As a Major Hindrance, his revulsion also prevents him from using magical objects, Lotus potions
included, and whenever forced to face or use magic, the character must make a Fear roll.

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PLAYER’S GUIDE

IRASCIBLE (MINOR)
The hero cannot stand insults of any kind and is always ready to react to them. Besides the roleplaying
effects, he also suffers −2 when resisting Taunts or Smarts-based Tricks. As partial compensation, a
hero with the Berserk Edge can apply a −1 to the Smarts roll to go into the berserk state.

LOST ON THE WAY (MINOR OR MAJOR)


You must have the Enlightenment Arcane Background to take this Hindrance. Your deeds or
your lifestyle have made you stray from the Path of Enlightenment to become, for instance, a Jan
Tong thug of Jalizar, or simply lost your faith. The minor version of the Hindrance means your
Enlightenment skill cannot start above d8 and you cannot raise it further, even with advances.
The major version is even harsher: it works exactly like the minor one, but you can’t take any New
Power or Power Points Edges. Removing this Hindrance is possible through a personal quest to
find Enlightenment again. In this case, the Hindrance should be replaced with another suitable one.

SHARP-TONGUED (MINOR)
Certain people are born to provoke. You are sarcastic, sharp-tongued and, even in combat, you
waste time babbling something insulting about your opponent’s personal hygiene or his mother’s
profession. A Sharp- Tongued hero must spend his first action in any combat on a Taunt Test of
Will. He can perform other actions in the round, with the normal multi-action penalty. He can also
avoid this restriction by spending a Benny. In addition, his somewhat unnerving attitude limits
his social abilities: he cannot raise his Persuasion skill over d8. As minor compensation, a Sharp-
Tongued hero gains +1 to Taunt rolls.

EDGES
Enlightenment and Obscurement: the two paths of the monks are complementary and
opposite, but mechanically they work in a very similar way. Wherever you find “Enlightenment”
as prerequisite of an Edge, you can replace it with “Obscurement” and vice versa, unless the Edge
description explicitly states otherwise.

FORBIDDEN EDGES
These Edges aren’t used in this setting: Adept, MacGyver, Mentalist, Mr. Fix It, and Wizard.

MODIFIED EDGES
ACE
Requirements: Novice, Boating or Driving or Riding d8+
This Edge is slightly modified to work on chariots (Driving), ships (Boating) and mounts
(Riding). Each of these “vehicles” requires a different version of the Edge; Charioteer (Driving),
Quartermaster (Boating), or Born in the Saddle (Riding). A hero with one of these Edges adds +2
to Driving, Boating or Riding rolls, as appropriate. In addition, he may also spend Bennies on Soak
rolls for a vehicle, vessel or mount he controls, by making a Driving, Boating or Riding roll at −2
(canceling the usual +2). Each success and raise soaks a wound and any critical hit that would have
resulted from it.

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ARCANE BACKGROUND
Three new arcane backgrounds are used in Beasts & Barbarians: Lotusmastery, Sorcery, and
Enlightenment. All the other arcane backgrounds are banned. See Chapter 3: Magic for further
details.

CHAMPION
Requirements: Novice, Arcane Background (Enlightenment), Enlightenment d6+, Spirit d8+,
Strength d6+, Vigor d8+, Fighting d8+
Apart from the different requirements, this Edge works as usual.

HOLY/UNHOLY WARRIOR
Requirements: Novice, Arcane Background (Enlightenment), Enlightenment d8+, Spirit d8+
Apart from the different requirements, this Edge works as usual.

NOBLE
See Rich and Filthy Rich for monetary changes. Otherwise, it works as usual.

RICH AND FILTHY RICH


For adventuring heroes, these Edges grant respectively five times and ten times the starting funds,
but they bestow no regular income. For NPCs they work in the customary way.

SOUL DRAIN
Requirements: Novice, Arcane Background (Sorcery), Sorcery d8+, Knowledge (Arcana) d8+
Apart from the different requirements, this works as usual.

BACKGROUND EDGES
BEAST RIDER
Requirements: Variable minimum Rank, Riding d6+
This character is one of the most dreaded warriors of the Dominions, because he has a terrible
beast under his control and he rides into battle on it! In game terms he gains one of the creatures in
the table below as his mount and animal companion, but the GM and the player are free to invent a
new one or to “tame” a suitable creature from the Bestiary. The creature is a Henchman, absolutely
loyal to the character, and can be promoted to Wild Card status by spending an advance. If the beast
dies, it isn’t replaced automatically, and the hero must buy or find and tame another one. Note that
having a big beast can cause several problems too (see sidebar).

BEAST RIDER TABLE


MINIMUM
CREATURE OTHER REQUIREMENTS
RANK
Balkoth Seasoned Fighting d8+, Intimidation d8+, must be Tricarnian.
Lion Novice Spirit d6+, Survival d6+, must be an Amazon of Shakara
Jalka Novice Must be a Valk Jalka Maiden (a virgin Valkyria, see SEGM).
Shadow Bat Veteran Must be Tricarnian or know the summon ally (shadow bat) Power.
War Buffalo Novice Vigor d6+, must be from the Ivory Savannah.

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PLAYER’S GUIDE
GM TIP:
HANDLING BEAST BLINDSEEKER
RIDERS
Requirements: Novice, Enlightenment d8+, Notice
The Beast Rider Edge can seem very
d8+, Spirit d8+, Blind Hindrance
powerful but there are some points to
This character is one of the Blindseekers, a Lhobanese
keep in mind.
monk who, during the night of the appearance of the Sword
First, many of these creatures are BIG,
of Hulian, in 2513 AF, suddenly lost his sight, but in the
so they cannot enter small caverns or the
following months experienced the sharpening of all other
majority of buildings, and therefore they
senses, and gained the ability to perceive the aura of other
are not very useful in many adventures.
creatures. The Lhobanese think that the Blindseekers
Second, many of these creatures are
received their “gift” to recognize the new Enlightened
scary. They are known and tolerated
One and bring him to Lhoban, and this is their life’s task.
in Tricarnia, the Valk Steppes and the
In game terms, a Blindseeker has senses so sharp that
Ivory Savannah, but a character taking
he doesn’t suffer from the normal effects of the Blind
them elsewhere in the Dominions
Hindrance (but still receives the free bonus Edge). In
should expect to be received with fear or
addition, he can use the analyze foe Power at will. He can
even with swords and arrows.
use the 1 Power Point version for free (but he must pay the
That said, the GM has the final call on
cost for the 2 Power Points version as usual) and it lasts two
whether to allow this Edge to player
Rounds/Rank.
characters, or not.
Obviously, a Blindseeker ignores Lighting modifiers.
Blindseekers receive great respect from all the other
monks and Jademen in general, which is represented by +2
Charisma toward them.
Note that being a Blindseeker isn’t an easy life: if he suffers
Backlash while using his powers, the character also loses the
benefits of this Edge, becoming a normal, blind person for all
purposes for the duration of the Backlash.

BRUTE
Requirements: Novice, Strength d6+, Vigor d6+
This Edge represents the bad side of barbarism (while Savage represents its good side). This hero
has the strong, feral attributes of a beast and sneers with open disdain at the decadence of civilization.
His philosophy is simple and clear: the strong survive, the weak succumb. In combat, he unleashes
his primitive nature; this causes all melee attacks to be made at an additional +1 to damage rolls, +2
if he hits with a raise.

FALLEN NOBLE
Requirements: Novice
A staple of heroic fantasy is the fallen noble, an important man or woman who has somehow
lost his or her birthright. This is a modified version of the Noble Edge, to be used with this type of
background.
A Fallen Noble has +1 Charisma. He has a certain amount of social importance, but not as much as
if he occupied his rightful position. In addition, he can choose one of these three advantages.
Follower. A servant of some type accompanies the hero. He can be a faithful retainer, a sworn
defender, a teacher or whoever the character wishes. He is a Henchman and his stats are set by the
Game Master. If the follower dies, he isn’t replaced. When the hero reaches Veteran rank, he can
promote the follower to Wild Card status by spending an advance.

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Gazetteer of the Dominions

Bag of Gold. The hero has lost his privileges but he has saved some money, at least. He starts with
three times the standard amount of funds.
Heirloom. The hero owns a minor relic, specified by the Game Master.
If the Fallen Noble manages to regain his status, this Edge is replaced by the standard Noble Edge,
but the character retains the follower, money, or heirloom he chose when taking this Edge.
Note that acquiring this Edge requires GM approval.

FORMER GLADIATOR
Requirements: Novice, Agility d6+, Fighting d8+, Intimidation d6+
The hero is a veteran of the sun-scorched arenas of the Dread Sea Dominions — he doesn`t know
the meaning of the words “fair fight”, but he knows how to scare opponents to death. If he succeeds
in an Intimidation test against an adjacent opponent, he receives a free Fighting attack. This attack
does not incur a multi-action penalty.

GHOULBLOOD
Requirements: Vigor d6+, Must be a Cairnlander
During long and moonless nights, Ancestors sometimes visit the beds of young Cairnlander
women. Children born of these strange unions have a grayish complexion and are not totally human.
They have +2 to any rolls against undead magic powers and undead creatures don’t generally threaten
them, unless attacked. In game terms, a Ghoulblood hero can make a Reaction roll when meeting an
undead. With a Neutral or better result, he isn’t attacked. In addition, a Ghoulblood hero tends to
heal very fast. He is allowed a Natural Healing roll every two days.

HOPLITE TRAINING
Requirements: Novice, Strength d6+, Vigor d6+
The hero spent a long time wearing heavy armor. Maybe he
trained as a Hoplite, a phalanx soldier, or in a similar military
GM TIP: BLIND-
unit. When calculating encumbrance, he considers only half SEEKERS IN PLAY
of the weight of the armor and shield he wears. In addition, Playing a Blindseeker hero can be lot of
he has +2 to Vigor rolls to resisting fatigue caused by long fun, but there are some important things
marches and by wearing armor in hot environments. both for the player and the GM alike to
consider.
RELIC The Quest. A Blindseeker received
Requirements: Novice his “gift”, if it can be called that, for a
The hero begins the game with a major Relic of some sort, reason: to find the new Enlightened
decided by the Game Master. As this is quite a powerful Edge, One. The character could (or should)
one of the character’s Hindrances (chosen by the player) must take the Vow Hindrance to reflect this
be linked to the Relic (for example an Enemy wants it or the mission, but there are also rumors of
hero has a Vow which must be fulfilled using the Relic). monks who refused the mission, and lost
If the Relic is stolen or destroyed the character can replace their way...
this Edge with another one, respecting all its prerequisites. Blind is Blind. In general, a
Blindseeker, due his extremely sharp
SAVAGE other senses, can do everything normal
Requirements: Novice, Survival d8+ people do, but if the GM so rules, there
This hero was either born in the bitter mountains of north, may be things that are impossible for him
or lived in the Ivory Savannah or in the insidious Lush Jungle. to do, like recognizing a color, reading a
book and so on.
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PLAYER’S GUIDE

Whatever his origin, he is the stereotypical “noble savage”, perfectly at ease with nature. He perceives
incoming danger by smelling the air, climbs cliffs and tall trees with the agility of a monkey, and
instinctively recognizes the right herbs to cure wounds and diseases. While in a natural environment
(this Edge doesn’t work in ruins, cities or underground), he has two advantages when using the
Healing, Notice and Climbing skills. First, if his skill is lower than his controlling attribute, he can
roll using the attribute value instead of the skill value (so Strength instead of Climbing and Smarts
instead of Healing and Notice). If the skill is equal to or higher than the controlling attribute, he gains
+1 to the skill roll. Second, he never suffers penalties for lack of equipment on rolls using these skills.

COMBAT EDGES
ARMOR USE
Requirements: Wild Card, Novice, Fighting d6+, Vigor d8+
This hero is very skilled in using armor to absorb the impact of blows. Before rolling to soak a
wound, he can activate this Edge. In this case, the current Armor value is added to the Soak roll.
To keep the game fast, furious and fun, the torso armor value is always used, even for called shots
targeting specific body parts. This rough treatment ruins the armor and it loses one Armor point after
each use of this Edge, but a warrior considers that a good bargain, if it helps him stay alive! Damaged
armor can be fixed with a Repair roll. Each roll requires 1d4 hours and restores a single Armor point,
two with a raise. Armor dropped to zero Armor Bonus becomes useless junk and cannot be repaired.

CLOAK HERO/HEROINE
Requirements: Novice, Agility d8+, Fighting d6+, Stealth d6+
What is a cloak-and-dagger scoundrel without her cape? This Edge allows the heroine to use
any cape, mantle, or cloak in combat to deflect blows and hinder enemies. As long as the heroine
is unencumbered, she can use a cloak as a shield (gaining +1 Parry, +2 Toughness against ranged
attacks), while still having both hands free (although she cannot use another shield). In addition,
whenever she performs a Trick using a cloak, the player can place a Small Burst Template on the
battlefield with one edge in contact with the heroine. The Trick affects any character caught by the
Template.

CLOAK MASTER/MISTRESS
Requirements: Heroic, Cloak Hero/Heroine, Charisma 1+, Persuasion d8+
The heroine can use her cape in such a flamboyant way that enemies are literally dazed by her
coolness. Every time she initiates a Trick involving her cloak, she can add half her Charisma (rounded
up) to the roll. In addition, the cloak counts as Light Armor (+1), but doesn’t preclude the use of the
Loincloth Hero/Bikini Heroine Edge.

DISTRACT
Requirements: Novice, Fighting d8+, Smarts d6+, Taunt d4+
This fighter knows how to distract an enemy during melee, at the cost of temporarily decreasing the
effectiveness of his attacks. Once per round, before attempting a Fighting roll against an opponent,
he can make a free Trick against the same opponent. This doesn’t count as an additional action, but
it causes −2 to all the hero’s damage rolls until his next turn (so the penalty applies also if he uses
First Strike or other similar Edges before his next turn). This Edge cannot be combined with a Wild
Attack.

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LOINCLOTH HERO/BIKINI HEROINE


Requirements: Wild Card, Novice, Agility d8+, Vigor d6+
Comics, movies and books always depict bare-chested barbarians fighting hordes of enemies
without suffering the slightest scratch. They also show scantily-clad amazons engaging in savage
melees with bug-eyed creatures and finishing their fight with no more than tousled hair. This Edge
allows you to emulate this cinematic way of fighting. A hero or heroine with this Edge can make a free
Soak roll for each wounding attack as long as they are unarmored. To get the bonus, a character must
have no torso armor on (shields are allowed). If he wants, he can wear bracers, greaves or a helm, but
these are only cosmetic, granting no armor bonus.

LOINCLOTH GOD/ BIKINI GODDESS


Requirements: Wild Card, Heroic, Dodge, Loincloth Hero/Bikini Heroine, Vigor d8+
While bare-chested, your hero is rarely threatened by minor attacks. As long as he is unarmored,
the sheer power of his cool, barbaric appearance raises his Wild Die by one step when soaking
wounds (usually from d6 to d8). In addition, once per session, he can add his Charisma, if positive,
to a single Soak roll.

MIGHTY ROAR/WITTY REMARK


Requirements: Seasoned, Intimidation or Taunt d8+, Fighting d8+
Combat is more than mere sword-bashing: barbarians roar before slashing you with their axes,
while rapier-witted swordsmen puncture you with words before stabbing you with their blades.
When taking this Edge, the player must choose either Intimidation (in this case the Edge is called
Mighty Roar) or Taunt (and the Edge is called Witty Remark). He can make a free Test of Will of the
relevant type per round, which doesn’t count as an action.

MOUNTED DEVIL
Requirements: Novice, Fighting d8+, Riding d8+
Fighting on horseback isn’t simple, but this warrior knows how to (or has a natural knack for)
getting the best from his mount in a fight, and knows all the tricks you need in the saddle. In game
terms, when on horseback and unencumbered, he can choose one of the following: +1 to a Fighting
roll, or two points of Cover, or the chance to perform a free Agility Trick, exploiting his mount and
using the better of Agility or Riding skill. The choice is made at the beginning of the character’s turn.

NIMBLE STRIKE/SOUL STRIKE


Requirements: Seasoned, Agility d8+ or Enlightenment d8+, Fighting d8+, Vigor d6+
This Edge comes in two different forms: Nimble Strike is favored by light, fast rogues who know
how to put their great nimbleness to best use, while Soul Strike is used by monks with great inner
strength, who can channel it into melee attacks.
When picking this Edge, the character chooses a single melee weapon for which he meets the
Strength requirements. As long as he is unencumbered, he deals damage with that weapon using
Agility instead of Strength to calculate damage (for Nimble Strike) or Spirit instead of Strength (for
Soul Strike). Note that the chosen weapon must be a specific one (like “Dingus’ favorite dagger”
or “my black staff”), not simply a class of weapons. The character can decide to change the weapon
with which he has this Edge, but at least two weeks are needed to learn to use the new weapon in the
proper way. This Edge can be taken more than once, choosing a different weapon every time.
Example: Dingus of Jalizar has Strength d6, Agility d10 and the Nimble Strike (trusty short

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PLAYER’S GUIDE

sword) Edge. Normally, with his favorite blade he would deal Str+d6 (2d6) damage but, thanks
to this Edge, he deals Agi+d6 (d10+d6), as long as he is unencumbered. Dingus
also owns a fine iron battle axe (Str+d8) but, as his Strength is lower than the
minimum requirement, he cannot take the Nimble Strike Edge for that
weapon.

ONE HAND AND A HALF


Requirements: Seasoned, Agility d6+, Fighting d8+,
Strength d6+
Your heroine has mastered the technique
of fighting with a one-handed weapon
using two hands. This versatile fighting
style allows her to strike harder blows or
perform nimble defenses. When fighting with a
one-handed weapon of at least medium size (Str+d6 damage or
greater), she can use it two-handed. In this case, she cannot
Silent Shadow

use a shield but gains one of the two following benefits: +1


to damage rolls or +1 Parry. The character can switch from
one bonus to the other with a free action, but she must
decide this at the beginning of her turn.

RAIN OF STEEL
Requirements: Seasoned, Quick Draw, Throwing d8+
Sometimes quantity is better than quality. The character has learned
how to hold more than one blade between his fingers and can throw
them all with a single flick of the wrist. He can throw up to 3 daggers, throwing
daggers, or Manticore’s Stings (they must all be of the same type) in
a single action, suffering -2 to all the attack rolls. The weapons
can be used against different targets. Given that his grip on the
weapons isn’t very strong when he uses this Edge, for damage purposes the
Strength of the thrower is considered at most d8.

STRONG ARM
Requirements: Seasoned, Strength d6+, Shooting d6+ or Throwing d6+
Your character has an exceptionally powerful arm and this influences how far he can throw spears,
sling projectiles, daggers, and other muscle-propelled distance weapons. This Edge applies to any
ranged weapon that deals damage based on Strength, such as a throwing axe or a sling. It doesn’t
work with fixed damage weapons, like bows. It increases the Range brackets of these weapons by 50%
(round fractions down). To keep the modified ranges consistent with the other weapons, first calculate
Short Range and then multiply it by 2 and by 4 to obtain Medium and Long ranges. So, a throwing axe
(Range 3/6/12), used with this Edge will have Range brackets of 4/8/16, not 6/9/18.

TOOTH AND NAIL


Requirements: Veteran, Nerves of Steel
No matter how hard you punish this hero, each wound inflicted is only another reason to stand
up and grin. The character receives +1 to damage rolls for each Wound he currently has, up to +2.

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LEADERSHIP EDGES
TERROR OF FOES
Requirements: Seasoned, Command, Fighting d8+, Intimidation d8+
The character is so terrible in combat that he makes enemies tremble at the sight of his blade
carving a path of blood through them. Enemies within the Command Radius of the Terror of Foes
suffer -1 to Spirit rolls. In addition, after he kills an enemy in melee, the survivors also suffer -1 to
Fighting rolls against him till the end of the scene.

POWER EDGES
ANCIENT PACT
Requirements: Novice, Smarts d6+, Spirit d8+, Charisma 1+, Noble or Fallen Noble
The relationship of the hero’s family with demons is rooted deep in antiquity. In the forgotten past
one of the character’s ancestors made a pact with one such entity, a bond that passed from father to son
till today. In game terms the character gains the summon ally Power, and can evoke a single creature
(a Demon) of up to Veteran rank.
The creature is at least a Henchman and is a specific individual (i.e. Glaatush the Demonic Mastiff,
not just any Demonic Mastiff). If the Demon is killed, he cannot be summoned again for the rest of the
scenario or until proper rituals are performed (these cost at least 200 Moons/ Rank of the creature).
The trapping of the spell is usually very simple: it requires the character to speak aloud the True
Name of the demon (see SEGM, but it grants no bonus to the roll), or the possession of a particular
item (player’s choice). In the second case, the duration of the Power is increased by two rounds. If
the character doesn’t have the Sorcery Arcane Background, he uses Spirit as his arcane skill and has
a number of Power Points, dedicated to this Power, equal to half his Smarts die plus 1/Rank. So a
Seasoned character with Smarts d8 has 4+2= 6 Power Points.
If the character is a sorcerer, he can roll on Sorcery. If he already knows the summon ally Power he
has the following advantages: he receives +2 to the Sorcery roll to summon the creature, the cost of
summoning it is halved (round down, including the maintenance cost) and the Demon is automatically
a Wild Card. Demons obeying an Ancient Pact don’t rebel when a 1 on the arcane skill is rolled,
instead they ask for a favor of some type, usually trying to obtain the character’s soul. This Edge can be
taken multiple times (but no more than once per Rank), each time a pact with a new demon is sealed.

BEING LIKE WATER


Requirements: Novice, Enlightenment d6+, Fighting d6+, Spirit d8+
For monks and other Enlightened individuals, the practice of martial arts is a true meditation
technique that allows them to focus their inner powers. A few individuals reach a particular state
in which certain fighting moves perfectly blend with one’s inner concentration. Monks call this
condition Being Like Water. A character taking this Edge must choose a particular Monk Weapon
(unarmed attacks are considered a weapon for the purposes of this Edge) and a single power he
knows. When the hero is wielding this weapon and he scores a raise on the Enlightenment roll
activating the chosen power, he reduces the Power Point cost by one, to a minimum of 1 (as per the
Wizard Edge). If he wants, every time the character achieves an advance, he can choose to change
the affected power or weapon for free (but not both at the same time).

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PLAYER’S GUIDE

BINDING RITUAL
Requirements: Heroic, Knowledge (Arcana) d10+, Sorcery d10+, Smarts d10+
Through long incantations, a sorcerer with this Edge can make the effect of a spell of his choice
permanent. He must choose a spell that can be maintained, like summon ally, armor or boost trait, and
then perform a Sorcery (−4) roll to successfully cast and bind the spell. He pays twice the basic cost of
the spell. Casting such a spell is a very long procedure, requiring one hour per Power Point of the spell.
Also, if the caster is interrupted, he must start from scratch. The bound spell is considered permanent
until the caster dies or decides to drop it. It isn’t dropped when the caster loses concentration, falls
unconscious or sleeps. As long as the Ritual of Binding is active, the caster doesn’t recover the Power
Points used to cast the spell. A sorcerer can have only one actively bound spell at any given time.

CHEMICAL TRADITION
Requirements: Seasoned, Lotusmastery d8+, Knowledge (Arcana) d8+, Smarts d6+
For many, Lotusmastery is an art, like painting, poetry or cooking, and the real master knows how
to make each potion different. A chemist, instead, follows the opposite approach, using accurate
amounts of ingredients and a precise procedure that allow for a more standardized product and less
wasted material.
When scoring a success on a roll to make a potion, the Lotusmaster can create two batches of a
power, spending the Power Points only once. This cancels the additional effects of scoring a raise,
unless the Lotusmaster scores two raises, in which case he creates two batches, both with the raise
effect. To regain the Power Points spent, both batches must be used.
Example: Kurasta, a Lotusmaster with the Chemical Tradition Edge, creates a lotus concoction
imbued with the Healing power. He rolls 7, so he creates two concoctions capable of healing a single
Wound. Later, he tries again, rolling 8 and scoring a raise. This time too he creates two concoctions
curing a single Wound. Several months later, thanks to the bonus granted by a laboratory, he
produces another healing potion, rolling a mighty 13! Two raises! This time Kurasta produces two
batches of healing Lotus, each of them capable of curing two Wounds.

DEMON HUNTER
Requirements: Seasoned, Enlightenment d8+, Holy Warrior
This character is devoted to fighting the undead. He has learned ancient techniques to defeat
spirits and to imprison a defeated demon, so that its energy can be used against other creatures of the
same type. For this reason, he receives +2 to Knowledge (Arcana) and Knowledge (Religion) rolls
on demon-related topics. In addition, whenever a Wild Card with the Undead or Demon Monstrous
Ability dies within 6” of the Demon Hunter, as a free action, he is allowed an opposed Spirit roll
against the creature’s Spirit. If the Demon Hunter wins, he captures the demon’s soul and stores it
inside an object (usually a weapon, an amulet, or something similar), called the Vessel.

The Vessel can be used by the Demon Hunter or sold to someone else. The owner of the Vessel
gains the Steel Benny of the Demon Hunter. Until this Benny is spent, the Vessel counts as a magical
weapon. If it is spent, it gives +4 to a single damage roll against a creature with the Demon or Undead
Special Abilities.
Once the Benny is spent, the trapped demon’s energy is used and the Vessel loses all its
supernatural powers. A Demon Hunter can hold a single imprisoned soul bound at any given time,
plus one every two Ranks above Seasoned (so, two souls at Heroic Rank).

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IMPRESSIVE AURA
Requirements: Seasoned, Sorcery d6+, Spirit d6+
Sorcery is widely feared in the Dread Sea Dominions and the simple threat of evoking the dark
forces is often enough to make a strong warrior tremble. A character with this Edge can let her magical
powers emerge for a brief moment, in order to scare an enemy. For example, her eyes might glow or
she might cast a curse in the name of old, forbidden gods. The character is encouraged to describe
how her magical nature surfaces and how she uses it to scare others. In game terms, whenever she
wants, she can use Sorcery instead of Intimidation but, if a 1 is rolled on the skill die, regardless of the
Wild Die, the action costs 1 Power Point. Note that the skill substitution only refers to actual rolls, it
doesn’t affect Edge requirements. So, if an Edge requires Intimidation d6+, the character must have
that Intimidation skill level in order to take the new Edge.

IMPROVED IMPRESSIVE AURA


Requirements: Heroic, Impressive Aura, Sorcery d8+, Spirit d8+
The curses of the sorceress and the sheer force of her malevolence are now strong enough to affect
the world and actually harm enemies. When she wins an Intimidation-based Test of Wills with a raise,
the Shaken result inflicted is treated as actual damage (so two Shaken results cause a Wound). The
use of this Edge always costs a Power Point, but only if she manages to win the opposed roll with a
raise (or rolls 1 on the Sorcery die, as per the Impressive Aura Edge).

INCENSE TRADITION
Requirements: Veteran, Lotusmastery d8+, Knowledge (Arcana) d8+, Smarts d8+
A Jalizaran Lotusmaster stole an ancient book from the city of Gis which described the secrets of
using the smoke of a burning Lotus. This archaic knowledge, merged with the mastery of burning
other herbs imported by the Jademen, has led to a particular branch of Lotusmastery, called the
Incense Tradition. This consists of burning special types of Lotus and trapping the smoke in crystal
or glass orbs previously treated with particular rituals. The smoke inside the orbs is magical and can
be released at will by the wielder on his chosen target. In game terms, to use this Edge a Lotusmaster
must have an empty Incense Orb (see Gear chapter). Then, he makes a Lotusmastery (-2) roll and
pays a number of Power Points equal to twice the base cost of the Lotus concoction he wants to imbue
the Orb with, plus one for each “charge” he wants to put in. The whole process requires a full day of
work. If the roll is successful, the Orb will have the chosen number of charges of the selected Power.
If he scores a raise, two additional free charges are put into the Orb. With a failure, the process
fails but the Orb can be reused; with a critical failure, the Orb is destroyed. Any character touching
the Orb can unleash the Power stored inside it (using the maker’s Lotusmastery skill), spending a
charge. All the Powers have a range of 6/12/24 and their basic duration. The Lotusmaster doesn’t
recover any of the Power Points spent on the Orb until all the charges are used or the Orb is broken.
A Lotusmaster can carry a single active Orb at any time.
Example: Kurasta, a wicked Lotusmaster, decides to imbue an Orb with the poison power. It costs
him 4 Power Points plus 6 for the six charges he wants in it, for a total of 10 Power Points. He rolls
11-2=9 on the Lotusmastery roll, scoring a raise and adding two free charges to the item! After a
day’s work, his Orb, full of greenish fumes, is ready. By touching it, Kurasta can unleash a tendril of
smoke delivering the poison power at range 6/12/24 eight times! He slips the precious object into his
pocket and is ready for a dangerous expedition to the Thieves’ Guild’s headquarters…

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LOTUS RESERVE
Requirements: Seasoned, Knowledge (Arcana) d6+, Lotusmastery d8+, Smarts d8+
Once per session, a Lotusmaster can spend a Benny and declare that he has “just the right potion”
for the situation. In game terms, it means he can create a Lotus concoction as a free action and
ignoring the normal preparation time. In story terms, he has prepared the potion beforehand and
he only has to take it out of his bag. He performs the arcane roll when activating the Edge and, if
the power doesn’t work or he fumbles, the effects are applied immediately (the potion seemed good
when prepared, but it turns out to be faulty or dangerous when used). The hero spends no Power
Points for the potion and the power only has the basic duration. This Edge cannot be combined with
the Chemical Tradition Edge.

SOUL EATER
Requirements: Seasoned, Smarts d6+, Spirit d10+, must be a Cairnlander or have Obscurement
d8+
This character learned from the whispering voices of dead Ancestors or in other dark ways how to
rob a dying man of his soul and how to consume it to increase his own life force. It can also be taken by
followers of the Obscurement, which has developed secret soul snatching techniques.
When someone dies, the Soul Eater must snatch the last breath of the dying one with his own
mouth; this requires a full round of physical contact and an opposed Spirit roll (Soul Eaters with
the Sorcery skill can choose to roll on that instead of Spirit) with the victim. If the Soul Eater wins
he performs a minor soul snatching, if he wins with a raise, and the opponent was a Wild Card, he
performs a major soul snatching.
At this point, the GM reveals the highest Trait of the victim (if there are more Traits with the highest
value he reveals all of them and the Soul Eater picks one). With a minor soul snatching the Soul Eater

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raises the same Trait by one die step (as per the boost/lower trait Power), with a major soul snatching
the Trait is raised by two steps. Note that if the selected Trait is one that the Soul Eater doesn’t have,
he acquires it at d4. The raising is permanent until the Soul Eater decides to consume the soul. This
does not count as an action and grants him a Benny which must be spent immediately. A Soul Eater
can only have a single soul snatched at any one time (regardless of whether it is major or minor) plus
an additional one for every two Ranks above Seasoned (so two at Heroic and above). Note that a
Soul Eater automatically classifies as an evil character and is susceptible to the Holy Warrior and
Champion Edges. In addition, the banish Power destroys any trapped soul (it cannot be converted
into a Benny) and causes a non-soakable Wound to the Soul Eater for each trapped soul he has.

PROFESSIONAL EDGES
AMAZON
Requirements: Novice, Fighting d6+, Notice d6+, Strength d6+, must be female
A woman is usually physically weaker than a man and this is why she is underestimated by men in
close combat. This is the first lesson an Amazon learns, and the most important one: be opportunistic
and turn your apparent weakness into strength, using all the opportunities your opponent gives.
An Amazon has +1 Parry and, whenever an opponent attacking her rolls 1 on the Fighting
die, regardless of the Wild Die, she is entitled to an immediate free Fighting attack against him.
The additional attack can only be used once per round. These advantages only work against male
opponents and this Edge can only be taken by women. The GM has the final judgment on when this
Edge applies. For example, it can work against a giant ape but not against a man-shaped living statue,
because the statue isn’t a real “male” and doesn’t consider women as being weaker.

CORSAIR FENCER
Requirements: Novice, Agility d8+, Fighting d8+, Taunt d6+, must have been part of the Caldeian
Corsairs
Caldeians are renowned for their swordcraft, and the Corsairs, in particular, have developed a
particular fighting style based on quick thrusts, parries and counterattacks, which is very deadly.
In game terms, a Corsair Fencer, unencumbered and wielding a short or long sword in one hand,
and no other weapon or shield off-hand, receives +1 Parry and +2 to sword-based Tricks.
In addition, if he has the Counterattack Edge (in basic or advanced form), he receives +2 to
Fighting rolls to counterattacks only.

DANCING WITCH/WARLOCK
Requirements: Novice, Agility d8+, Arcane Background (Sorcery), Vigor d6+, must be of Ivory
Savannah Tribes origin
A dancing witch (or warlock) is capable of fueling her magic with the rapture of her savage dance.
In game terms, instead of paying the Power Point cost of maintaining a spell, she can dance. In this
case, dancing counts as an action (causing a multi-action penalty to every other action performed
in the meantime) and adds the “the caster must dance” trapping to the power. A Dancing Witch
can only dance to maintain a single power at a given time. The dance can last indefinitely but it is
usually very tiring, so a Dancing Witch must make a Vigor roll when she stops dancing and for every
hour of continuous dancing. In the case of failure, she suffers a level of Fatigue. When she becomes
Exhausted, the spell is obviously broken.

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FALCONER
Requirements: Seasoned, Beast Master, Smarts d8, Survival d6+
People from the Dominions are very fond of birds of prey and
falconry is an advanced art among them, especially in Jalizar.
A falconer knows how to train, look after, and use birds of
any type. To be a falconer the character must have a bird
companion, not necessarily a falcon (as per the Beast Master
Edge). The bird becomes a Henchman, with its Vigor and Smarts
increased by one die step each. The creature is so well-trained it obeys
orders as a dog would. If the understanding of an order is doubtful, the GM
can ask both the falconer and his beast for a Smarts roll; if both succeed, the
order is understood. The falconer has a special bond with his beast: the
falcon grants his master +2 Gang Up bonus instead of +1 and
gives him +1 to any Trick roll if he is within 6” of his trainer.

LOWLIFE
Rakken the Hunter

Requirements: Novice, Smarts d4+, Streetwise d6+,


Stealth d4+, Persuasion d4+
This character is a professional criminal. He can
be a thief, a beggar, a smuggler, an assassin or any other
type of criminal. He always knows where to find the right people,
information, or pieces of equipment in the shady world of crime.
He gains +2 to Streetwise and Persuasion rolls in a criminal
environment. In addition, he can look for two Rare Items
instead of one between sessions (see Gear section). If he
gets a raise, one of the Items (which cannot cost more
than 100 Moons/Rank) is free (if it costs more the
character receives a suitable discount).

MONK
Requirements: Novice, Enlightenment d8+, Spirit d8+
Monks are men of faith and humble followers of the Path of Enlightenment. They take vows of
poverty, so a character taking this Edge automatically acquires the Poverty Hindrance. Monks are
usually respected, gaining +1 to Persuasion rolls. Monks can embrace either the contemplative
philosophy or the militant philosophy. A character taking this Edge must choose a philosophy and
cannot change it later.
Contemplative. For these monks, violence is the last resort of the incompetent, and they shun
it in all its forms. They automatically receive the Pacifism (Major) Hindrance. If duly followed, their
beliefs give them strong and pure souls. Contemplative monks gain +2 to the dispel and banish
powers. Their deep wisdom also allows them to use Spirit instead of Smarts for Common Knowledge
rolls and Spirit instead of Vigor for Soak rolls.
Militant. A militant monk is more involved in the world than his contemplative counterpart. He
is a skilled martial artist and spell caster. The militant monk can activate a power with Range Self
without suffering a multi-action penalty. A militant monk may only attack with bare hands or a Monk
weapon (see Gear chapter) to apply the effects of this Edge. A militant monk’s Powers with Range
Touch are considered Range Self instead.

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POET
Requirements: Novice, Knowledge (Legends and Lore) d6+, Smarts d6+, Spirit d6+
Heroism is beloved by poets and attracts many of them. Some are cowards who faint at the mere
sight of blood, while others are men of the sword as well as of letters. A Poet can use the Knowledge
(Legends and Lore) skill instead of Taunt or Persuasion. This is limited to cases in which poetry can be
used effectively: composing a mocking rhyme to taunt an opponent (replacing Taunt) or winning the
heart of a lady with a sonnet (replacing Persuasion) are reasonable, while using poetry when signing
a trade agreement isn’t. The GM has the last word on the appropriateness of the skill substitution.
Poets are always looking for new stories and legends. Whenever the GM starts an Interlude, the Poet
receives a free Benny (two Bennies if he is the subject of the Interlude).

POISONER
Requirements: Novice, Healing d6+, Smarts d6+, Stealth d6+, Streetwise d6+
This character isn’t a real Lotusmaster but has studied enough alchemy to be able to make poisons.
He can use the poison power with Smarts as the Arcane Skill, and has a number of Power Points equal
to half his Smarts die plus 1/Rank. So, a Seasoned hero with Smarts d8 has 4+2=6 Power Points,
which can only be used for the poison Power.

PRIEST/PHILOSOPHER
Requirements: Novice, Knowledge (Religion) d8+, Smarts d6+, Spirit d6+
Priests are ministers of the gods. They are very different, depending on the divinities they worship.
A wicked priestess of Hordan, for example, has nothing in common with a pious follower of the Divine
Couple or a militant Iron Priest of Hulian. A character must choose a specific deity when taking this
Edge. The deity can be one of the major gods described in the Book of Lore or a minor one invented
by the player. In the latter case, the player must provide the Game Master with a brief description of the
cult, but this is only background information, as the god chosen doesn’t affect the Edge’s mechanics.
A follower of the Path of Enlightenment can also take this Edge. He doesn’t worship a specific
deity but is a sincere disciple of the ancient doctrine. He is called a Philosopher and his Edge works
in the same way.
Whatever faith they follow; priests share some similarities. They are well versed in theology, so they
have +2 to Knowledge (Religion) rolls and, as they are respected figures, they have +1 to Persuasion
rolls. As said earlier, the gods don’t grant their worshippers supernatural abilities. To possess such
abilities, they must follow the dangerous path of sorcery. Yet, prayer itself might prove useful. Maybe
the gods really exist and sometimes hear the pleas of their followers or, even if they don’t exist, the
act of praying brings consolation and inspiration to mortals. As a free action, a Priest can pray to his
god for help. This requires a Spirit roll. In case of success, he is rewarded with a Benny. This can be
done as many times as the caster wants, but every attempt after the first in the same session suffers
a cumulative −4. If a 1 is rolled on the Spirit die, regardless of the Wild Die, the gods are annoyed
by the prayers: the character immediately loses a Benny and cannot use this Edge again during the
current session. Also, the gods don’t forget: if the hero has no Bennies left and owes the gods one, he
starts the next session with one Benny less.

SAGE
Requirements: Novice, Scholar, Investigation d8+, Smarts d8+, must be literate
This hero spent years studying in the Great Library of Syranthia or another great center of learning,

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where he read a lot of books and became acquainted with various fields of knowledge, including very
obscure ones. When fighting a creature, he can make a Common Knowledge roll to remember one of
its Special Abilities. In addition, once per session, the player can invent a useful piece of knowledge,
remembered from her studies, that helps her or the group in the current situation. This knowledge
cannot contradict the consolidated background. If the piece of information is accepted by the Game
Master and doesn’t disrupt the plot, it grants a bonus of +4 to a single roll or automatically solves
a specific problem (GM’s decision). Particularly good ideas should be rewarded with a Benny too.
Example 1. Clamides of Askerios, a Sage woman, is in the thick of the jungle with her close friend,
Shangor the Barbarian. Shangor is Incapacitated, due to various wounds suffered while fighting a
giant snake. Clamides has a meager Healing d4 skill and no adequate equipment, so she fears she
won’t be able to patch up her friend up. This is the time to remember some useful knowledge. Martha,
who plays as Clamides, states that her heroine has spotted a patch of violet mushrooms, which
she remembers from her past studies are perfect for healing wounds. The Game Master accepts the
statement, and Clamides receives +4 to a single Healing roll.
Example 2. Clamides and Shangor are travelling in the southern deserts, when some hostile Red
Nomads appear on the horizon. There are a dozens of them; surely too many even for the mighty
barbarian. So it is time to make another statement. Martha declares that Clamides knows that Red
Nomads consider blind men holy figures. So the learned woman quickly tells Shangor to tear a
piece of his loincloth and cover his eyes with it, pretending to be blind. The Game Master deems the
stratagem worthy of resolving the situation, avoiding a dangerous fight that isn’t fundamental to the
plot. The nomads approach the heroes and, spotting an apparently blind man, leave an offering of
water and food, before departing quickly. Martha receives a Benny too.

SMITH
Requirements: Novice, Smarts d6+, Strength d6+, Repair d8+, Vigor d6+
The character trained for a long time at the forge, and now he is well versed in the arts of the
hammer and the anvil. He receives +2 to any roll to repair and craft weapons and armor (see Crafting
rules on page 121). In addition, this Edge has another use.
Before the adventure starts, he receives one Sharpened Token per Rank which must be spent on
a weapon or a piece of armor belonging to him or a party member: if spent on a weapon, the item
receives +1 damage till the end of the scenario, if it is spent on armor, it grants a single free Soak roll.
In narrative terms, the weapons or armor are sharpened, balanced, reinforced or put into top-notch
shape in some way. The smith needs only an Armorer’s Kit to use the Edge in this manner, but if he
has access to a Smithy he receives an additional Token.

TRAINED THROWER
Requirements: Novice, Agility d6+, Shooting or Throwing d8+, Vigor d6+
Crossbows aren’t a common weapon in the Dread Sea Dominions, so the standard ranged troops
are bowmen, slingers, and javelin throwers. The effective use of these weapons requires long and
intensive training and can be usually learned only by professional militaries. A character taking this
Edge must choose a bow, sling or javelin, which from now on becomes his professional weapon. His
training is intensive, so his muscles are perfectly adapted to the task they must accomplish: stretching
the bowstring, swinging the sling or delivering the javelin. The character’s Strength is considered
a step higher in relation to the minimum requirements of his professional weapon, but this doesn’t
affect damage. A Trained Thrower keeps his cool even in the direst situations. He knows that, when

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his arrow breaks in his hand and the charging cavalry is only one hundred paces away, the right thing
to do is to take another arrow and shoot it—not to run and die trampled by the enemy’s horses. For
this reason, when using his professional weapon, whenever he rolls 1 on the Shooting die, regardless
of the Wild Die, he can freely reroll the Shooting or Throwing die (but not the Wild Die). In addition,
the character receives the following free gear: leather armor and his professional weapon (a bow, a
war sling, or 5 javelins). Characters who want a composite bow or a Valk bow must pay the difference.

TREASURE HUNTER
Requirements: Novice, Agility d8+, Notice d6+, Lockpicking d6+, Smarts d6+, Streetwise d6+
This hero is an expert in exploring ancient ruins to retrieve precious artifacts and other valuables,
so she knows how to avoid the terrible traps put in place to guard these treasures. She gains +2
to Notice rolls to spot traps, to Agility rolls to avoid them, and to rolls to disarm these dangerous
mechanisms. In addition, she always knows how and where to sell her loot, obtaining better prices
than others. Hence, her maximum Savings are increased by 25%.

WEIRD EDGES
BURNED HAND OF TOSAR
Requirements: Seasoned, Spirit d8, Vigor d8, Nerves of Steel, Priest, must be a follower of Tosar
The legend says that Tosar, the gladiator deified through martyrdom, fought in the pits using his
burned hand, and that the flame inside it was doom to any creature of evil. Today, sometimes a priest
of the god undergoes a similar ordeal to receive a similar power. He willingly puts his hand in the fire,
burning it to the bones: if he doesn’t die of the wound or the subsequent infection, the hand heals
and remains hideously scarred. But, most importantly, the flame continues to burn silently under
the charred skin, and the fire can be awakened to life. In game terms, with a full round action the
priest can set his own hand on fire with a simple act of will. The pain is excruciating, and the priest
suffers an automatic Wound (which can be Soaked as normal but can be cured only through natural
healing). The hand of the priest is now transformed into a burning torch which can be used in combat
doing Spirit+d6 damage and with the normal chances of setting fire to targets. It counts as a magical
weapon, and creatures with the Undead or Demon Monstrous Ability are considered very flammable
targets for this kind of fire. In addition, the priest can throw the fire, using the Throwing skill, with a
range of 6/12/24. The flame lasts for a number of rounds equal to the Spirit die of the priest. The
flame can be evoked however many times the priest wants, but each further use in the same session
imposes a cumulative -2 penalty to the Soak roll.

COUNT THE DEATHS!


Requirements: Novice, Spirit d6+, Strength d6+, Vigor d6+
A blood-stained hero, digging deep into his enemies and dedicating each kill to his god or patron-
demon is a cliché of sword and sorcery. This Edge simulates this highly heroic behavior. Immediately
after killing an enemy in combat, as a free action, the character can make a Spirit (-2) roll, but adds +1
per opponent to the roll if he killed more than one opponent in the same round. In the case of success,
the gods (or fate, or maybe it is simply a morale effect) look favorably upon the hero and he gains +1
to damage rolls or +1 to Toughness; or both, if he scored a raise. Characters with the Priest Edge roll
with +2. The effect lasts till the end of the scene. Multiple uses of the Edge give cumulative effects, to
a maximum of +2 damage and/or Toughness.

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HELPER
Requirements: Seasoned, Notice d8+, Persuasion d6+, Smarts d8+
Some people are particularly good at helping, supporting and coordinating others. As an action,
this character observes a friend within 6” and makes a Notice (−2) roll. If successful, she gives her
friend a useful hint. The friend’s next Trait roll, if performed before the end of the next round,
receives a +1 bonus. This Edge cannot be used on Arcane or Knowledge skill rolls unless the Helper
also possesses that skill. If the Helper rolls 1 on the Notice roll, she gives bad advice or her clever
remarks unnerve the friend, who has −2 to his next action. In addition, a Helper always gives +1 to
the lead character in cooperative rolls (if she isn’t the leading hero).

LAST ARROW!
Requirements: Novice, Luck, Shooting d6+
As any archer knows, the last arrow of a quiver is always the luckiest one. A character armed with a
bow (or a sling, or another similar projectile weapon), can declare, before shooting, that he is using
his last arrow. He gains the Drop, but has finished his arrows, and cannot shoot anymore for the rest
of the scene, until he finds a way to restock. How the character ran out of arrows is left to the GM
(maybe the quiver got lost, the arrow’s feathers got wet or similar things).

TEMPTRESS
Requirements: Novice, Charisma 4+, Persuasion d8+, Smarts d8+
There are women who can make empires fall with their beauty and who can make a man’s blood boil
with a single glance from their long-lashed eyes. Your heroine is one of these striking personalities
and has no remorse in using her beauty to influence others. In game terms, she has the boost/lower
trait Power but can use it only on members of the opposite sex, whether friends or enemies. She uses
Persuasion as her Arcane Skill and has Charisma + 1/Rank Power Points.
So a Seasoned Temptress with Charisma +4 has 4+2=6 Power Points. This isn’t true magic, but
only the effect of the temptress’s behavior on others. She can make a man feel like a god or a worm,
influencing his ego, so her power doesn’t register as magic, but it can be dispelled with the dispel
power. The Temptress must be visible and interact in some way with her target: speaking or giving
him a long, eloquent look is enough. This Edge is usually taken by women but nothing prevents males
from choosing it.

STILL GOT ONE


Requirements: Seasoned, Smarts d6+, Stealth d6+, Repair d6+
The heroine has done her best to conceal on her body a number of home-made blades, disguised
in clever ways. They might look like hairpins, parts of her armor, or whatever else she wants. These
blades deal Str+d4 damage, can be thrown at Range 4/8/16 and can also be used in melee as daggers,
but their main utility is for ranged attacks. If the hero has higher-than-minimum requirements their
quality is improved (see table below).
Their number isn’t fixed: until the character rolls 1 on the Throwing die, regardless of the Wild
Die, she still has another blade concealed somewhere. When a 1 is rolled, the character has run out
of blades and cannot use this Edge again till the end of the combat, provided that she can then retrieve
her weapons. Otherwise, she cannot use the Edge before she has a chance to restock.
This Edge has another use. Once per session, the character can state she has a normal dagger or a
lock pick concealed on her body even though she was captured and searched before. This declaration
cancels any other use of this Edge for the remainder of the session. This Edge also works on Loincloth

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Heroes and Bikini Heroines, even though it is not quite clear where they concealed a weapon while
wearing such a scanty outfit…

STILL GOT ONE BLADES TABLE


REQUIREMENTS EFFECT (CUMULATIVE)
Repair d8+ +1 Damage
Smarts d8+ +1 AP
Stealth d8+ +1”/+2”/+4” range
Veteran Rank The character runs out of blades only on a Critical Failure

WATCH YOUR BACK!


Requirements: Novice, Agility d6+, Notice d6+, Spirit d8+, Pace 6+
This heroine is used to being chased. Maybe she is an Outlaw with the city guards permanently
at her heels, or she is running from a powerful Enemy. Whatever the reason, when the situation
requires the character to get away quickly, she knows what to do. At the start of every Chase sequence,
regardless of whether she is pursuing or being pursued, she receives a free Benny. As a professional
fugitive, she has also developed a knack for finding the nearest exit from a building. When she is in
a labyrinth, dungeon, ruin, cavern, house or other enclosed area, she is allowed a Spirit (−2) roll to
instinctively find her way to the nearest exit. Be warned: the shortest path is not necessarily the safest.
The ability to find a way out doesn’t work outdoors.

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“By the ancient pacts of Keron, mighty Ulasha,
Devourer of Souls, come to me and show your power!”
– Zanator, Tyrant of Quollaba

Magic in Beasts & Barbarians isn’t the high fantasy type. In the Dread Sea Dominions, you won’t
find wizards throwing fireballs or turning into dragons. Magic tends to be subtler, and usually dark,
but by no means less powerful. This section contains all the rules you need to create a Lotusmaster,
a sorcerer, or a follower of the Path of Enlightenment (or Obscurement). In addition, this chapter
describes new powers, specific to this setting. New powers are marked with an asterisk (*).

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ARCANE
BACKGROUNDS
LOTUSMASTERY
Arcane Skill: Lotusmastery (Smarts)
Starting Power Points: 10
Starting Powers: 3
Available Powers: barrier, blast, blind, boost/lower trait, burst, confusion, detect/conceal arcana,
dispel, entangle, environmental protection, fear, healing, invisibility, light, obscure, poison*, puppet,
slow, slumber, smite, succor, stun, warrior’s gift, zombie.
Lotusmasters are skilled men who spend their life studying the incredible effects of Lotus, the
strange plant which appeared in the Dominions after the fall of the Dread Star. Many Lotus varieties
exist: Gray, Red, Green and so on. The color usually identifies a particular type, but different parts
of the plant (flower, root, pollen and so on) are used in potions to achieve different effects, allowing
a virtually endless number of combinations.
Lotus cannot be used in its pure form: it is toxic and, in some cases, even lethal. Instead, it must
be refined and mixed with other ingredients, and special rites and spells must be recited to produce
a batch of powder, a vial of elixir, pills, or other alchemical concoctions. To create a concoction, a
Lotusmaster needs his Lotus bag, a sort of miniature lab containing raw materials and basic tools.
The process requires one hour per Rank of the power he wants to imbue (so a Seasoned power
requires two hours of work). At the end of the preparation time, the Lotusmaster rolls on the
Lotusmastery skill and pays the necessary Power Points.
These Power Points aren’t recovered until the potion is used or destroyed (burnt, dispelled and so
on). Then, the Lotusmaster regains his Power Points at the normal rate. If the skill roll is successful,
a Lotus potion is prepared. It lasts indefinitely, until used, and can be taken by any living being
with an action. So a Pearly Lotus of Relief, a sweet potion that cures wounds, works exactly like the
healing power, while a Gray Lotus of Hollow Dreams, a powder with terrible hallucinogenic effects,
induces fear in the individual targeted with it. Raises work as normal, increasing the effects of the
power. Before a scenario starts, a Lotusmaster can choose to prepare as many Lotus potions as he
wants, ignoring time requirements. It is assumed he had enough time to prepare what he wished.
Range: The Lotus must come into contact with the target to work. So spells with a Range of
Attribute (like Smarts×2), Sight, Self or Touch require the Lotus to be ingested, injected, or
delivered with a Touch Attack. Ingestion is self-explanatory: the potion must be drunk or eaten (not
necessarily as a voluntary action).
To inject a Lotus potion, the target must be at least Shaken by damaging attack (a dagger scratch,
or something similar). Touch requires a Touch Attack (+2 to the Fighting roll). Despite being more
difficult to accomplish, ingestion or injection are more potent, especially for offensive powers. The
skill roll receives a +2, but only on opposed rolls. The exact mode of administration is decided by the
Lotusmaster upon creating the concoction. Powers with Range brackets mean that the Lotus must
be put into a vial to be thrown at the target. This requires a Throwing roll and ranges are reduced
to 3/6/12. Alternatively, a concentrated quantity of Lotus can be delivered with a blowgun dart (a
Shooting roll using the blowgun ranges). Duration: Extra Points can be spent as usual to increase
duration.

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Laboratory: A Lotusmaster with access to a good laboratory, something bigger and better
stocked than his basic Lotus bag, gains +2 to his rolls. Access to an even bigger facility, like the
House of an Alchemist of Gis or some other fully equipped workshop, grants a +4 bonus.
Backlash: A Lotusmaster rolling a 1 on the skill die during the creation of his concoction inhales
dangerous fumes or poisons himself in some way. He suffers an automatic Wound.

HERO’S JOURNAL: LOTUS CONCOCTIONS


The Pharmacologia Segreta, the traditional book of Lotus recipes studied by every Lotusmaster, states the
names of concoctions according to the standard convention: “Color Lotus of Something”, e.g. Orange Lotus
of the Phoenix, Violet Lotus of the Wailing Widow, and so on. This is the common way to define Lotus
potions, but several outstanding Lotusmasters deliberately gave non-standard names to their elixirs to leave
their mark. So there might be potions called Giscamon’s Vendetta or Food for the Orphans. Savage Worlds’
use of trappings lets you create a virtually limitless number of Lotus potions. There are some examples below
but the players and Game Masters can obviously create their own.

MODE OF DELIVERY
Ingestion, injection, and touch are the most common ways. See the Lotusmastery description for further
details. Below are listed some other ideas for Lotusmastery trappings.
Candles. A very subtle method to deliver Lotus concoctions, candles are made with wax or another suitable
material, and contain a particular Lotus concoction which is slowly released while the candle burns. Powers
with a Candle trapping cost 10 Moons/Rank of the power in raw materials. The Lotusmaster can set a delay (1-3
hours) before the Lotus starts taking effect. This power affects all targets within a Medium Burst Template, but
only in a closed room. Opening a window is enough to immediately disperse the effect.
Inhalation. An inhaled power must be breathed in. It affects all targets in a Small Burst Template. Holding
your breath is usually enough to avoid it, so opposed rolls to resist it have +1.
Explosive. A Lotus concoction can be explosive, dealing +1 damage or treated as a Heavy Weapon. However,
it is quite dangerous to handle. If a roll is required to deliver it (e.g. throwing a vial) and a 1 is rolled on the skill
die, regardless of the Wild Die, the concoction explodes before use, causing damage to the user.
Smokes. Almost any Power can be transformed into smoke. Smoke is stored in small vials sealed with wax
which must be opened or smashed on the ground to be activated (vials can be thrown as normal). A smoke
concoction affects any target in a Small Burst Template. As a drawback, opposed rolls to resist its effects are
made with a +1 bonus due to the fact that the chemicals are very much diluted.
Venom-based. Venom-based concoctions are very subtle, but don’t affect non-living targets. For example, a
venom based blast can’t be used to destroy a door.

EXAMPLES OF LOTUSMASTERY TRAPPINGS


Boost Trait (Strength) (Black Khav). Black Khav or Wild Khav is a dangerous drug, a favorite among
Jalizaran thugs before committing a crime. It is a mix of impure Khav, sewer water, and other disgusting waste.
Any individual taking Black Khav develops the Bloodthirsty Hindrance for 2d4 hours.
Burst (Purple Lotus of Pain). This dangerous powder, made to be thrown at targets, is a strong acid that
corrodes skin, lungs or other organic materials when in contact with them.
Dispel (Gray Lotus of Panacea). This sweet potion can eliminate almost all the effects of other Lotus
concoctions and foul magic, if drunk in time.

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Lower Trait (Smarts) (Wine of the Merchant). An odorless and tasteless liquid. The merchants from Jalizar
mix it with wine and give it to potential customers during transactions.
Slow (Pale Smoke of Numbness). This pale smoke, made with Lotus from the swamps, is strangely cold.
Contact with it causes a feeling of numbness in the arms and legs. The smoke affects all targets within a Small
Burst Template, but opposed rolls to resist its effects are made at +1.
Slumber (Golden Candle of Sweet Dreams). These yellow candles are made with the purest wax mixed with
Golden Lotus and other exotic materials. They are used both by those who suffer from insomnia and by thieves
and burglars to knock out guards. A candle affects any target within a Medium Burst Template, costs 20 Moons
in raw materials, and usually takes effect one hour after being lit. It also grants very nice dreams.
Smite (Yellow Lotus of the Demons). When poured onto a weapon’s blade, this foul-smelling liquid covers it
in a persistent flame.
Warrior’s gift (Berserk) (Blood Lotus of the Savannah Warriors). A foul-tasting potion made by the
Lotusmasters of the Ivory Savannah Tribes before a major battle.

IMPROVISING A LOTUS BAG


A character who loses his Lotus Bag during an adventure is in serious trouble. If he is in a civilized land, he
can buy another (see Gear) but it requires 2d4 hours to find and is considered a Rare Item (Streetwise roll
required).
If away from civilization, the Lotusmaster can improvise a new Bag, restocking with what he can find. Each
attempt requires 1d4 hours and a Survival (-2) or Lotusmastery (-4) roll.
For each success and raise the Lotusmaster gains a Lotus Supply Token (up to a maximum of two), and the
effectiveness of the Lotusmaster depends on how many Tokens he has, as per the table below.

LOTUS SUPPLY TABLE


LOTUS SUPPLY
EFFECTS
TOKENS
0 No Lotusmastery possible
1 -2 To Lotusmastery rolls. Power Points reduced to 50%
2 -1 To Lotusmastery rolls. Power Points reduced to 75%
3 Full power, Lotus Bag restored.

SORCERY
Arcane Skill: Sorcery (Smarts)
Starting Power Points: 10
Starting Powers: 2
Available Powers: armor, barrier, beast friend, blast, boost/lower trait, bolt, confusion, darksight,
deflection, disguise, drain power points, draining touch*, detect/conceal arcana, divination, entan-
gle, fear, havoc, intangibility, invisibility, obscure, puppet, slumber, smite, speak language, stun,
summon ally.
Sorcery is a very dangerous type of magic. The sorcerer, through arcane invocations and unholy
rites, asks the intervention of forgotten divinities and powers that man isn’t meant to know.
These entities are usually generous toward the sorcerer, but they are also very demanding. Many
of those who meddle with dark magic end up with their minds destroyed and their souls eaten by

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creatures of unimaginable horror. Evil entities are always eager for nourishment, so a sorcerer can
decide to willingly give them a little of his life energy in exchange for extra power.
This is done by self-inflicting a Wound to gain 2 Power Points or +1 to a Sorcery roll. These
wounds represent energy sacrificed to dark powers, cannot be Soaked and can only be healed
naturally. The penalty caused by these wounds applies after the Sorcery roll they are inflicted for.
Sorcerers also have access to the Soul Drain Edge, with lower requirements than usual.
Backlash: A sorcerer who rolls 1 on the Sorcery die, regardless of the Wild Die, has somehow
displeased the evil entities he works with to gain his powers. He must roll on the Sorcery Critical
Failures Table to discover what happens to him.

SORCERY CRITICAL FAILURES TABLE


D20 EFFECT
Evil Twist. The character’s body is permanently twisted. His nails become long and claw-like,
his teeth elongated and sharp, or whatever else the Game Master decides. He permanently
1 loses 1 Charisma point. On the plus side, his unarmed attacks deal +1 damage from now on.
If the hero is exposed to this effect more than once, he only loses another Charisma point, but
receives no further damage bonus.
Dark Energies. The caster’s body is overwhelmed by an otherworldly force. He is Shaken for
2–4
1d6 rounds and his Sorcery die is reduced by one step for 24 hours.
Energy Sap. The caster must make a Vigor roll or be Incapacitated. Even in the case of a
5–8
success, he suffers a level of Fatigue, which is recovered after an hour.
Not For The Human Mind. The caster has a brief glimpse of what the entity he is contacting
9–12
REALLY is, and this can shatter the hardest of minds. He must make a Fear (−4) roll.
Devils’ Joke. The spell works as if cast with a raise, but the evil entities change the target: a
13–15
positive spell affects an enemy, a negative one affects the caster or an ally.
Manifestation of the Unholy Gods. The evil gods appear in all their terrible might, releasing
16–18 a wave of pain and terror! Put a Large Burst Template on the caster. Whoever is within the
template, caster included, suffers 3d6 damage and must make a Fear roll.
Satiate My Hunger! One of the evil forces the sorcerer is contacting decides to take away
some of the character’s life energy. His Vigor die drops by one step. Every week the sorcerer
19 is allowed a Vigor (−4) roll to regain it. In case of a critical failure on one of these rolls, the
loss is permanent. If this reduces the attribute below d4, the character dies horribly, his body
consumed by the evil forces.
Soul Drain. A part of the sorcerer’s soul is snatched and devoured by evil entities. His Spirit
die drops permanently by one step. If reduced below d4, the character’s soul is destroyed, and
20
he becomes an NPC, possessed by some evil entity, under the control of the GM (restore Spirit
to the initial level).

HERO’S JOURNAL:
THE ART OF SORCERY
Sorcery powers, usually spells or incantations of some sort, tend to be quite different from one another,
depending on the source of the magic. A Tricarnian demon evoker’s bolt, for example, is quite different from
the bolt of an Ivory Savannah Tribe dancing witch.
For this reason, trappings are very important in defining sorcery spells. Always consider the basic rule of
sorcery: the evil entities that grant their power to the warlock ask for something in return (adoration, pain,
entertainment or sacrifices) and their gifts always have a hidden cost. As a rule of thumb, every sorcerer knows
a single trapping for each of his spells. New trappings for known spells are good rewards for sorcerer player
characters. A hero can master a new trapping of a spell he already knows with a Smarts roll, if he finds a teacher

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or a book of some sort explaining it. Here are some examples of trappings fitting the sword and sorcery style as
well as related rule modifications, when needed. You should feel free to add others of your own creation.
Dark Taint. The power is inherently evil and somehow corrupts the recipient. In addition to its normal effects,
the target suffers a Minor Hindrance for the duration of the spell.
Fearful. Simply seeing the spell in action can make a strong man tremble. The target and all those witnessing
the spell suffer −1 to Spirit rolls for the duration of the spell.
It is Only a Clever Trick. For primitive cultures, such as those of the Dread Sea Dominions, anything
unknown is classified as magic. This is why ventriloquism, hypnosis, higher technology and very good sleight
of hand are usually considered supernatural powers. A power that is only a clever trick usually has a weak point
of some type.
Glyph. A Glyph is a sign of power written on an object. Glyphs are more powerful and longer-lasting than
normal sorcery powers, because the magical energy trapped within them is magnified. In game terms, a Power
with a Glyph trapping actually needs to be written down (doubling the time needed to cast it; the minimum is
a whole round). In addition, a spell linked to a Glyph can be lifted by destroying the Glyph (Called Shot at -2,
Toughness 5). On the plus side, a Glyph power doubles its basic duration.
Minion. Sorcerers can count on a legion of animal and demonic servants, so some of their powers might
manifest themselves through the summoning of a minion. Given that summoning a minion takes time, a
Power with a minion trapping actually takes effect the round after it has been cast. On the plus side, it lasts an
additional round, even if it is an instantaneous Power.
Mesmerism. This is created by the sorcerer’s strong hypnotic Powers. It is merely an illusion and does not
exist outside the victim’s mind. A power with a mesmeric trapping can be resisted through a Spirit roll opposed
by the casting roll. In the case of failure, the illusion is so real that the victim suffers -2 to all Trait rolls while
under the spell. If he is successful, he sees through the illusion, becoming immune to all the effects of the
power. Casting the spell costs 1 Power Point less (minimum 1).
Musical Trapping. Music is strong, and particular songs have increased effects against particular classes of
individuals (for example: women, beasts, soldiers, demons and so on.) The narrower the class, the greater the
bonus (usually it ranges from +1 to +2 on the opposed roll or a corresponding penalty if the spell requires a
Trait roll to resist).
Object Required. The power is linked to an object of some type. The object must be quite easy to replace
(maximum cost: 10 Moons/Power Rank) and without it the spell cannot be cast. As compensation, spells that
require an object have their basic duration increased by one round.
Verbal. The magic requires the caster to speak. So, the spell cannot be used if the sorcerer cannot speak or
wants to remain inconspicuous.

EXAMPLES OF SORCERY TRAPPINGS IN USE


Here follow some examples of powers with their trappings.
Barrier (Illusory Flames). This power causes a barrier of hellish flames to rise up from the ground. They are
a fiery barrier (causing 2d4 damage to whoever crosses them), but they are completely illusory! Any character
stepping into them can make a Spirit roll opposed by the caster’s Sorcery roll. If he fails, he believes the
illusion, suffering -2 to all Trait rolls till the end of the spell. If he is successful, he sees that the flames are only
an illusion and can advance without being harmed! Casting the spell costs 1 Power Point less (minimum 1).
Bolt (Sorcerous Scorpions). With a sleight of hand too quick to be noticed, the sorcerer extracts something
from his sleeve and throws it at his enemy. The mysterious object is a deadly scorpion, conjured up from
nowhere! It deals damage the round after being thrown and the next, before scuttling away.
Boost/Lower Trait (Corrupt). The sorcerer can temporary infect the target with the dark taint of the
supernatural creatures he serves. Every boosted or lowered Trait manifests itself as a horrid physical mutation

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(such as bulging muscles for raised Strength, suckers


on the hands for raised Climbing, festering wounds for
lowered Vigor, and so on). This causes the target to
receive the Ugly Hindrance while under the effect of the
spell.
Deflection (I am not here!). The sorcerer using this
spell seems to have been hit by his enemy’s blow but he is
actually a yard away, staring at the attacker with magnetic
eyes. It is a sort of hypnotic suggestion that prevents the
attackers from hitting the target. After each failed attack,
the target can freely move 1” away from the attacker. As a
drawback, the power’s Range is Self and can be avoided
by simply closing one’s eyes (so, the Blind Hindrance
applies). As it isn’t a “real” deflection, the defensive
bonus doesn’t count as armor bonus against area attacks.
Entangle (Hands of the Dead). The sorcerer
encourages the spirits of the dead to bring the poor
victims of this spell to their dark kingdom. Cold arms
emerge from the ground and grab the targets, restraining
them. Their touch is so cold and terrifying that the victims
suffer an additional −1 to Spirit rolls for the duration of
the spell.
Fear (Unspeakable Name of Hordan). The caster
knows the real name of the evil deity Hordan, so
abominable that hearing it is enough for people to fall into
an abyss of primeval fear. If the caster cannot speak or the
name cannot be heard, the spell doesn’t work.
Puppet (Aalisha’s Love Ballad). Legend says that
Aalisha, Mistress of Gods and Sorrows, the demon-god of music, once had a human lover, Aaleso, who
betrayed her and was condemned to eternal suffering. This wordless tune was the ballad the Mistress of Songs
sang to win the heart of her lover and is said it can win the heart of any person. It causes the victim to fall in
love with the caster, who receives +1 to the opposed roll if the target belongs to the opposite sex (or has an
appropriate sexual orientation).
Summon Ally (Call of the Eaters). This evil spell requires the sorcerer to blow into a horn made from the
bone of a beast devoured by insects. The air from the mage’s lungs turns into a swarm of hungry locusts (a small
Swarm).
Summon Ally (Evocation Circle). The sorcerer draws a circle on the ground (using a stick, piece of chalk,
or other tool) and recites an incantation. This forces a powerful entity of his choice to appear within the circle.
The demon is trapped and must swear to be faithful to the evoker before being freed. This process makes the
casting longer (a full round) but doubles its basic duration.

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PATH OF ENLIGHTENMENT/OBSCUREMENT
Arcane Skill: Enlightenment (Spirit) or Obscurement (Spirit)
Starting Power Points: 15
Starting Powers: 1
Available Powers: analyze foe*, armor, banish, boost/lower trait, darksight, deflection, detect
arcana/conceal arcana, dispel, environmental protection, farsight, fly, invisibility, legerdemain*,
pummel, quickness, smite, speed, telekinesis, wall walker, warrior’s gift.
Two philosophies exist in Lhoban: the Path of Enlightenment, through which a man can improve
himself to reach perfection through discipline and good actions, and the Path of Darkness, through
which a person can achieve perfection through the most wicked evil.
The followers of both Paths are usually monks. Through intensive training and meditation, they
are capable of incredible feats. They affirm that their powers aren’t truly magical and any man, with
the right training and true devotion to self-improvement, can achieve the same abilities. But, in
truth, many years of dedication (or of wickedness) are necessary to follow one of the Paths. That’s
why very few of these skilled individuals exist.
Mechanically, the two Paths work in the same way, using the Enlightenment or Obscurement
Skill (which are mechanically equivalent). The only difference is that the followers of light can be
corrupted (see sidebar), while the disciples of darkness are usually shunned and feared (and must
keep their true beliefs hidden).
Their Powers usually manifest themselves as personal abilities, not as true spells.
So, all the Powers, except banish, detect arcana, dispel and pummel have a Range of Self.
Backlash: An Enlightened (or Obscured) One who rolls 1 on the Enlightenment (or
Obscurement) Skill dies, regardless of the Wild Die, temporarily loses his spiritual balance. He is
Shaken and all his Enlightenment (or Obscurement) rolls suffer −2 for an hour.

THE SEDUCTION OF DARKNESS


The dark powers try to seduce good monks with all sorts of temptations.
In game terms, when an Enlightened One suffers a critical failure using his Powers and has no Bennies, the evil
powers help him by offering him a free d4 Obscurement skill (which works exactly like Enlightenment).
If the character refuses the offer, the critical failure is even worse than normal (evil powers hold a grudge), but his
soul is safe.
If he accepts, the new skill is permanently acquired and can be used immediately to reroll the critical failure, as if the
character had used a Benny, Wild Die included, but his soul is tainted.
Obscurement can be improved as normal or in another way: whenever the character rolls a critical failure using his
Powers and has no Bennies, the dark forces raise his Obscurement by one step and grant a free reroll, this time the
hero has no chance to refuse, his soul being already corrupted.
In addition, his Enlightenment skill drops by one step. When a character’s Enlightenment drops below d4, the skill
is lost forever and the hero turns toward the path of evil, becoming, for all purposes, a follower of darkness (unless
he finds a way to find redemption).
An Enlightened One can get rid of an Obscurement die step if he wants to, by spending a skill increase during
normal advancement.
Note that characters actually playing a follower of Obscurement aren’t tempted, so they aren’t subject to this rule.
Example: Burning Flower, an Enlightened One with Spirit d10 and Enlightenment d8, was tempted by evil during

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the last adventure and now has Obscurement d4. At the end of the scenario the warrior-monk gets an advance,
and decides to raise Enlightenment. As it is below its controlling attribute, Spirit, he can raise another Skill under its
controlling attribute, but instead decides to get rid of the Obscurement die.

HERO’S JOURNAL: THE WAY TO PERFECTION


The followers of the Path of Enlightenment usually gain powers consisting of incredible martial arts techniques and
amazing feats of the mind, achieved through endless hours of concentration and careful training. Here are some
examples of trappings suitable for the Path of Enlightenment.
Breath Control. Meditation and self-awareness are crucial in the training of the Enlightened Ones. Both can be
achieved by breathing rhythmically, which allows the monk to become calm and focused and to fully express his
potential. A Power with this trapping has its maintenance cost halved (so a power with a maintenance cost of 1/
round become 1/two rounds). However, as it is difficult to maintain, any check to avoid disruption is made at -2.
Increased Awareness. Perception is the key to this Power. The Enlightened One is capable of seeing and
manipulating very subtle energies. A power based on an increased awareness trapping grants +1 to the first Notice
roll made during the duration of the spell.
Martial Moves. This Power is linked to a special combat move that must be performed by the caster in order to
activate it. The Power requires the caster to be able to move freely; so, in certain cases, it cannot be activated in an
inconspicuous way.
Meditation Required. The Enlightened One needs to be deeply focused to awaken this power. It means that
the Power requires a round of intense concentration before it can be cast. As minor compensation, the character
receives +2 to avoiding loss of concentration while maintaining the power.
Past Lives. The source of this Power is the inner, unconscious knowledge gained by the character during his
past lives, which is usually inaccessible. If the character scores a raise casting the spell, he sees a glimpse of a past
incarnation, gaining +1 to Smarts and Smarts based skills in the current and next round.
Vessel. By practicing for a long time with a single item, the monk has become capable of achieving perfect
concentration. Unfortunately, without the item the monk can no longer use his Power. The Power is closely linked
to a specific item (a weapon, a book, a tool, or something similar). So, when casting the Power while using the item,
the character can decide to roll on the most logical skill the item is linked to (i.e. Fighting for a weapon, Knowledge
(Religion) for a holy book, Stealth for a cloak, and so on) rather than on Enlightenment. Yet, the character cannot
use this power without the Vessel. If the original Vessel is lost, a new one can be crafted or found in 1 week/Rank of
the Power, by spending 100 Moons/rank and/or completing a specific quest. Multiple Powers can share the same
Vessel.

EXAMPLES OF ENLIGHTENMENT TRAPPINGS IN USE


Here follow some examples of powers with their trappings.
Banish (Staff of the Seven Whispers). By wielding the whispering staff carved by his old master, a monk can make
it whistle in such a high-pitched tone that it breaks the link a demon has with the physical world. In game terms, the
monk can use the banish Power by rolling on Fighting rather than Enlightenment. However if, for whatever reason,
he loses the ancient relic, he cannot use this power until he builds or finds a suitable replacement.
Boost Trait (Fighting) (Breath of the High Mountains). By breathing slowly and rhythmically, a monk can
tap into the incredible resources of his body and soul, greatly enhancing his skills. In this way, he can maintain his
focus longer (halves the maintenance cost), but the process requires continuous attention (-2 to any check to avoid
disruption).
Boost Trait (Healing) (Gentle Pressure). The Enlightened One is capable of perceiving the altered flow of
energy in a wounded being and to refocus it with a simple touch of his hands, thus helping the healing process. The
altered state of perception caused by the power also grants +1 to Notice rolls.

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Fly (Leap of the Air Warrior). Through this ancient technique the Enlightened One is capable of violating the
laws of gravity, performing incredible jumps and similar feats, but at the end of the round he must always be on
solid ground. As a minor compensation, if attacking an enemy on the ground from a flying position, he gains +1 to
Fighting rolls.
Pummel (Stomp of the Master). Through the sheer strength of his soul, the Enlightened One can make the
ground tremble by simply stomping his foot. Before releasing this terrible blow, the Enlightened One must
concentrate for a full round.
Warrior’s Gift (Memories of Past Lives). Each life is only the continuation of a past life, through an infinite
chain of reincarnations that end only with the final Enlightenment. Most cannot remember their past lives but
the Enlightened One can, and through this power he “awakens” an ability possessed in one of his previous
incarnations. If cast with a raise, he gains +1 to Smarts and Smarts linked skills until the start of his next turn.

MODIFIED POWERS
SUMMON ALLY
Rank: Novice
Power Points: 3+
Range: Smarts
Duration: 3 (1/Round) or Special
Trappings: Evocation, burning herbs, sacrifices.
This Power allows the caster to summon a powerful Extra loyal to him. In Beasts & Barbarians
it works in a slightly different way to the core Savage Worlds rules. On a success, the ally is placed
at any point within the Range of the Power. On a raise, the ally is more durable and is a Henchman.
A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it
is summoned. A character may learn this spell while of Novice Rank, but he cannot summon more
powerful allies until he attains the appropriate Rank. The cost in Power Points depends on the type
of ally the character wishes to summon. Use the Summon Ally Table as a guideline for unlisted
creatures. In the Bestiary section of SEGM several other creatures are marked as summonable.
By taking this power, a caster learns the ritual to summon a single type of creature, and
automatically learns another one each time he achieves a new Rank. Rituals for evoking additional,
very powerful creatures are usually contained in ancient, forbidden tomes, and finding them might
be the goal of an adventure. A caster of sufficient Rank to summon more powerful allies may choose
to summon additional lower Rank allies instead, at the same cost. For each Rank lower, he gains one
additional ally.
For example, a Veteran caster could spend 5 Power Points to summon one ally requiring Veteran
Rank, two requiring Seasoned Rank, or three requiring Novice Rank. Allies summoned by a single
casting must all be of the same type.
Backlash on summon ally, in addition to the roll on the Sorcery Critical Failures Table, causes
the creature to be evoked, but it is free from the caster’s control and usually malevolent toward the
sorcerer. In this case, the evoked creature doesn’t disappear when the spell ends and it must be
killed or banished.
Special: When not in combat, the caster can summon an ally and ask it to perform a single, non-
combat task. The task must be related to the creature’s nature or abilities. So, a Shadow Bat can be

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PLAYER’S GUIDE

asked to act as a mount, a Twisted Servant to dig a passage through a blocked tunnel, a Demonic
Mastiff to track someone, and so on. The task cannot take more than one day per Rank of the caster to
complete. When the task is accomplished, the creature disappears and the spell ends. Casting the spell
in this way requires five minutes per Rank of the creature summoned, and costs double the basic cost.
The spell doesn’t need to be maintained, but the caster doesn’t recover the Power Points spent until
the spell ends. If during the task the creature is forced into combat, the spell switches to standard mode
and the caster must pay the maintenance cost for the rounds of combat the creature is involved in.

SUMMON ALLY TABLE


Cost Rank Ally
3 Novice Fighting Bird *, Keronian Imp*, Twisted Servant*, Wolf
4 Seasoned Dire Wolf, Snake (Venomous), Spirit of the Betrayer*, Swarm
5 Veteran Ancestor’s Ghost*, Demonic Mastiff*, Snake (Constrictor), Giant Spider
6 Heroic Bear, Fanged Ape*, Shadow Bat*
7 Legendary Giant Worm, Singer Demon*

(*) New creature detailed in SEGM.

NEW POWERS
ANALYZE FOE
Rank: Novice
Power Points: 1–2
Range: Smarts×2
Duration: 3 (1/round)
Trappings: Mystical sense, spiritual advice, gestalt knowledge.
Knowledge is power. Being able to judge the strength of a foe before engaging him in combat can
be highly advantageous.
The character makes an Arcane Skill roll opposed by the target’s Spirit. On a success, he gains a
+1 bonus to Trait rolls to directly affect the target, and the target suffers a −1 penalty to Trait rolls to
directly affect the caster. With a raise, the effect is increased to +2 and −2 respectively. In addition,
for 2 Power Points, a success allows the caster to learn of a single Immunity, Invulnerability, or
Weakness of the target (if one exists), and a raise allows knowledge of two.

DRAINING TOUCH
Rank: Seasoned
Power Points: 3
Range: Self
Duration: 3 (1/round)
Trappings: Dehydration, poison, black crackling energy around hand, disease.
Mages have more ways to kill a foe than blasting him with balls of fire. This spell makes the touch of
the caster deadly. After casting the spell, the mage delivers his draining touch on a successful touch
attack (+2 Fighting). Victims must make a Vigor roll (at −2 if the mage scored a raise when casting)
or suffer a level of Fatigue. Normally, these Fatigue levels recover at one per five minutes, but if the
target rolls a 1 on his Vigor die, regardless of the Wild Die, he must recover as “normal” based on
the trappings of the power (dehydration requires water, poison/ disease may require healing, and so

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on). If the trapping has no specific recovery, it takes one hour to recover a Fatigue level.

LEGERDEMAIN
Rank: Novice
Power Points: 1
Range: Smarts
Duration: Instant
Trappings: Mimicking action, briefly summoned spirit, astral bi-location.
Legerdemain allows the character to perform a single action at range which he would normally be
capable of doing in person. If the action would require a Trait roll, then the caster rolls the lower of that
Trait or his Arcane Skill to both activate the power and determine the results of the action. If the action
does not require a Trait roll, then his Arcane Skill is used normally. Casting legerdemain is a normal
action, but the action performed through its use is considered a free action (existing free actions like
speaking are unchanged). However, the caster is still limited to not duplicating the same action in a
round, so it is impossible to cast another spell via legerdemain. The Power does not create or duplicate
the effects of any gear or magical effects upon the caster, but in all other ways, the action is treated
exactly as if the caster were performing the action himself at the location. For example, a Fighting
attack does his normal unarmed Strength damage, even if the caster is holding a dagger with smite on it.

POISON
Rank: Novice
Power Points: 2 or more
Range: Self
Duration: Special
Trappings: Lotus potion.
Poisons are the most notorious and probably most insidious weapon of the Lotusmasters. A
poisoned target must make a Vigor roll, opposed by the Arcane Skill of the poison maker, for every
Time Interval (see below). If the Arcane Skill roll is higher, the victim suffers a Wound (two on a
raise).
If the victim wins the roll, he suffers no damage but the venom continues to work and he must
repeat the procedure for the next Time Interval. If he wins with a raise or more, he manages to defeat
the poison, which ceases to cause damage.
Time Interval: This is the frequency of the roll to check for the poison’s effect. It can be Very
Fast (1 round), Fast (1 minute), Normal (1 hour), Slow (1 day), and Very Slow (1 week). The
poisoner assigns a Time Interval to his concoction when he creates it.
Mode of Administration: The most common ways to administer venom are ingestion, touch, or
injection (see the Lotusmastery Arcane Background description on page 90 for their effects). Other
methods (such as inhaling) can be used but they cause −4 to the arcane roll to create the poison,
double the Power Points cost, and must be approved by the Game Master on a case-by-case basis.
Nonlethal poisons: The caster can decide that the poison is nonlethal, causing Fatigue instead
of a Wound. Fatigue is recovered as normal.
Healing: A skilled medic can help a poisoned friend. First, he must recognize the venom used,
with a Lotusmastery or Healing (−4) roll. If he is successful, the rolls to combat the poison can be
made using the higher of the victim’s Vigor and the medic’s Healing skill.

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“It is the man wielding
the blade that makes it strong, lad.”
– Kronn, Northlander smith

The common currency of the Dread Sea Dominions is the Syranthian Moon. A Moon is equal to
$1, so you can pick items from the Savage Worlds core rules without any need to do conversions.
Player characters start with 500 Moons, plus 100 for every rank above Novice. After equipment
has been purchased, all unused money goes into the characters’ Savings (see Setting Rules).
During character creation, the players can ignore the Rare (see below) feature, as long as they
justify strange items in their background. This section presents the equipment available in Beasts &
Barbarians. It isn’t a comprehensive list.
You can always refer to the Savage Worlds core rules for missing items. Here follows a brief de-
scription of the Special Abilities and features of gear in Beasts & Barbarians.
Battle Value. Used in mass battles, see page 124.
Monk Weapon. This type of weapon is traditionally used by monks, characters with the Monk
Edge who receive a particular ability when using them (see the Monk Edge on page 82 for details).
For non-Monk characters they have no other ability. They are readily available only in Lhoban, in
other lands they are Rare.
Rare. A rare item isn’t available unless the hero makes a Streetwise (−2) roll. As a rule of thumb, each
hero can try to locate a single rare item between a scenario and the next. The roll can be cooperative.

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MELEE WEAPONS TABLE


TYPE DAMAGE WEIGHT COST NOTES
Unarmed
Iron Fist Str+d4/+1 1 25 See notes, may be a Monk Weapon
Poisoner’s Glove Str - 100 See notes
Blades
Amazon Blade Str+d6 4 900 +1 Parry, see notes
Dagger Str+d4 1 25
Great Sword Str+d10 12 400 Parry −1, 2 hands
Kullah Str+d4 1 200 AP 1, see notes
Lhoban Sword Str+d6 6 900 Monk Weapon,+1 Parry, see notes
Long Sword Str+d8 8 300 Includes scimitars
Moon Sickle Str+d4 2 500 See notes
Sacrificial Dagger Str+d4 2 350 +1 Parry, see notes
Short Sword Str+d6 4 200 Includes sabers
Axes and Mauls
Axe Str+d6 2 200
Battle Axe Str+d8 10 300
Club Str+d4 2 5
Great Axe Str+d10 15 500 AP 1, -1 Parry, 2 hands
AP 2 vs. rigid armor, AP 1, -1 Parry, 2
Maul Str+d10 20 400
hands
War Club Str+d8 12 200
Warhammer or
Str+d6 8 250 AP 1 vs rigid armor
Mace
Exotic Weapons
Combat Net Special 2 200 See notes
Whip Str+1 1 100 See notes
Flails
Monk Weapon, ignores Shield Parry and
Three-Piece Rod Str+d6 8 200
Cover Bonus
Pole Arms
Barbed Spear Str+d6+1 5 250 +1 Parry, 2 hands, see notes
AP 2 when charging, 2 hands when used
Buffalo Lance Str+d8 10 300
while dismounted
Moon Blade Str+d8 12 400 Monk Weapon, 2 hands
Reach 1, 2 hands, +1 Parry, counts as
Scythed Double
Str+d8 10 600 two separate weapons for multi-attack
Spear
purposes
Spear Str+d6 5 200 2 hands: +1 Parry
Monk Weapon, +1 Parry, 2 hands, see
Staff Str+d4 8 10
notes
+1 Parry,
Sorcerer’s Staff Str+d4 8 500
2 hands, see Notes, Rare
Monk Weapon, +1 Parry, 2 hands, see
Whispering Staff Str+d4 8 400
notes
PLAYER’S GUIDE

RANGED WEAPONS TABLE


TYPE RANGE DAMAGE WEIGHT STR COST NOTES
Amazon Blade 6/12/24 Str+6 4 d8 900 AP 2, see notes
One action to reload,
Atlatl Special - 2 d6 200
see notes
Axe, throwing 3/6/12 Str+d6 2 - 75
Blowgun 5/10/20 Special 1 - 50 See notes
Bow 12/24/48 2d6 5 d6 250
Chakram 4/8/16 Str+d4 1 - 100 See notes
Combat Net 1/2/4 Special 4 d6 100 See notes
Composite Bow 12/24/48 2d6 5 d8 500 AP 1
Javelin 6/12/24 Str+d4 1 - 100 See notes
Knife/Dagger 3/6/12 Str+d4 1 - 25
Severed Head 4/8/16 Str+d4 2 - 200 See notes
Sling, Hunting 4/8/16 Str+d4 1 - 10
Sling, War 8/16/32 Str+d6 1 d6 100
1 hand: Reach 1
Spear 3/6/12 Str+d6 3 d6 200
2 hands: +1 Parry
Valk Composite
15/30/60 2d6+1 6 d8 300 AP 1
Bow

AMMUNITION TABLE
AMMO WEIGHT COST NOTES
Arrow 1/5 1/2
Brainstone 1/3 Special See notes
Sling Bullet, Hollow 1/3 5 -2 to Shooting roll, see notes
Sling Bullet, Lead 1/5 1/2 AP 1
Stones can also be found for free with a Notice roll
Sling Stone 1/10 1/20
and 1d10 minutes of search

ARMOR TABLE
TYPE ARMOR WEIGHT COST NOTES
Bikini/Loincloth +0 - - See notes
Gladiator Armguard +0 5 200 +1 Parry, see notes
Light Armor Bracers/Greaves +1 4 25 Covers Arms or Legs
Light Armor Shirt +1 7 50 Covers Torso
Light Armor Suit +1 15 100 Covers Torso, Arms, Legs
Medium Armor Bracers/
+2 6 100 Covers Arms or Legs
Greaves
Medium Armor Corselet +2 13 200 Covers Torso
Medium Armor Suit +2 25 300 Covers Torso, Arms, Legs
Heavy Armor Bracers/Greaves +3 13 200 Covers Arms or Legs
Heavy Armor Corselet +3 34 400 Covers Torso
Heavy Armor Suit +3 60 800 Covers Torso, Arms, Legs

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ARMOR TABLE
Pot Helm +3 4 75 50% vs. head shot
Armor Modifications
Half Armor Special -25% -25% See notes
Human Bone Armor -1 -10% +25% See notes, Cairnlander only, Rare
Reinforced Armor Special +50% +50% See notes
Spiked armor Special +25% +25% See notes
Shield
Small Shield - 8 50 +1 Parry
+1 Parry, +2 Armor vs ranged shots
Medium Shield - 12 200
that hit
+1 Parry, +2 Armor vs ranged shots
Tribal Shield - 12 250
that hit
+2 Parry, +2 Armor vs ranged shots
Large Shield - 20 300
that hit

MUNDANE ITEMS TABLE


ITEM WEIGHT COST NOTE
Special Adventuring Gear
Armorer’s Kit 10 100 See notes
Healer’s Kit 3 50 See notes
Incense Orb – 100/Rank Rare, see notes
Lockpicks 1 200
Lotus Concoction - 200/Rank Rare, see notes
Lotusmaster’s Bag - 100/Rank See notes
Poisoner’s Ring - 300 Rare, see notes
Refined Lotus - 50/PP Rare, see notes
Silk Rope (10”) 1 100 Rare, see notes
Tiger’s Claws 1 200 Rare, see notes
War Horn 3 400 Rare, see notes
Tack
Balkoth Barding - 1000
Balkoth Crystal - 3000 Rare, see notes
Saddle, Common - 10
Saddle, Elaborate - 200
Fighting Bird - 500 Rare, see notes
Fighting Bird Barding - 200 +1 Armor, for Fighting Birds
Fighting Bird Talons - 200 +1 damage, for Fighting Birds
Animals
Balkoth - Not Sold Rare, only found in Tricarnia
Horse, Cheap - 150
Horse, Common - 300
Horse, Good - 750 Rare

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PLAYER’S GUIDE

MUNDANE ITEMS TABLE


Mule or Donkey - 100
Steppe Pony - 500 Rare
Rare, only found in the Ivory
War Buffalo - Not Sold
Savannah
Facilities
Alchemical Laboratory 1500/300 50 Rare, see notes
Library of Lore 2000/200 40 Rare, see notes
Smithy 600/100 - See notes

SLAVES
SLAVE TYPE COST NOTE
Very Low 100
Low 250
Average 500
High 1000 Rare
Very High 1500 Rare
Unique 3000+ Rare

VEHICLES TABLE
ACC/ BATTLE
VEHICLE TOUGHNESS CREW COST NOTES
TS VALUE
Land
Cart 1/5 10(2) 1+6 500 -
Chariot (2 horses) 5/15 8 1+1 1K -
Chariot, War (2
5/10 10(2) 1+1 3K+ -
horses)
Scythed Wheels - - - +1K - See notes
Water
Heavy Armor,
Amazon Hawk Ship 2/16 15(4) 10+50 100K 400
Amazon Sails
Chibbar 2/8 11 2+8 10K 50 Chibbar Rigging
Galley 2/8 19(4) 20+100 150K 300 Heavy Armor
Large Merchant Ship 2/8 15(4) 8+10 80K 200
Rowboat 1/2 8(2) 1+3 500 -
Small Merchant Ship 2/10 13(2) 4+10 20K 100

WEAPON DESCRIPTIONS
Amazon Blade. A twenty-inch wide Chakram (see below) with several metal spikes protruding
from the edges. It is a very dangerous melee weapon, and if you have the strength to throw it, it can
deal terrible damage at a distance. It is a very old gladiatorial weapon, also once called the spiked
Chakram, though today it is usually called an Amazon Blade. The origin of this name dates to the As-
caian rebellion: one of the two first Sister Queens, Galla the gladiator, is always depicted using this

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weapon, so it is commonly believed it was her weapon of choice. For this reason, it is only issued to
high-ranking Ascaian Amazons (must have the Noble Edge). An Amazon seeing an Amazon Blade
in the hands of someone other than an Ascaian noble suffers −4 to reactions. It is Rare outside the
boundaries of the Island of the Amazons.
Atlatl. An Atlatl or spear thrower is a clever device that uses the principle of leverage to throw
javelins and spears over amazing distances and with incredible strength. It consists of a piece of
wood or bone, as long as the thrower’s forearm, with a cup or a spur in which the butt of the projec-
tile rests. It is held near the end farthest from the cup, and the projectile is thrown by the action of
the upper arm and wrist. In game terms, it grants the Strong Arm Edge to the user. If the thrower
already has this Edge, the effect is increased and the ranges are incremented by 100%. In addition,
the wielder’s Strength is considered a step higher for the purpose of damage calculation. Placing
and properly balancing the javelin is a long task, hence the increased reload time. It is a Rare weapon
outside the Ivory Savannah and the Verdant Belt.
Barbed Spear. This particularly vicious weapon is used by the Cairnlanders and is usually stone
or bone tipped. For this reason, it automatically breaks when the user scores a 1 on the Fighting or
Throwing roll. It is Rare outside the Cairnlands.
Blowgun. A hollow pipe, up to three feet long, used to shoot small darts. The projectiles are too small
to deal any real damage and are normally used to deliver poisons or other Lotus concoctions, where a
mere scratch is enough to poison the target. Hence, a Shooting roll is enough against an unarmored tar-
get to deliver the poison (no damage roll is required), while against armored ones (+1 armor or better) a
called shot (−4) is required to pierce exposed skin, but in this case also no damage roll is needed.
Brainstones. Also known as “tathlums” these sling bullets are irregular earthenware globes
cooked in bone fires. Brainstones are cursed weapons, because they are made by mixing together
clay and the brains of fallen enemies. These items aren’t sold: they are made by the warrior using
them, or, in rare cases, found in a treasure stash. Despite coming from the Cairnlands, they are
fairly well-known in Northeim too. To make a Brainstone the warrior must mix clay and the brains
of a powerful enemy (he must be a Henchman, Right Hand or Wild Card) and cook it over a fire till
it becomes a hard stone (usually a full night of cooking is required). Then he must make a Spirit roll
(-2 for a Northeim character, no penalty for a Cairnlander). In the case of failure the Brainstones
created are simple sling stones. With a success he obtains a real Brainstone (three with a raise). Any
enemy hit by a Brainstone must make a Spirit (-2) roll before suffering any damage or he is Shaken.
Such is the power of the Brainstone. After the first use the cursed item shatters. The materials for

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PLAYER’S GUIDE

making Brainstones, apart from the brain, are 5 Moons’ worth of clay and other supplies, but this
cost can be ignored with a successful Survival roll. Usually Brainstones are fired from slings, but
it isn’t uncommon to throw them by hand, like normal stones (Damage: Str+d4, Range: 3/6/12,
ROF: 1). Only Northlanders and Cairnlanders know how to make Brainstones.
Buffalo Lance. This bronze-tipped heavy spear is used by the feared buffalo riders of the Ivory
Savannah as they charge their enemies. It is quite cumbersome in dismounted combat, so it must be
used with two hands.
Chakram. A Chakram is a flat hoop, from five to twelve inches across, with a sharp edge. It is
usually made of metal, but bone and polished wood are also used. It is both a weapon and art object.
The women of the Ivory Savannah Tribes often wear engraved Chakrams as bracers, so that they are
always armed against the unwanted attentions of potential suitors. It is mainly a throwing weapon,
used like a Frisbee, but it can also be used in melee with −1 to Fighting rolls. In the hands of a skilled
user, it can be thrown with an arced trajectory to hit targets concealed around corners or behind
partial cover. Hence, a character with Throwing d8 or more using one can ignore up to 2 points of
Cover modifier, as the disk hits the target from an unusual angle. It is Rare outside the Ivory Savan-
nah and the Verdant Belt.
Combat Net. This heavy net, usually fitted with tiny metal hooks and little weights, is a gladiato-
rial weapon. It grants +2 to Grapple rolls and it is usually used off-handed, with a trident (treat as a
spear) in the dominant hand.
Composite Bow. The composite bow is usually made of laminated wood and sinew, and it is
stronger than the common bow known in the western countries. Composite bows are actually cop-
ies of the Valk Composite Bow made by the civilized races but they are by no means comparable to
the traditional weapon of the steppe nomads. They are Rare in all the Dominions, except in Ekul,
Valkheim, and Zandor.
Iron Fists. This definition includes brass knuckles, cestus, the infamous Elephant Horn used by
Syranthian gladiators, and any other similar weapons for unarmed combat. It also includes special
‘fist weapons’ used by Monks, like metal prayer beads (in this case, the item is considered a Monk
Weapon). Characters with the Martial Artist Edge granting Str+d4 damage add +1 to their unarmed
damage. ‘Fist weapons’ deal lethal damage.
Kullah. A curved, very sharp dagger, made of bronze, and found exclusively in the Red Desert.
The Kullah has strong social significance: a boy receives it from his father the day he becomes a
man, to show he is now a member of the tribe, and losing it is equal to losing one’s status. Due to
its shape, it cannot be thrown.
Lhoban Sword. This highly decorated sword is typical of the warrior monks of Lhoban. It is
made with particularly flexible metal that makes it ideal for parrying blows. It is very Rare outside
Lhoban, and Streetwise rolls to locate it suffer an additional −2.
Moon Blade. A staff ending in a long, moon-shaped blade. This elegant weapon, something
between a spear and a halberd, is also called the Blade of the Maiden, for reasons unknown in the
western countries.
Moon Sickle. Wise Men of the North know something that other Lotusmasters, even the Alche-
mists of Gis, don’t know or have decided to ignore: plants, Lotus included, hate metals, in particular
bronze and iron, so when harvested with such an implement they lose a good part of their power.
So, many Lotusmasters use special blades made of bone or of pure metals, silver and gold, which are
consecrated through long rituals on nights of the full moon and smeared with exotic Lotus powders.
These blades, called Moon Sickles, can harvest the Lotus without damaging it, thus granting the
alchemist better components. In game terms, a Lotusmaster with such a tool gains +1 Power Point/

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Rank (to a maximum of +5 at Legendary). Moon Sickles must be kept pure: if they touch blood,
human or animal alike, they lose their power. This prevents the use of such an implement in combat.
Black Moon Sickle. There are rumors that a Moon Sickle can be transformed into a tool of corrup-
tion, used by Lotusmasters with nefarious interests, by the following ritual: a normal Moon Sickle
must be taken, and then it must be used to carve out the heart of a human being. The organ must be
then squeezed over the blade, tainting it forever. At this point the Lotusmaster must make a Spirit
(-4) roll. In case of failure the sickle becomes useless, with a success or more it loses the powers of
a Moon Sickle but becomes a Black Moon Sickle, which grants +1 to any Lotusmastery roll on the
poison Power, or +2 if the Sickle itself is used to inject the poison. Black Moon Sickles aren’t sold:
they are found in ancient Cairns or must be created by a black-hearted Lotusmaster. A character can
benefit from the effects of only one sickle at a time.
Poisoner’s Glove. This heavy leather glove is usually coated with poison, and is used to deliv-
er Lotus concoctions by touching the target. The wielder is considered to be armed when dealing
Touch Attacks.
Sacrificial Dagger. This thin, twisting dagger has a strong religious meaning and is usually used
in sacrifices and other ritual situations. It is also a wicked and very maneuverable blade, very good
for parrying incoming blows. Given its slenderness, it must be forged of iron or stronger metals,
otherwise it will break. These blades are always engraved with powerful symbols of power and
prayers to the dark gods. In the hands of a character with the Arcane Background (Sorcery) or Priest
Edges dedicated to an evil deity, it also grants AP 1. If used by a sorcerer to gain additional Power
Points by self-inflicting wounds, it grants +2 Power Points. It is a Rare item.
Severed Head. One of the wickedest habits of the Cairnlanders is to cut off the heads of their fall-
en enemies. These prized trophies are then mummified and several metal spikes are stuck through
them, turning them into spiked balls, used with a length of rope to hurl them. They are usually
thrown at enemies to provoke fear. Besides damage, hitting someone with a Severed Head allows
a free Intimidation roll. Luckily, these items cannot be found outside the Cairn Lands, where they
are fairly common.
Scythed Double Spear. The origins of this weapon are probably among the Ancestors, the fore-
fathers of the Cairnlanders, because the best exemplars of this weapon are found in age-old Cairns.
The weapon consists of a wooden or bone (rarely metal) shaft ending in two scythed blades, one
on each end. The double spear is used with a staff-fighting technique, more than a classical spear
method, and can strike with both ends. For this reason, it counts as two separate Str+d8 weapons
and the user can make a main and an off-hand attack as per the standard rules. Unlike staves, even
while making two attacks the user receives +1 Parry. They are typical of the Cairnlands. The cost
listed in the table refers to a bone weapon. Multiply the cost accordingly for a metal version, which
must be custom-made because no Cairnlander smith is capable of doing it.
Sling, War. This weapon is a longer version of the typical hunting sling and it is used in battle.
It requires more strength than a normal sling but, in the hands of a skilled user, it is potentially
deadlier than a bow.
Spear. This entry applies to spears, tridents, and other similar weapons. You can use a spear
one-handed, taking advantage of its long reach, or you can use it two-handed for enhanced defense.
Sorcerer’s Staff. These staves are usually carved and decorated in strange ways. Some of them
are topped with skulls, gems, or weird amulets. Each is crafted in a peculiar way — for example,
carved from the wood of an ancient tree and soaked in the blood of a virgin during a moonless night
— which explains its very high price. When it is bought, the player must invent a background story
for the staff in order to obtain it. It has a minor magical power: in the hands of a character with the

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PLAYER’S GUIDE

Sorcery Arcane Background it can deliver a Touch Attack, exactly as if the caster touched the target
with his bare hands. Sorcerer’s staffs can also be shorter, in which case they are called rods (and
treated as a club).
Staff. A long wooden stick, the humblest weapon a man can imagine. Given its length,
in Beasts & Barbarians, a staff wielder is considered as having two separate weapons
dealing Str+d4 each. This means he can use his staff for two attacks, one with his main
hand and the other with his off-hand, as per the standard rules, but in this case he loses
the +1 Parry bonus.
Three-Piece Rod. This peculiar weapon is made from three pieces of reinforced wood,
connected by two lengths of chain. It was originally a farming implement used to beat
grain, but the monks found a martial application for it.
Valk Composite Bow. The main weapon of the Valk nomads. This curved bow made
of bone, sinews and wood is the best ranged weapon in the known world. Young warriors
construct their bows with their own hands, usually under the guidance of an uncle or
another relative skilled in this craft. A Valk bow is stronger and has a greater range
than any other composite bow. They cannot be bought and losing one’s bow is always
considered shameful (−2 to Charisma), inferior only to losing one’s horse. Valk bows are
always Rare outside the Valk tribes. The listed cost is for a Valk character and refers to the
raw materials rather than to the finished product. The Valk never sell them and buying one
from third parties costs three times the listed cost. Only Valk heroes can start the game
with a Valk Composite Bow.
War Club. This nasty weapon is a heavy club reinforced with sharp pieces of wood,
stone, or even metal. It is as effective as a battle axe in the right hands, but considerably
cheaper and heavier. It is usually found among the Ivory Savannah Tribes warriors, the
most primitive Cairnlander clans, and the Nandals.
Whispering Staff. This strange weapon, only used by trained monks, is a fighting
staff with two carved fissures at both ends. Quickly moving the staff produces a strange
sound, like a whisper. Those skilled in wielding this weapon (must have Fighting d8+ or
the Monk (Militant) Edge) can produce an intense, high-pitched sound that stuns nearby
enemies. This counts as a Smarts Trick affecting all the targets in a Small Burst Template
centered on the wielder of the staff.
Whip. A vicious slaver’s implement, or a tool to handle cattle, whips are quite common
in the Dominions. They give +1 to Tricks.

AMMO DESCRIPTIONS
Sling Bullet, Hollow. These peculiar bullets are made of very thin earthenware and can
hold a single dose of a Lotus concoction. They are used to deliver poison from a distance.
They are only produced in Gis and are issued to the Red Slingers, the elite mercenary
troops protecting the City of Alchemists. They are quite big, so the shot tends to be less
precise (−2 to Shooting rolls). They are Rare items. A Streetwise roll allows finding a
batch of five.
Sling Bullet, Lead. Metal sling bullets are very deadly because they deform on impact
without losing their momentum.

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HERO’S JOURNAL: THE MAGIC OF STEEL


Steel, actually high-carbon iron, is the magical metal of Beasts & Barbarians. Steel was produced in small
quantities at the height of the Empire by the Smith Priests of Hulian, but the technique needed to smelt it is lost
today, largely because very few forges can achieve the necessary temperatures. So, steel objects are prized re-
lics and treasures. A weapon made of steel has AP 2, while armor gains +1 Armor and weighs 25% less. They are
almost priceless but, as a general guide, steel weapons and armor cost from ten to twenty times their standard
cost, provided that the hero can find some for sale.

HERO’S JOURNAL: QUALITY OF MATERIAL


In the Dread Sea Dominions, the science of metallurgy is still in its infancy and many cultures use primitive
materials to build weapons and other tools. The most common materials, in descending order of hardness, are:
steel, iron, bronze, stone, bone, wood. Iron weapons and armor are common only in the Iron Empire (Faber-
terra, Syranthia and Zandor). In the other lands they are Rare and cost double. Bronze is common in most of
the Dominions. Only in the Caledlands, Lush Jungle, and Ivory Savannah is it Rare, and there it costs double.
A character buying a tool made of a material weaker than the current standard in that land (so, for example a
bronze dagger in Faberterra) pays 20% less. When a fighter rolls 1 on the Fighting Die, regardless of the Wild
Die, and his opponent is using a weapon, shield or armor of harder material, the fighter’s weapon breaks. The
Game Master should not abuse this rule and use it only when it fits the story.

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PLAYER’S GUIDE

ARMOR DESCRIPTIONS
Armor can be bought in full suits (a faster option) or in parts, for players who want to
choose their gear more accurately. Usually the sum of the parts is equivalent, in price and
weight, to a full suit.
Gladiator Armguard. This item is bronze or hard leather material made with curved
and overlapping metal segments or plates, fastened to leather straps, intended to protect
one of the arms of the warrior, usually the off-hand one. It is the trademark protection
of many gladiators, especially Tricarnian ones, and for this reason is sometime called
Tricarnian Gauntlet or Hordan Arm: for efficiency reasons, in fact, these items are usually
made with exactly fourteen metal segments, cleverly linked, and the legend says that each
of them represents a syllable of the secret name of the cruel Tricarnian goddess. In game
terms it grants +1 to Parry, and can be used offensively exactly as an Iron Fist. No other
shield or armor can be equipped on a limb protected with a Gladiator Armguard. It allows
the use of the Loincloth Hero/ Bikini Heroine Edge. It is a Rare Item outside arenas and
other places where gladiatorial games are common.
Half Armor. To avoid being too encumbered or simply to save some money, many
warriors choose to use a stripped down version of a suit of armor. It is a common option
among many gladiators. They may choose to wear only the front part of a cuirass or armor
that covers only the parts of the body not protected by the shield. Half armor costs and
weighs a quarter less than a standard armor but, if the character is hit with a raise, he is
considered to have −1 Armor. Only armor suits can be bought as Half Armor.
Heavy Armor. This armor is entirely made of metal, usually bronze or iron. It was the
standard gear of the Iron Phalanxes and other heavy infantry troops, but today it has almost
fallen into disuse, given its cost and the training required to use it without collapsing under
the weight (see the Hoplite Training Edge). It is a Rare item.
Human Bone Armor. Only the Cairnlanders are so barbarous as to use the bones of
other people to craft armor. Any type of armor can be made of human bones (even if, for
heavier types of armors, they are mixed with metal or other materials). Human bone, despite
what one might think, is fairly weak, so human bone armor provides one point of armor less
than standard armor of the same type (so light human bone armor grants +0 Armor, medium
+1 and heavy +2). On the plus side, human bone armor is very scary, and grants +2 to any
Intimidation rolls toward other humanoids. In addition, for sorcerers, it has another use: any
time the spellcaster uses a Power with a trapping related to death or the undead, he inflicts
+1 damage and receives +2 to opposed rolls. On the down side, suffering, vengeful spirits
live in these bones, and they are ready to take their revenge on the user. If the sorcerer rolls a
critical failure on a Sorcery roll while wearing this armor he cannot spend a Benny to reroll
it, as per the Critical Failures Setting Rule (see Savage Worlds core rules). Light Human
Bone Armor (+0) allows using the Loincloth Hero/Bikini Heroine Edge.
Light Armor. By far the most common armor in the Dread Sea Dominions, this broad
category includes leather armor, gladiator outfits, Valk cuirasses of boiled hide, and many
other types.
Loincloth/Bikini. A minimal piece of cloth or animal skin that protects no more than
the wearer’s modesty. It allows the use of the Loincloth Hero/Bikini Heroine Edge.
Medium Armor. So many types of armor designs exist in the Dread Sea Dominions
that it’s impossible to list all of them, so broad definitions are used here. Medium armor

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usually has a layer of leather, stiff cloth or, more rarely, wood, covered by plates or disks
of metal, usually bronze. It is the most common armor among professional soldiers.
Reinforced Armor. Armor can have extra layers of protection, additional plates and so
on. Such armor costs much more and is more cumbersome to use, but it has its advantages.
If a character doesn’t have the Armor Use Edge, he can use the Edge once for free. After
this use, the armor deteriorates as usual. If the Repair roll to patch up the armor succeeds
with a raise, the free Armor Use Edge is restored, otherwise it is lost forever. A character
that already possesses the Edge has more advantages from the reinforced armor. The first
time he uses the Armor Use Edge, its use is free and doesn’t reduce the Armor value.
Each subsequent use is handled in the normal way. As for the untrained use described
before, if the roll to Repair the armor scores a raise, the free use of the Reinforced armor is
restored. Any suit of armor can be bought in a Reinforced version. Armor cannot be both
Reinforced and Half Armor. Reinforced Armor is a Rare item.
Spiked Armor. Armor can be fitted with hooks and spikes. Apart from making the user
look more impressive, spiked armor has the chance to entangle and even break incoming
weapons. In game terms, when fighting an opponent wearing Spiked Armor, the weapon
breaking rule applies on 1-2 on the Fighting die, instead of just on a 1 (see page 109).
Wearing Spiked Armor is also useful during Grapples: the wearer gains +1 to Grapple
rolls and to Grappling damage.
Tribal Shield. The members of the Ivory Savannah Tribes are used to painting and
decorating their shields with demon faces or even with the skins of their enemies.
Alternatively, some of them use the hides of the fiercest beasts they hunt (usually lions or
rhinos). A tribal warrior can choose how to paint his shield. It gives him a +1 bonus to one
of these rolls: Intimidation, Taunt or Persuasion. The modifier is decided when the shield
is built. This object is Rare outside the Ivory Savannah and the Verdant Belt.

MUNDANE ITEMS DESCRIPTION


Alchemical Laboratory. A well-equipped laboratory, which grants +2 to Lotusmastery
rolls to prepare concoctions and to Crafting linked to Lotusmastery (see page 121). The
first price refers to buying the lab, the second to renting it for three days. It is a Rare item.
Armorer’s Kit. A basic assortment of smith’s tools to fix armor and weapons and to
craft items (see page 121). Trying to patch up armor without this basic equipment causes
−2 to Repair rolls.
Healer’s Kit. Depending on the culture and type of healer, it can contain bandages
and some rudimentary surgical tools, or dried leaves and amulets (good luck with that!).
Trying to heal a wound without this basic equipment causes −2 to Healing rolls.
Incense Orb. An empty crystal or glass orb. Through complex alchemical rites,
Lotusmasters can trap Lotus powers within an orb for later use (see the Incense Tradition
Edge). The Orb is totally sealed and the smoke filters in and out through magical means.
An Incense Orb has Toughness 6 and it explodes if shattered, dealing 1d6 damage in a
Medium Burst Template for each three charges stored in it.
Library of Lore. Books are an extremely precious commodity in the Dominions, due
to their rarity and the fact that very few people are able to access the knowledge hidden
among their dusty pages. A library is a collection of tomes, scrolls, tablets, even skins or
marble slates filled with lore. In game terms, having a library available grants a +2 bonus

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PLAYER’S GUIDE

to a specific Knowledge or Investigation roll. Really big libraries, such as the fabulous
Great Library of Syranthia, aren’t covered by this item. The first price refers to the cost
to buy it (this doesn’t include a proper storage area), while the second is the cost to rent
a library and consult its books for three days (the minimum amount of time to get the
bonus).
Lockpicks. The tools of the trade for every respectable thief. Trying to force a lock
without lockpicks causes −2 to Lockpicking rolls.
Lotus Concoction. A Lotus potion, imbued with a Lotusmastery Power. They are
always Rare Items and the Game Master can limit their availability at his discretion.
Lotusmaster’s Bag. This is the bag that every Lotusmaster carries to brew his potions.
A character with the Lotusmastery Arcane Background has one for free, and can replace
it for free between adventures. It must be bought only if the character loses it during a
scenario and wants to replace it before the start of the next one.
Poisoner’s Ring. This hollow ring can store a single dose of an alchemical concoction,
and can be opened with light pressure or some other nimble movement. It grants +2 to
Stealth rolls to deliver poisons. Rings are the most common form of these devices, but
other items can be crafted to store poisons, granting the same bonus. It is a Rare item.
Refined Lotus. Doses of ready-to-use Lotus. Each dose can be used by a Lotusmaster
instead of spending a Power Point. They are normally sold in batches of 2d6 doses. They
are a Rare Item.
Silk Rope. Another tool of the trade of expert burglars, this rope is very light, but
extremely resistant. It can be made of silk, or other exotic materials, like women’s hair. It
is a Rare Item everywhere except in Jalizar.
Tiger’s Claws. These peculiar crampons are used by Jalizaran thieves to climb up
walls. They give +2 to Climbing rolls, and are considered Iron Fists. They are Rare items.
Smithy. A fully equipped smithy, including forge, anvil, tools and everything you need
to forge metal items. Without a smithy you cannot craft weapons greater than Str+d4 or
armor heavier than Light (+1). The first cost refers to buying it, while the second is the
cost to rent it for ten days.
War Horn. Northlanders are masters of crafting war horns. Carved from the horns
and bones of animals, they are used in battle to direct and encourage friends and to scare
enemies. Tradition demands that a man should kill the beast from which the horn is made
himself, and then craft it with his own hands, but this isn’t absolutely necessary. In game
terms, the horn is a very useful tool, and can be used for three different purposes. All of
them require the exclusive attention of the character, so no other action is possible in the
same round (but the hero can move at his normal pace).
First, it can be used to enhance the efficacy of orders. The horn blower must make a
Vigor roll: for each success and raise he increases his Command Radius, or the Command
Radius of a friendly commander within 3” of him, by 50%. The effect lasts until the horn
blower is dealt a Joker or a Deuce from the Action Deck.
Second, the horn can be used to encourage disheartened allies. The horn blower must
make a Spirit (-2) roll. Until his next action, any friend in Command Radius receives +1
to Spirit rolls.
Third, the horn can be used to make Tests of Will at a distance. Before making the
Test of Will, make a Strength roll (this doesn’t count as an action). If the blower scores a
success, the Test of Will affects any enemy target (friends are immune) in a Medium Burst

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Template centered on the blower; with a raise, the template is Large.

ANIMALS
Balkoth Barding. Special armor made of reinforced layers of leather and bronze. It
grants the Balkoth Armor (+2) but slows it down a bit, reducing Pace by two. It also
functions as a saddle for the rider.
Balkoth Crystal. A hand-sized crystal, found only in the Red Desert or in the
Brokenchain Mountains, it can be used to entrap the soul of a Balkoth and command it
through sorcery. The beast obeys whoever has his crystal. As there is no way to tell if the
crystal has already been used, when a player buys or finds one, the GM must secretly pick
a card from the Action Deck: if it is a King or higher, the Crystal was already used and is
worthless.
Fighting Bird. The habit of hunting or even fighting with hunting birds is very old,
dating back to the Keronian Empire. In the Dread Sea Dominions various types of birds
are used for these tasks, such as hawks, giant crows, and certain species of vultures.
Fighting Bird Barding. This light, protective harness covers the bird’s throat and
chest, granting a little extra protection.
Fighting Bird Talons. These minuscule, sharp metal talons are usually fixed onto the
fighting bird’s own talons to deal extra damage. Fighting birds are trained from birth in
using these special “gauntlets”.
Horse, Cheap. A standard horse, with the same stats as a common horse, but Vigor
decreased by a die step, or −2 Pace, or a single Hindrance decided by the Game Master.
Identifying a cheap horse requires a Riding roll.
Horse, Common. A standard riding horse, as per the Savage Worlds core rules.
Horse, Good. A worthy beast. It can be a War Horse or a common horse with +2 Pace,
Vigor increased by a die step, or a useful Edge.
Steppe Pony. An ugly, furry pony bred by the Valk. It might not be very pretty, but
it is gifted with incredible stamina (see SEGM for stats). It is a Rare item outside Valk-
controlled lands.
War Buffalo. A mighty buffalo trained as a mount for combat (see SEGM for stats). It
is only available in the Ivory Savannah and it is never sold. A hero must have the Beast
Rider Edge to own one of these mighty beasts.

SLAVES
Slavery is widespread in many Dominions: in Tricarnia and Caldeia, especially, slaves
are the basis of the economy.
The prices of the list represent the market value of a single slave. As you can see, slaves
are quite cheap, though the prices refer to Caldeia and Tricarnia; raise them by 50% in
other lands.
Usually a warrior slave of low caste is worth less than the weapons he is using. Slaves
are usually sold in auctions held in the flesh markets.
Slaves of Average or lower value are often sold in groups (so with a lower single price),
while the most precious ones are sold individually.
Note that Gladiator Slaves have a very different range of prices. If you have Gladiators

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PLAYER’S GUIDE GM TIP:
SLAVES’ LOYALTY
As the price of slaves is quite low,
of the Dominions, use the price rules of that supplement,
player characters could decide to
otherwise you can consider them to be at least of High
buy a horde of slaves to be used for
value.
a number of tasks, greatly increasing
Here are some examples of slaves by value:
the power of the group.
Very Low. Leech fisherman, convict-miner, boy or
Apart from this not being in the
girl.
spirit of the sword and sorcery
Low. Farmer, common servant.
genre, remember that slaves aren’t
Average. Artisan, plain-looking girl, low caste
usually happy about their situation,
slave-warrior.
and they can be more a source of
High. Skilled artisan, scribe, good-looking girl, high
trouble for heroes than an asset.
caste slave warrior.
For each slave, the GM draws a card
Very High. Sage, skilled healer, very attractive girl,
from the Action Deck and secretly
trained eunuch bodyguard.
looks at it: the slave is truly loyal
Unique. Concubine of noble blood, fallen sorcerer
only if a hearts card is drawn, is
deprived of his powers, powerful gladiator.
neutral with diamonds and spades
(meaning he will be faithful until
he has advantages from behaving
VEHICLES otherwise) and is very hostile and
ready to betray at the first opportunity
All Dread Sea Dominions ships are designed to sail close
with a club.
inshore, except the Amazons’ ships (see below). So, when a
A red joker is an extremely loyal slave
ship is forced to sail in the open sea, it suffers −2 to Boating
(he will give his life for his master),
rolls. The Amazons, an island population, are skilled mariners
while a black joker means the slave
and have developed a particular type of sail, which allows them
is not only ready to betray, but he
to sail on the open sea without problems. Very few sailors ex-
also has murderous intent.
cept the Amazons know how to effectively use the “Amazon
Obviously the behavior of a slave
Sails”.
also depends on how well or badly
Amazon Hawk Ships. The common Amazon warship is
he is treated by his master.
long, thin and with reduced draft, so that it can navigate shal-
low waters, like rivers. The figureheads of these ships usually
resemble a bird of prey, and the bow is painted to resemble a bird’s
plumage. Amazon Hawk Ships are very maneuverable, don’t suf-
fer penalties in the open sea and generally grant the helmsman +1
to Boating rolls.
Cart. A common farmer’s cart or, for a higher price, a noble’s coach.
Chariot. A fast vehicle used by rich aristocrats for recreation, by imperial couriers, and generally
by those who need great speed in traveling. It is usually pulled by two horses, but four or six horses
can also be used — or even eight in races in the arena. For every two additional horses the vehicle
gains +5 Top Speed. A chariot with six or more horses is less maneuverable, causing −1 to Driving
rolls. A chariot with eight horses doubles the Acceleration value. Horses aren’t included; they must
be bought separately.
Chariot, War. A chariot built for battle. It is driven by a charioteer and has space for a passenger,
usually an archer or a slinger. War chariots follow the same rules as chariots, but they usually don’t
have more than four horses. When a horse pulling a chariot is killed, the driver must immediately
roll on the Out of Control table. Ranged attacks from a chariot suffer the Unstable Platform mod-
ifier but, if the driver has both the Steady Hands and Charioteer Edges, the Steady Hands Edge

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applies to the passenger too. War chariots are commonly used in Syranthia,
Kyros and among the Cairnlanders (where they are pulled by trained goats
instead of horses).
Chibbar. A Chibbar is a smugglers’ ship typical of Jalizar. Slender
and light, Chibbars aren’t made for long voyages but are very ma-
neuverable and can sail in shallow waters. They can also be very fast,
because they are fitted with Chibbar Rigging to elude the Seagulls’
patrols.
Galley. The biggest ship of the Dread Sea Dominions, propelled
by oars. The most common ones are triremes, so called because
they have three rows of oars. Galleys are very common and used
mostly as slave ships. The most impressive fleets of galleys
are those of Tricarnia and Syranthia, followed by those of
Caldeia and Kyros. Many galleys are armed with cata-
pults, ballistae, or similar weapons.
Merchant Ship. The most common
type of ship, used by sailors all over

Red Wolf
the world. It usually has a lateen
sail.
Scythed Wheels. A chariot can be fitted with a set
of two scythed blades. On the tabletop, any target within
1” of the chariot suffers 2d8+1 damage unless he makes an
Agility roll. When using the Chase rules, a scythed chariot
gains +4 to Force attempts (in truth, it is only grazing the
enemy chariot).

VEHICLE KEYWORDS
Amazon Sails. These special sails are used only by Amazons, making them capable of sailing
on the open sea and granting their vessels extra speed and maneuverability. In game terms, they
generally grant the helmsman +1 on Boating rolls. Only Amazons know how to properly use and
maintain this type of rigging, so, to use effectively them, the crew must be at least half Amazons (and
in this case the roll is made at -4). An Amazon teaching these secret techniques to strangers will be
branded as a criminal and a traitor in Ascaia.
Chibbar Rigging. This particular rigging, typical of Jalizar, has saved the skin of more than one
smuggler. In desperate situations, the crew can increase speed by putting on additional sails. In
game terms, they make a group Boating roll per each hour of navigation. For each success and raise
the ship gains +25% Top Speed (+50% maximum), but if a 1 is rolled on the Boating die, regardless
of the Wild Die, the Chibbar capsizes.

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PLAYER’S GUIDE

SETTING
RULES
“Never cheat a man with a big axe.”
– Jalizaran saying

In this section you’ll find specific rules to make Beasts & Barbarians a setting of real sword and
sorcery action. This setting uses the Blood and Guts, Born a Hero and Joker`s Wild setting rules
from Savage Worlds.

HENCHMEN AND RIGHT HANDS


Some characters — such as the right hand man of a powerful sorcerer or the captain of the Priest
Prince’s guard — are stronger than Extras but don’t qualify for Wild Card status, so they are classed
as Henchmen or Right Hands.
Henchmen are more resilient than Extras and have three Wounds, like Wild Cards, but neither
a Wild Die nor Bennies.
Conversely, Right Hands are more skilled and for this reason gain a Wild Die, but have a single

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Setting Rules

Wound like Extras and no Bennies.


Right Hands are noted in published scenarios as (RH), while Henchmen are noted as (H).

ADVANCEMENT SUBSTITUTION
Sword and sorcery characters live an ever-changing life: yesterday they were soldiers in the
service of an Independent City king, today they are pirates commanding a ship full of rascals, and
tomorrow they will be thieves in Jalizar.
For this reason, characters are allowed, once per Rank, to change a past advance with a new one
(typically swapping an Edge or a Skill advancement), if they meet all the prerequisites.
This represents the hero concentrating on new things and letting past experience fade from his
memory.
The GM can allow players to use this option more times for each Rank, but each additional use
causes the character the loss of one Experience Point.

AFTER THE ADVENTURE


A word of advice: despite fitting the setting well, the following rules might not be suited to all
groups of players. They can be ignored and the Game Master will simply reduce the loot of the
various adventures to keep the game’s economy balanced.

SAVINGS
Sword and sorcery heroes usually find enormous riches in their adventures — and spend them just
as fast. At the start of their next adventure they are often almost penniless and desperate enough to
embark on another mission.
To simulate this cliché, after replenishing their basic equipment (repairing armor or stocking up
on arrows — note that replacing a lost weapon is free), the characters are assumed to spend all their
money on booze, courtesans or other recreational activities suited to their background (even books
for learned characters!).
They only keep a small sum for emergencies and for purchasing new equipment, i.e. their
Savings. These Savings are usually 100 Moons multiplied by the hero’s Rank, but the GM can
change the amount as he sees fit.
Logically, Savings cannot be higher than the money the hero earned in the previous adventure.
So, if a Seasoned character only gained 30 Moons in his last adventure, that is what he owns—and he
will likely be very sad, since he has no money to spend on courtesans and wine…
Savings can be stashed between adventures, unless an After the Adventure Event interferes (see
below) or something happens during the game (e.g., the heroes are robbed).

AFTER THE ADVENTURE PHASE


After calculating her Savings but before making any purchases, each player can draw a card from
the Action Deck to check how she has passed her time since the last adventure, by consulting the
After the Adventure Events Table.
Note that drawing a card is purely optional and the player is free to decide whether to draw it or
not, since it might bring some useful advantage or some unwanted misfortune.

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PLAYER’S GUIDE

The table is deliberately very generic. The Game Master, or the players themselves, should invent
a brief, entertaining story of what has happened in the meantime. Very colorful descriptions or
hilarious ones should be rewarded with a Benny at the start of the next session.
Alternatively, the Game Master can use the results of the table to create a nice introduction to the
next scenario.
At the Game Master’s discretion, some characters, or even the whole group, can decide to share
the same card and face the same consequences, but this decision must be made before drawing the
card.

AFTER THE ADVENTURE TABLE


CARD EFFECT
Ouch! The hero was arrested, imprisoned, robbed or something similar, but he managed to
save his skin and escape. He loses all his money, including his Savings, and all his equipment
2
except one item per Rank. As partial compensation, he is enraged now, and this gives him +1
to Soak rolls for the entire duration of the next adventure.
A Life of Excesses. The hero has had too much of booze, food, Lotus, courtesans or whatever
pleasure he prefers. Reduce the hero’s Savings by half. If the card is red, the effect of all his
3 partying is positive and the hero has +1 to Toughness for the next adventure. If the card is
black, all the carousing has given him a bad headache or another similar consequence, and he
starts the new adventure Fatigued. This fatigue lasts for the entire first session after this event.
Carousing. The hero has indulged in the usual adventurer’s habits: drinking a lot, meeting
4 courtesans, and so on. But, besides wasting his money, nothing in particular has happened to
him.
Dominion Event. The first hero drawing the card in the current phase, is involved in a
5 Dominion Event, a particular side story typical of the region where he is (the GM knows what
they are). Any other players drawing this card treat the Event as Carousing.
Safe Haven. If the hero draws a red card, he finally finds a place to rest. It can be a favorite
inn, a castle, a hunting lodge in the woods or whatever he wants. The character picks a Trait
of choice, called the Safe Trait. When he rolls on the Safe Trait while in the Safe Haven, he
receives +2 to the roll. In addition, the Safe Haven can be used by the hero and his friends as
secure storage: items stored there enjoy a certain “plot immunity” so long as the Save Haven
6 isn’t destroyed (see below). Any new red card adds a new Safe Haven or a new Safe Trait to the
list of an already existing Safe Haven. If the card drawn is black, there is bad news, and one of
the character’s Safe Havens is lost, destroyed or something similar. Characters can share their
Safe Haven with their friends, but for them it is only a secure place, and don’t grant them any
special bonus. The Save Haven can also be a mobile base, like a ship or a wagon, but the hero
must own it before drawing this card.
So Booored! The hero hates being idle. She has become so bored that she has taken up a
distraction of some type. If the drawn card is red, the distraction is positive and constructive,
like training, and she gains a temporary Edge of her choice, respecting all the requirements.
7
If the card is black, she has acquired a bad habit or gotten into trouble. She gains an additional
Minor Hindrance. Alternatively, she can take a Major Hindrance, gaining an extra Benny as
compensation. Both the Edge and the Hindrance last till the end of the next adventure.
Enemy/Friend. The character has done something that has earned him the friendship or
hate of someone. If the card drawn is red, the hero has acquired a new friend. He gains the
8
Connections Edge, limited to three uses. If the card is black, he has displeased someone and
suffers the Enemy (Minor) Hindrance for the next adventure.
Item. The character has managed to put her hands on a valuable object or, alternatively, lost a
precious possession. If the card drawn is red, she acquires a single mundane item (taken from
the Gear section) that can cost no more than twice her current Savings. It can be a Rare item.
9
Note that she acquires it without spending any money. If the card is black, the hero has lost the
most valuable item in her possession, with the exclusion of Worthy Possessions (see the Joker
entry) and Trademark Weapons. Recovering them might be the aim of an adventure.

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Setting Rules

I’m Rich! Strangely the hero has managed not only to keep his Savings but also to increase
10 them. Maybe he has had a stroke of luck at the gambling table or wisely decided to invest in
some lucrative business. Whatever the reason, the hero immediately triples his total Savings!
Blessed/Cursed. The hero has, willingly or unwillingly, done something that has displeased
or appeased the supernatural powers. Alternatively, he has received a particularly good or bad
omen. Whatever happened, it affects his destiny. If the card drawn is red, the effect is positive
J
and the character gains the Luck Edge for the next adventure. If it is black, a malevolent curse
of some type lingers on him and he suffers the Bad Luck Hindrance for the following adventure
or until he manages to lift it during the game.
Fame. Thanks to his heroic feats during the last adventure or in the intervening down time,
the hero has acquired a certain reputation. If the card drawn is red, his reputation is positive,
Q
granting him +2 Charisma. If the card is black, his reputation is negative and he suffers −2 to
Charisma. The modifier lasts for the entire duration of the upcoming scenario.
“I Have Heard of You.” A follower joins the hero. It may be a slave the hero has freed, an
old friend or relative or even an animal companion. The follower is an Extra whose stats are
decided by the Game Master. When this card is dealt, the Game Master draws another card and
doesn’t show it to the player. If it is red, the follower is truly loyal to the character; if it is black
K
he has a hidden agenda or brings some danger with him. To avoid having too many followers,
if this card is dealt when another follower is already in the group, the player who draws it
can choose to use it to promote a current follower to Henchman status or to give him a free
advance.
Taking a Break. The hero has temporarily quit the adventuring life. He might have married,
gone through a religious crisis, or simply decided to get another, more stable job for a
while. But adventure runs in his blood and so, in the end, he comes back to the action in the
upcoming scenario. He gains a free d4 in one skill of his choice or can raise one of his skills by
A
one die step, up to d6, to represent the experience he has gathered in his sabbatical period.
But, on the flipside, his adventuring skills are quite rusty. The GM picks up to one skill per
Rank of the hero and marks it with a dot on the character sheet. Until the player spends a
Benny on a roll on that skill, he can’t use his Wild Die on it.
A Worthy Possession. The hero has invested all her money (so her Savings drop to zero) in an
exceptional product. Depending on the character’s Rank and background, it can be a weapon,
a set of clothes, a horse, a ship, a laboratory or even a minor magical relic, decided by the Game
Joker
Master. She is totally enamored of it and persuaded of its value. The object is actually good
and bestows +2 to one of the following: an attribute roll, a skill roll, Damage, Armor, Pace or
Charisma. Alternatively, it grants +1 to Toughness or Parry, or a free Edge!

Example: Shangor the Barbarian, a Seasoned hero, finished his last adventure with a bag full
of opals (worth 2000 Moons). After finding a replacement (for free) for his trusty battle axe, lost
during a battle, he decides to relax for a while in Kyros City, to get a taste of the fabled pleasures of
civilization.
Daniel, Shangor’s player, decides to draw a card from the After the Adventure Events Table and
picks the Eight of Diamonds.
The Game Master informs him that Shangor earned a Connection Edge that can be used up to
three times.
Daniel decides that Shangor met and fell in love with Symiria, the favorite courtesan of a powerful
noble. He spent all his money on gifts (except a single opal well-concealed in his right boot, value:
200 Moons) for the capricious girl and, in the end, his manly charm won her over.
Symiria will use her connections to get favors for her new barbarian lover, but she is a very fickle
girl, so this romance will not last for very long.
Symiria is a new NPC that the Game Master can use. For example, he might decide that the next
scenario starts with the kidnapping of the fascinating courtesan…

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PLAYER’S GUIDE

FAST FALLING
When you are in the heat of the game and the heroes are going to fall off a roof or into a chasm,
wasting time on calculating falls can spoil the gaming experience. To speed things up, choose the
height of the building or the fall on the Fast Falling Table. Apply the effects of soft ground and
falling into water as normal.

FAST FALLING TABLE


HEIGHT (REAL HEIGHT (GAMING
HEIGHT CLASS FALLING DAMAGE
WORLD) TABLE)
Very Tall 80 feet 16” 8d6+8
Tall 60 feet 12” 6d6+6
Medium 40 feet 8” 4d6+4
Low 20 feet 4” 2d6+2

Cliffhanger! A classic scene in pulp stories sees the heroes desperately clinging to the edge of a
building or rock. Let’s be honest: killing heroes with a fall is no fun at all, either for the players or for
the Game Master. So, the Game Master can
decide that every time a Wild Card, Hench-
man, or Right Hand (both PC and NPC) is
going to fall, they are allowed an Agility roll
to cling to the edge of a roof or crevasse.
Then, with a Strength (-4) roll, which can be
cooperative, they can regain solid ground.
Yes, this rule isn’t realistic (Extras fall nor-
mally, after all), but it is much more fun.

HEROIC
BENNIES
Savage Worlds Experience Points must
Anwar the Grasshoppe

be awarded sparingly, to keep the pace of


advancement right, but there are other ways
for the GM to reward exceptional deeds by
the characters, and they are Heroic Bennies.
They come in two types: Golden Bennies
and Steel Bennies.
Unlike normal Bennies they are conserved
between sessions, but once spent, they are
gone forever.
In game terms, a Golden Benny works
like a normal one, but it also has a focus, a
particular situation during which, if this
Bennie is spent, it grants a special Trait
bonus (usually +2 for a Golden Benny and
+4 for a Steel Benny) or an Edge.
r

120
Setting Rules

Steel Bennies work like Golden Bennies, with a difference: they also grant a small bonus while
they are in a character’s possession.
Heroic Bennies must be unique, and awarded sparingly, only for very special situations.
Below you’ll find some ideas to design your own Heroic Bennies, and you’ll find others in
published scenarios.

BENNIE NAME CONDITION/EFFECT


This Benny is granted to the hero saving the current Damsel in Distress at least
Golden Benny of the
three times in the scenario. If spent it grants +2 to any Soak roll and can be shared
Protector
with others, as per the Common Bond Edge.
This Benny is granted to the hero who rode three days and three nights without
Golden Benny of the
stopping, to warn the city of Talum of the incoming Valk army. If spent it grants +2
Fast Rider
to any Riding roll or to any Vigor roll to resist Fatigue.
This Benny is granted to the hero starting the slave rebellion in the palace of Priest
Steel Benny of the
Prince Volator of Tricarnia. While it is in the character’s possession, he gains +1 to
Liberator
Charisma. When it is spent on a Persuasion roll, it grants +4 to the roll.
This Benny is awarded to a hero winning the Season of Blood or any other long
Steel Benny of the Pit
ordeal in the Imperial Arena of Faberterra. While in the hero’s possession, he gains
Lord
+1 to Soak rolls. If spent to reroll a damage roll, it adds +4 to the total.

CRAFTING
A barbarian hammering his own sword in his father’s forge or a sorcerer discovering ancient
secrets in dusty tomes are staples of the sword and sorcery genre.
With the following rules the characters can use their own skills to craft a particular item, find
useful lore and similar production-oriented activities.
Crafting gives additional assets to the heroes so it should not be abused. As a rule of thumb, a
player can only make one crafting attempt between adventures and then only if the situation allows
it (for example a hero captured and escaped from slavery has neither the time nor the means to craft
anything). The GM has the final say on when crafting is possible.
Crafting is done off-screen, during the After the Adventure Phase, after applying the Savings
rules and after checking the After the Adventure Event Table (if the player wants to do that).

These are the steps to follow.


⿢⿢ Decide the Item and the Skill. First the hero must decide what he is trying to do: build an item, find
a piece of lore, or something similar. At this point a specific Skill is selected.
⿢⿢ Check the Requirements. Second the character must have the proper tools, for example at least an
Armorer’s Kit to build a weapon or similar, a library to research a piece of lore and so on. These are
listed in the Crafting Table (see below), with the modifiers they apply to the crafting roll. Note that
the crafter must satisfy all the Requirements, unless they are separated by an “or”.
⿢⿢ Determine the Cost. For items, the cost is half the standard market cost, while for other things, such
as pieces of lore, it is decided by the GM using the Crafting Table.
⿢⿢ Crafting. The actual creation process is handled with a Dramatic Task (five actions long) based on
the selected Skill, -2 if trying to craft a Rare item or an object not belonging to the crafter’s culture
(these penalties stack). If at least three successes are achieved, the item is crafted, if five successes are
made, the item also has an Asset, decided by the player. In any other case, the crafting process fails
and the resources spent are lost.
⿢⿢ Special Assets. Certain materials the heroes can find during the game allow them to ignore the cost

121
PLAYER’S GUIDE

of creation of the item and grant the item, if properly crafted, a Special Asset, a particular bonus
depending on the nature of the material.
Cooperative Crafting. Characters can cooperate to craft a specific item, but they must all have
at least d4 in the crafting Skill.
Spending Bennies. Characters can spend Bennies during crafting between adventures, but the
Bennies used are subtracted from the ones given out at the beginning of the next adventure.
Spending Extra Resources. Doubling the crafting cost gives +1 to the Skill roll, quadrupling
it gives +2.

CRAFTING TABLE
ITEM SKILL COST REQUIREMENT TYPICAL ASSET
50% of the item Armorer’s Kit (-2) 50% weight, one free
Armor Repair
cost or Smithy (+2) Soak roll per session.
Must already know
the Power (-1/
Devising a new Discover a trapping
100 Moons/Rank Rank of the Power),
Trapping for a Arcane Skill for another Power of
of the Power Library of Lore (+2)
Power equal or lesser Rank
or Lotusmastery
Laboratory (+2)
Major piece of
Knowledge (e.g. Knowledge (any), Library of Lore Extra piece of
600-1000 Moons
true name of a Investigation (+2) knowledge, half cost
demon)
Minor piece of
Knowledge (e.g.
location of an old Knowledge (any), Library of Lore Extra piece of
100-500 Moons
temple, weakness Investigation (+2) knowledge, half cost
of a supernatural
creature)
50% of the item Armorer’s Kit (-2)
Tool Repair Handy, Trusty
cost or Smithy (+2))
Give an Advance
Training a Beast
25% of the beast’s to the beast (like a
(mount, fighting Survival or Riding None
cost character acquiring
beast)
5 XP).
+2 Top Speed, +1
50% of the item Acceleration, +1
Vehicle Repair Armorer’s Kit (-2)
cost Toughness, +2
Armor, Trusty
50% weight,
+1 Damage, +2
50% of the item Armorer’s Kit (-2)
Weapon Repair AP, +50% range
cost or Smithy (+2)
brackets, Harder,
Trusty

Handy: This item grants +1 to a Skill roll, until a 1 is rolled, after which it works like a normal
item.
Harder: Consider this item one level harder (up to iron) for the purposes of weapon breaking.
Trusty: Can reroll any 1 on the Skill die for free, as if spending a Bennie, but must keep the
second roll.

122
Setting Rules

OPTIONAL RULES
ABSTRACT LOOT
Certain groups do not consider keeping detailed accounts of treasure in the spirit of sword and
sorcery. These groups can choose to handle loot in abstract units, called Loot Tokens.

At the end of the adventure, the heroes restock their normal gear, as usual; in addition Loot
Tokens can be used in the following ways:
⿢⿢ You can spend one or more Loot Tokens (GM’s decision) to acquire a very costly or big item, like a ship
or a barge, a castle, hire an army and so on.
⿢⿢ You can spend a Loot Token to Craft an Item (see SEPG page 121), or two Tokens to craft an item with
+2 to the roll.
⿢⿢ You can spend a Loot Token to redraw a card on the After the Adventure Table.
⿢⿢ You can spend a Loot Token to start the next session with an extra Benny.
⿢⿢ You can spend two Loot Tokens to gain +2 Charisma in the next scenario.
⿢⿢ You can spend three Loot Tokens to gain an extra Experience Point.
Every unspent Loot Token is lost at the beginning of the next scenario.
If need arises to convert a Loot Token into money, each of them is worth around 2000 Moons.
Awarding Loot Tokens. A small treasure (razing a small village) should net one Loot Token, a
medium one (the typical treasure found in a lost temple) two Loot Tokens, and a big one (a king’s
ransom), at least three Loot Tokens. Each hero in the party gains that many Loot Tokens, and yes;
cutting one of your friends out of dividing the loot can net you a bigger share…

123
BATTLES OF THE
DOMINIONS
“Hear the chant of steel!”
- Iron Priest’s battle invocation

Clashes of armies are a staple of sword and sorcery. The following rules expand on the
standard Savage Worlds mass battles rules.

BATTLE VALUE
Battle Value is a new layer of abstraction to estimate the strength of an
army.
Unlike Battle Tokens, which show the relative strengths of two
armies, Battle Value is an absolute value. This is important
because it allows tracking the strength of an army
during a Campaign, giving a
more accurate view of its status.
Nothing changes during the
actual battle, simply use the
Battle Values of the two armies
to calculate the number of
Battle Tokens the two armies
have. It is easier than it seems,
and the whole process can be
summarized in the following
checklist:
⿢⿢ Compare the Battle Values of the
two armies.
⿢⿢ The army with the higher Battle Value
receives 10 Battle Tokens
⿢⿢ The army with the lower Battle Value
receives Battle Tokens in proportion:
⿢⿢ 10 : Highest Battle Value = x : Lowest
Battle Value, where x is calculated as (10
x Lowest Battle Value) / Highest Battle
Value.
⿢⿢ Round the number to the nearest integer.

124
Battles of the Dominions

Example: The Battle of Teralia. The Defenders of Kenaton (Battle Value: 650), a mercenary Band
led by the burly Zandorian swordsman known as the Golden Bull, is surprised by the Eighteenth
Iron Phalanx (Battle Value: 900) while ransacking Teralia, a helpless Faberterran village. No
compromise can be found and the Phalanx General orders his men to wipe the greedy mercenaries
out. The Eighteenth Iron Phalanx has the highest Battle Value so it receives 10 Battle Tokens,
while the Defenders of Kenaton obtain (10 x 650)/900 = 7.22; rounded to the nearest integer this
equals 7 Battle Tokens. The Hoplites seem to have a decisive advantage, but the mercenaries could
have a couple of tricks up their sleeves to change the tide of battle. The two armies are deployed
opposite each other on the dusty plain in front of the village, when suddenly the horn blowers of the
Defenders sound the order to charge at the Iron Phalanx’s lethal scythed chariots…

GENERIC BATTLE VALUES


OF ARMIES AND SHIPS
Since Battle Value is an absolute number, the only tricky thing is how to estimate it; you can then
use it for a clash of armies, navies or whatever you want. You can even sum them to have a good idea
of the forces on the field during mixed conflicts; for example, you can easily simulate the siege of a
coastal city by a combined naval and ground force.
The table below suggests the Battle Value various units should have. These are only average
values, and any of them can vary (from -30% to +30%) depending on effective numbers of troops,
fatigue and so on.

BATTLE VALUE TABLE


BATTLE
EXAMPLE
VALUE
50 Small Merchant Ship
100 Merchant Ship
200 Very Small Mercenary Band, Small Barbarian Tribe, Large Merchant Ship, Pirate Ship
300 Syranthian warship, Tricarnian War Galley
400 Small Mercenary Band, Barbarian Tribe, Large Pirate Ship, Amazon Hawk Ship
500 Small Valk Horde, Tricarnian Priest Prince’s Army
Average Mercenary Band, Large Barbarian Tribe, Iron Phalanx (modern era, reduced
600
strength)
700 Syranthian Army
800 Large Band, Kyrosian Nobleman’s Army
900 Phoenix Guard (Gis’ Defensive Army)
1000 Very Large Band, Iron Phalanx (modern era), Autarch’s Army
1200 Valk Horde
1500 Iron Phalanx (late Empire, reduced ranks), Large Valk Horde
1800 Iron Phalanx (height of the Empire)

125
PLAYER’S GUIDE

ACTUAL SIZE OF ARMIES


The system presented in this chapter is intentionally generic and abstract to keep the game Fast,
Furious and Fun.
If you want to know more accurately how many people are in an army, you can estimate the
number by dividing the Battle Value by the Individual Battle Value of the men composing it.
Add 20% to the number if the army is mainly composed of cavalry (mounts must eat too).
You can also reverse engineer the Battle Value; if you know the actual composition of an army,
you can calculate its Battle Value by summing up the values of the individual soldiers, as listed in
the table below.

INDIVIDUAL SOLDIERS BATTLE VALUE TABLE


BATTLE VALUE SOLDIER TYPE
0.5 Irregular
1 Light Infantry/Short Range Missile Troop
2 Medium Infantry/Long Range Missile Troop
3 Heavy Infantry
5 Light Cavalry
7 Medium Cavalry
10 Chariot
50 Elephant
50+ Monster

Example: The mercenary band called the


Defenders of Kenaton have a Battle Value of 650.
This means the Band could be comprised of the
following units: 130 Medium Infantry (260
Battle Value), 50 Long Range Missile Troops
(100 Battle Value), 5 Chariots (50 Battle
Value) and 80 Heavy Infantry (240 Battle
Value).

126
LEGENDS OF THE
DOMINIONS
In this chapter you’ll find some of the most iconic characters of the Dominions, to use as heroes,
hirelings and patrons in your adventures.

JUSTINUS OF SYRANTHIA
Justinus is probably not the name with which this tall, red-haired man was born. Of Northlander
origin, Justinus is an orphan, found in a plague-ridden village in the Northlands by Velastios, many
years ago. Velastios, a famous Sage of the Library of Syranthia, took the youngster as his pupil, and,
over the years, Justinus grow up with the same lust for knowledge and adventure as his foster father.
Justinus isn’t a strong warrior, a canny rogue or a powerful sorcerer, but he always manages to
be in the right (some might say the wrong) place when interesting things happen. A skilled artist
himself, he loves making sketches of the many wonders he sees in the Dominions and periodically
sends them, with accurate written records of his adventures, to his old master, so that they can be
archived in the Library of Syranthia.
In the past, Justinus was often seen in the company of Shangor or Zandorra, but in recent years
he has been seen wandering alone, or in the company of some other adventurer, ready to jump into
all sorts of strange stories.
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Healing d8, Knowledge (History) d10, Knowledge (Legends and Lore) d10,
Investigation d10, Persuasion d8, Notice d10, Shooting d6, Stealth d8, Streetwise d8, Survival d6,
Taunt d8
Cha: 0; Pace: 6; Parry: 6; Toughness: 6
Hindrances: Curious
Edges: Common Bond, Connections (special – see A Life on the Road), Great Luck, Helper, Im-
proved Dodge, Jack-of-All-Trades, Sage, Scholar
Gear: Staff (Str+d4, Reach 1, 2 hands, +1 Parry), hunting sling (Damage: Str+d4, Range:4/8/16),
robes, writing implements.
Special Abilities:
⿢⿢ A Life on the Road: Justinus has traveled the Dominions for many years, in all directions, and he
knows (and is known by) a number of people. Once per session he can try using the Connections
Edge with an organization of the GM’s choice. If successful, the Sage remembers an old friend or
acquaintance in the area. But Justinus also has a number of people who hold grudges against him, the
fruit of a life of adventuring; if he rolls 1 on the Streetwise die, regardless of the Wild Die, a powerful
Enemy finally catches his scent....
⿢⿢ “A Tale You’ve Never Heard”: Justinus is always involved in some story, usually dangerous. When
the heroes find him, he usually proposes a mission of some sort to them, involving a particular reward
(draw a card from the Action Deck and check the Adventure Generator, Reward Card, SEGM); but at
the end of the story it will turn out to be something else (draw a second card, this is the real one).

127
PLAYER’S GUIDE

IMMORTALIZED IN THE DOMINIONS!


Justinus is the official chronicler of the Dread Sea Dominions, and many of the books of the setting are written
from his point of view.
A group of heroes involved in an adventure with Justinus has a good chance of having their deeds recorded in
the young Sage’s stories and their tales becoming widespread in the Dominions.
At the adventure’s end, draw a card from the Action Deck and check the table below to see the unpredictable
effects of Justinus’ tale! It is left to the GM how Justinus’ stories interact with the After the Adventure Table.

JUSTINUS’ CHRONICLES TABLE


CARD EFFECT
Misunderstood Tale! However Justinus actually told the story, the opposite version spreads: if
2 the adventurers were the heroes, they become the villains of the tale! In general they receive -2 to
Charisma for at least one scenario (or until they clear their names in some way).
“So You’re Those Guys...”. The tale of the heroes spreads widely; they gain +2 to Charisma
3-5 for the next three adventures, but it also reaches the wrong ears. If any of the adventurers has an
Enemy he will easily track down him in the next scenario.
Patron! The tale of the heroes’ deeds reaches the ears of a powerful character, who wants to hire
6-8 the adventurers. If the card drawn is red, the patron is a good person, while if it is black, they have
attracted the attentions of a bad guy, ready to do anything to make the party obey his orders...
A Worthy Memory. The heroes are well aware of how what they did saved the Dominions. They
9-10
start the next scenario with an additional Benny.
The Heroes’ Ballad. The heroes’ adventure became a tale so famous that each participant
permanently gains +1 Charisma and obtains the Steel Benny of the Ballad, which grants another
J-Q
+1 to Charisma, and when spent on any social skill (Persuasion, Test of Will, Streetwise) it grants
+4 to the roll.
Unsung Heroes. The tale of the heroes’ deeds will never reach anybody, but it is archived in the
K-A
Great Library for future generations’ knowledge. The party gains an additional Experience point!
Joker “It Wasn’t Easy…” Draw two cards and combine the effects!

SHANGOR THE THUNDERFIST


Shangor is a barbarian warrior born in the bitter mountains of Northeim. Bold and brave, he
left his cold home to seek fortune, fame and beautiful girls in hotter lands. His first contact with
civilization was rather unlucky. In the Borderlands, a devious Tricarnian merchant offered him a
cup of wine poisoned with the Lotus of Dreams, and poor Shangor woke up as a slave oarsman on
a Tricarnian galley.
It has been five years and a number of incredible adventures since then. Today Shangor is around
thirty, and is at the peak of his strength. A skilled warrior and a good commander of men, some time
ago he had a quite serious argument which led him to part ways with his most trusted companion,
Zandorra the Amazon.
After wandering for a while, he found himself in the Ivory Savannah, where evil Caldeian slavers
captured him and left him to die, judging him too savage to be tamed as a slave. Shangor was freed
by a band of outcasts and bandits, the Scarlet Lions. He quickly gained the leadership of the band
after killing their chief barehanded, with a single, mighty punch, which gained him a new name:
Thunderfist.

128
Legends of the Dominions

Under his command, the Lions grew from minor robbers to a dangerous small army of resistance
fighters, fighting against Caldeian influence in the Ivory Savannah, gaining the praise of the same
tribes which had made the Lions outcasts.
When the War of the Chain began, Shangor intervened, helping the White King in a very
dangerous battle, and today is one of his most trusted generals, even though he is known for his
independence and refusal to obey orders. The barbarian is a true supporter of the King, but he
doesn’t trust Tosara, the priestess of the Burned Hand, at his side: in his adventuring years he
has seen too much sorcery to trust any priest or mage more than a sharp blade in a strong hand.
Shangor often misses Zandorra, the breakup between the two not being exactly friendly, and he
wonders about the fate of the reckless Amazon; but he knows his responsibilities don’t allow him to
hit the road again and find what out happened to her.
Maybe, after the War of the Chain ends…
Shangor can be an excellent patron for the heroes: he is a very good friend of Justinus of Syranthia
and he welcomes as a friend any adventurer introduced by the young Sage.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Climbing d6, Fighting d12, Intimidation d8, Knowledge (Battle) d8, Notice d8, Riding d8,
Stealth d8, Survival d8, Throwing d6, Tracking d6.
Charisma: +2; Pace: 6; Parry: 9; Toughness: 9
Edges: Block, Brawny, Brute, Charismatic, Command, Command Presence, Danger Sense, Hold
the Line!, Improved Sweep, Loincloth God, Mighty Roar, Savage.
Hindrances: Heroic, Loyal.
Gear: Iron battle axe (Str+d8), iron dagger (Str+d4, Range: 3/6/12), fur loincloth, lion-skin cloak
(he killed the lion himself, and it grants him +1 Charisma in the Ivory Savannah due to the legends
about his deed), crow feathered Caldeian helm (+2, it is a spoil of war which belonged to Sorakan
the Crow, the man who condemned him to die in the savannah; Shangor can sac-
rifice it to make a free Soak roll at +4).
Special Abilities:
� Former Lord of the Arena: Shangor survived a whole Season of Blood in the
Imperial Arena of Faberterra. This experience made him tough as nails and
grants him +1 Toughness.

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PLAYER’S GUIDE

⿢⿢ The Scarlet Lions: Shangor took this band of bandits, made up of the outcasts of the Ivory Savannah
tribes, gave them training and self-respect, and restored their honor in the eyes of their former tribes.
These men will follow the Northlander barbarian to hell and back. They have a BV of 400.
⿢⿢ The Thunderfist: Once per session, Shangor can spend a Benny to make an unarmed attack with the
Drop, his famous “thunderfist”. This is a lethal attack.

ZANDORRA THE BLOOD BRIDE

Zandorra is the typical Amazon: proud, competent and bold. She was born in Ascaia, the
daughter of a warship captain, and she knew nothing of how women live outside the Holy Island.
Zandorra loved both weapons and sails, so she joined the crew of a hawk ship and started the life
of a sailor. She travelled to many lands and fought against barbarians and pirates, always side by
side with her trusted sisters.
One night, in the port of Faberterra, she met a handsome black mariner from the remote south.
Amazons aren’t particularly shy, and Zandorra spent the night with him. Nine months later, in
the House of Labor in Ascaia, she gave birth to a baby boy. Following Ascaian law, the boy was
instantly taken away from his mother. Zandorra wept that night, but only a little, then she tried to
forget the whole thing.
Four years later, Zandorra was back on her ship with her sisters. One day, after conquering a
slaver’s galley, the Amazons discovered an unusual cargo below deck: a group of half-starved slave
boys and girls.
The sight of these emaciated children touched something deep in Zandorra’s soul: she yearned to
see her son again, to hold him in her arms.
As soon as her ship returned to Ascaia, she went to the House of Labor and asked
the Midwife Sister to tell her where her son was. The Midwife refused and
Zandorra threatened her. The situation got out of control, Zandorra fought
some city guards and was forced to leave Ascaia as a fugitive.
Since that day many years have passed, and the warrior-woman lived
side by side with her friend, Shangor the Barbarian, during a number of
adventures, the two making an unlikely but very effective couple.
A couple of years ago, Zandorra won the command of a pirate
ship, the Blood Bride, and started a piratical life, side by side with
Shangor, but always with the goal of finding her lost son.
One tragic day, during a fight at sea, she discovered that her boy,
then nine, had been tortured to death by the Caldeians.
Then something broke inside Zandorra and she became filled with
a terrible hate for Caldeia, the whole land and race; she started a personal
crusade against the southern kingdom, a crusade which could only end
tragically.
Shangor, her first mate and long-time friend, tried to persuade her to
abandon this path, but the confrontation ended badly: harsh words were
said, blades shimmered and the blood of a friend was spilled.
In the end, Shangor left the Blood Bride, alone, and without any
reconciliation between the two.
Today, Zandorra continues roaming the Endless Ocean and
occasionally the Dread Sea, ransacking and pillaging, but always against

130
Legends of the Dominions

Caldeian ships.
She occasionally takes a lover or two, but nobody, not even her trusted helmsman Vaago, can say
the name of Shangor in her presence without risking her anger.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Boating d10, Climbing d6, Fighting d12, Healing d6, Intimidation d10, Knowledge (Bat-
tle) d8, Notice d8, Riding d8, Stealth d8, Taunt d8.
Charisma: +4; Pace: 6; Parry: 9 (1) (Amazon); Toughness: 7 (1)
Edges: Amazon, Ambidexterity, Bikini Goddess, Block, Command, Improved Frenzy, Helmsman,
Two Fisted, Very Attractive.
Hindrances: Bloodthirsty, Overconfident, Stubborn.
Gear: Twin iron long swords (Str+d8), bronze dagger (Str+d4, Range: 3/6/12), red-dyed leather
bikini (+1, allows using the Bikini Goddess Edge).
Special Abilities:
⿢⿢ Amazon Sea Tricks: The Blood Bride isn’t an Amazon Ship but Zandorra is an Amazon and she
spent enough years in the Ascaian navy to learn a trick or two. Once during each sea Chase, Mass
Battle or similar scene involving the Blood Bride, Zandorra can spend a Benny to gain +2 to a single
Boating roll, relating to some special “Amazon Sea Trick”. Alternatively, she can spend it to double
the Acceleration of the ship for a round.
⿢⿢ The Blood Bride: An infamous pirate ship, it is slender and fast, and manned by a reckless crew
of pirates. The Good Brothers (another name for the pirates of the Cove) manning it have average
Boating d8 and the ship as a whole has BV 350.

PLAYING SHANGOR AND ZANDORRA


Shangor and Zandorra are the two iconic characters of the setting. In this book, after five years of
adventures, they are Legendary heroes, with a lot of experience under their belts. They have changed a
bit during all that time: Shangor isn’t as reckless now as in the past, but he is a skilled commander with a
deep sense of responsibility for his men, while Zandorra is a strong woman battling with her own rage. If
the players are interested in playing Shangor and Zandorra, the characters can be found, as pre-generated
characters, in Heroes of the Dominions, at Seasoned Rank. Story-wise you can simply ignore this
“advanced” version of them (replacing their role with another suitable NPC of your own creation), or, more
interesting, you could play a campaign entirely as a flashback: Shangor and Zandorra, who eventually made
peace with each other, are remembering their past adventures. Ideally, when the adventurers reach the
Legendary level the story reaches the present time and continues as you wish.
As always, these are only suggestions: the Dominions are your world to play in, and only you who can decide
how their story will end!

PERSONALITIES OF THE DOMINIONS


In this chapter you’ll find a selection of the most influential and important personalities of the
Dominions, the real movers and shakers of the setting. They can be used as friends, enemies and
occasionally patrons of the adventurers.

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DRAKOVAR OF RAL VASTARA


South of the western point of Tricarnia are the Lizard Islands, savage lands populated by strange
beasts. The Islands host several small villages, mainly inhabited by escaped slaves, and a small, heavily
fortified city with the showy name of Ral Vastara or Port of Marvels. Ral Vastara was probably an ancient
Keronian mountain fortress, which luckily escaped the fury of the waters due to its elevated position.
Surrounded by thick walls, it has always been fiercely independent, and a nest of pirates. Today the
lord of Ral Vastara is Drakovor, an adventurer and pirate of Tricarnian origin who brags he is the heir
of Tovakor, the Prince of Scales, one of the most enlightened kings of the Land of Demons.
In the past the Lizard Islands, in particular Ral Vastara, were used as a stopover by ships
travelling to the south of the Dominions, because it is quite easy to find fresh water and fruit
on the islands, but today most ships avoid them, due to the danger posed by Drakovor. Pirates
of any sort are an exception to this rule: they are always welcome to spend their loot and to join
Drakovor’s ranks, and the city’s lord is known to visit the Cove frequently, where he is welcomed
as a friend and fellow pirate. Drakovor is becoming a real problem for Tricarnia; he refuses to pay
taxes and homage to the High Prince and his fleet of assorted pirates brings danger and ruin all
along the coasts of Tricarnia, ransacking without fear. The only city with a fleet strong enough
to face him is Ral Hordaka; the lords of the City of Night are too busy plotting against other
cities in the north and don’t want to lose important resources fighting against a petty pirate, but
Drakovor has started attacking their black ships too, so sooner or later the Lords of the Port of
Darkness will have to deal with him. Drakovor is very ambitious, and has declared that one day
he will march on the City of Princes, seize the throne and behead the High Prince. There must be
some grain of truth in Drakovor’s words: reports say the adventurer has a terrible monster under
his control, a huge Lazarta, big as a house, which obeys his orders. Drakovor calls him Karos,
which in Tricarnian means “vengeance,” and rides him into battle.
Drakovor is known to have a penchant for bets of any type; the weirder and more dangerous, the
better. He could be an adversary for the party, but also a (quite dangerous) patron.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d8
Skills: Boating d8, Fighting d10, Knowledge (Arcana) d4, Knowledge (Battle) d8, Intimidation
d10, Notice d8, Persuasion d8, Stealth d8, Streetwise d10, Taunt d8
Cha: +0; Pace: 6; Parry: 8; Toughness: 8 (2)
Hindrances: Arrogant, Overconfident, Quirk (loves betting and always respects the letter of a pact)
Edges: Beast Rider (Karos), Block, Connections (pirates, independent traders), Command, Fer-
vor, Improved Frenzy, Noble, One Hand and a Half, Sweep
Gear: Nagar – ensorcelled bronze long sword (Str+d8, AP 2, grants the Arcane Resistance Edge to the
user), ancient Tricarnian armor (+2), bronze dagger (Str+d4, range 3/6/12, concealed in a boot and
covered with a very fast lethal poison made with arcane skill d10), golden cloak, Karos (see sidebar).
Special Abilities:
⿢⿢ Drakovor’s Fleet: Drakovor’s fleet is made of a variable number of ships (2d6+3 x 100 BV). With
some time (1d4 weeks) he can also use his Connections Edge to summon help from the pirates of the
Cove, for another 1d6 x 100 BV per success and raise (up to 3d6 x 100). These pirates obviously work
only for loot…
⿢⿢ The Black Shark: Drakovor’s capital ship is a large Tricarnian war ship, manned by his own men,
and feared in all the ports of the Dominions (-1 to opponent’s Spirit rolls during mass battles). It is
surprisingly fast (+2 Top Speed) and, by itself, has a BV of 500 (included in Drakovor’s Fleet above),
100 of which are due to Karos, which has a special nest on it.

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KAROS
Karos is Drakovor’s main asset: an enormous Tyrant Lazarta, a sort of snake-like dragon, typical
of the Lazarta Jungle of Tricarnia, which the pirate lord rides in battle.
Very few people have seen a Tyrant Lazarta and survived to tell the story. These beasts are
almost legendary: big as houses, they are basically enormously long snakes with huge leathery
wings and a couple of claws. Apart from their sheer mass and ferocity, nature gifted Tyrants with
a huge membranous sac, placed in the gorge, filled with a strong acidic substance which they can
spit. A person hit by this deadly substance turns into a bubble of reddish pulp in a few minutes.
Karos is quite intelligent and very faithful to his master; he is a Henchman.
Attributes: Agility d6, Smarts d8 (A), Spirit d8, Strength d12+4, Vigor d10
Skills: Fighting d10, Notice d8
Pace: 5; Parry: 7; Toughness: 17 (3)
Special Abilities:
⿢⿢ Armor +3: Karos’s skin is hard as iron armor.
⿢⿢ Acid Spitting: Tyrants spit acid using the Cone Template. Any character hit by the cone must make
an Agility (-2) roll or be hit by the acid, suffering 2d8 damage for three consecutive rounds. A Tyrant
cannot spit in the same round he attacks with bite and claws.
⿢⿢ Bite/Claws: Str+d6. The beast can attack with both bite and claws in the same round, without any
penalty, but he cannot use Acid Spitting in the same round.
⿢⿢ Fear -2: These beasts are terrifying. Any character seeing a Tyrant must make a Fear (-2) roll.
⿢⿢ Flight: Karos flies at Pace 12, with Climb 0.
⿢⿢ Large: Tyrants are very big and attack rolls against them are made at +2.
⿢⿢ Size +7: Tyrants are huge beasts, with long serpentine bodies at least twenty feet long and thick as
tree trunks. Karos is even bigger than normal.
⿢⿢ Weakness (Acid Sac): The Tyrant’s acid sac is quite visible and vulnerable. If a character manages
to hit it with a Called Shot (-4) it has only Toughness 7 (2). After suffering a Wound, the sac breaks,
releasing an acid shower (see above for damage) on whoever is in a Small Burst Template, but from
this moment on the Tyrant cannot use the Acid Spitting ability.
⿢⿢ Weakness (Music): Lazartas are very sensitive to music and songs, and receive -2 to opposed rolls
against any power based on music.

SHADE
Over centuries, Shade is the name assumed by the most secret and capable killer of the feared
Assassins’ Guild of Jalizar. Shade could be anyone: a man, a woman, a slave. The secret records of
the Guild, those that could be recovered after the first destruction of the Guild in 1501 AF, even
report one case of a little boy being Shade for some time.
The current Shade is a young woman, Vaasha, who poses as a pretty and not very smart courtesan.
In truth Vaasha, an orphan who grew up in the alleys of the City of Thieves, is a cold, remorseless
killer, ready to obey any order from her Guildmaster.
She has but a sole weak point: for many years, she has been looking for the person who killed her
foster father, the Lotusmaster Poaran, who taught her everything she knows about poisons.
Nobody knows how she’ll react if she ever discovers that the killing of her old man was ordered by
the Guildmaster of the Assassins himself.
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Boating d6, Climbing d10, Fighting d8, Healing d10, Intimidation d8, Lockpicking d10,

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Notice d10, Persuasion d12, Stealth d12, Streetwise d10, Taunt d8


Cha: +4; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Damsel in Distress (she has removed all the penalties), Vow (serve the Master of the
Assassins’ Guild)
Edges: Alertness, Attractive, Danger Sense, Improved Level Headed, Martial Artist, Poisoner,
Temptress, Thief
Gear: Poisoned iron dagger disguised as a hairpin (Str+d4+1 imbued with Shade’s Poison), poison-
er ring (with three doses of Shade’s Poison), bikini (some of whose parts are concealed lockpicks).
Special Abilities:
⿢⿢ Shade’s Poison: Vaasha’s trademark, this is a Fast poison that exists in two forms: ingested and
injected. Shade counts as having Lotusmastery d10+2 and 10 Power Points. Obviously Vasha is
immune to her own concoctions’ effects.
⿢⿢ Right Hand of Death: Shade is the top professional murderer, and if she gets the chance to strike,
she rarely leaves her victim alive. By spending a Benny, she automatically gains the Drop. In addition,
any roll to Soak a wound caused by her attacks is at -2.

MOTHER MAIDAR
As everybody in the Dominions knows, Dhaar, the mighty
warlord of the Valk, died in 2467 AF, forty-eight years
ago, probably killed by magic from Gis. His body
lies, untouched by time, in a huge citadel the
Valk forced their slaves to build on the steppes
of Valkheim. Known simply as the Tomb of
Dhaar, it is a bleak place, run by a special
group of Valkyria and their chosen soldiers,
called the Guardians of the Tomb.
At the head of the order is a Valkyria called
Mother Maidar. She is old, very old: some
say she was one of the wives of Dhaar, while
others even suggest she was his mother, and
that he was sired by an inhuman mate after a
night of love on the steppes.
But that was a long time ago.
Mother Maidar is the second greatest
authority in Valkheim: till some years
ago, even the King of Valkheim asked for
her counsel and obeyed her not-so-veiled
orders.
The advent of Deserjaas changed
things dramatically: Mother Maidar, who
is a gifted seeress, doesn’t believe he is
the new Dhaar, but instead considers
him a great danger for the Valk people,
which, if it follows his guidance, will find
its doom.
Mother Maidar’s influence is so great

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that, till today, she and Deserjaas have never met, probably because the Successor doesn’t want to
alienate the more traditionalist Valk clans which hold the Guardians of the Tomb in great esteem.
On her side, despite living in a self-imposed isolation, Mother Maidar has a very long arm, and
even longer sight. Her agents roam the Dominions trying in every way to hinder and stop Deserjaas’
plans of expansion.
Attributes: Agility d6, Smarts d10, Spirit d12+2, Strength d4, Vigor d4
Skills: Fighting d4, Healing d10, Knowledge (Battle) d6, Notice d8, Intimidation d12, Knowledge
(Arcana) d10, Persuasion d10, Riding d8
Cha: +4/+8; Pace: 5; Parry: 4; Toughness: 5
Hindrances: Elderly, Vow (keep the body of Dhaar safe)
Edges: Ancient Pact (Kumra’s spirit – Dhaar’s demonic steed), Charismatic, Command, Danger
Sense, Noble.
Gear: Robe.
Special Abilities:
⿢⿢ Chosen of Dhaar: Maidar is protected by some supernatural force, probably Dhaar’s spirit.
Demons must win an opposed Spirit (-4) roll to attack or harm her in any way. This protection
disappears if Maidar attacks them first.
⿢⿢ Curse of the Mother: Maidar isn’t a true Valkyria
anymore: too many years have passed and she is something
different now, but she can cast terrible curses by spending
a Benny. The victim must win an opposed Spirit roll
with Maidar, or he suffers from Bad Luck or any
other Hindrance of Maidar’s choosing. The curse is MAIDAR’S DEATH
permanent. The Mother can also throw a death curse, CURSES
rolling at -2, plus another -2 if the victim is a Henchman The death curse of Mother Maidar is
or a Right Hand and -4 if he is a Wild Card (see sidebar). intended to be used as a plot device
⿢⿢ Mistress of the Tomb: Few positions are more for the GM, not as a simple way to kill
important in Valk culture. Maidar receives +4 to a character.
Charisma, but only toward Valk. Note that a death curse can take many
⿢⿢ Mother’s Visions: Valkyria are famous for their visions, subtle forms: a character’s saddle can
and Mother Maidar’s visions are more accurate than break at the worst moment during
those of any other Valkyria. By spending a Benny, a wild ride, a platoon of guards can
and making a Sorcery (−2) roll, a Valkyria can use the surprise him while he is sneaking
divination Power without spending any Power Points. behind enemy lines, a morsel of food
A human (or horse) sacrifice reduces the penalty by can choke him, or he can simply catch
two. Each additional use of this ability in the same lunar a nasty disease.
month causes an additional −2 to the roll. A Valkyria Whatever the effect of the curse, if it
failing the Sorcery roll is Exhausted. Critical failures affects a player character, there must
also require rolling on the Sorcery Critical Failures always be a way to escape its effects.
Table.

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STEALER OF SOULS
This tall, cadaverous-looking warrior, clad in ancient rusty armor of Cairnlander origin, seems to
be one of the walking dead himself.
Nobody knows his name anymore; he is simply called “Stealer of Souls”, because that is what he
actually does.
In addition to being a fearsome warrior, the Stealer of Souls has somehow learnt the secret
techniques of eating souls, and, over the years, he has developed a craving for that cruel activity.
The Stealer of Souls is a mercenary, and of the worst type: no job is too dirty for him, he is totally
remorseless and faithful, so long as he is paid.
As to his fees, well, rumors say that coins and gold mean nothing to him, while he is always looking
for some slave to drag into the Cairnlands, where he has a hideout of some kind.
The Stealer of Souls is an excellent henchman to team up with the major villain of a story. Given
his Harder to Kill Edge, he will probably escape the first confrontation with the adventurers, who
will meet then him in successive adventures.
The Stealer of Souls is a Heroic character, but the GM should level him up during the campaign,
if necessary, to keep him on par with the adventurers.
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10 (d12+1), Vigor d10
Skills: Climbing d6, Fighting d12, Healing d8, Intimidation d8, Knowledge (Battle) d4, Notice d8
(d12), Riding d8, Stealth d8, Survival d8, Throwing d6, Tracking d8.
Charisma: -2; Pace: 6; Parry: 8; Toughness: 11(3)
Edges: Armor Use, Block, Brawny, Ghoulblood, (Harder to Kill), Improved Level Headed, Im-
proved Sweep, Soul Eater.
Hindrances: Greedy, Ugly.
Gear: Bronze ancient greatsword (Str+d10, AP 1, 2 hand, -1 Parry), reinforced heavy armor of
Cairnlander origin (+3), bronze dagger (Str+d4, Range: 3/6/12), great helm (+2), horse, tattered
cloak.
Special Abilities:
⿢⿢ Ghost Whisperer: The Stealer of Souls can communicate with freshly dead souls (less than one day).
To do this, he must make a Spirit (-4) roll and spend a Benny. Roll on the Reaction Table to see how
cooperative the ghosts are.
⿢⿢ Stealer of Souls: This character is very expert in soul snatching. He can steal up to three souls as
per the Soul Eater Edge and, unlike the normal version of the Edge, he can also steal Edges (each
Edge stolen counts as a stolen Trait: to steal an improved version of an Edge he must score a raise
on the Spirit roll). He currently has stolen Strength (2 die steps), Notice (2 die steps) and the
Harder to Kill Edge.

TUSAL THE CALDEIAN


Tusal is the personal advisor of Ganymedes, the Autarch of Kyros, or – as he is called
when he is not present – the Sinister Hand of the Autarch. He is a tall, bald man of gaunt
aspect, coming from faraway Caldeia. His age is unknown and nobody has ever questioned
him on the matter. People usually feel uneasy when they look into his black, hypnotic eyes.
Tusal came to Kyros City a few years ago to take the post of court astrologer, a position
of scant importance, but his whispers quickly gained the Autarch’s ear. “What Tusal
thinks, Ganymedes says,” is the phrase commonly murmured in the Autarch’s palace these

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days. Tusal has a very bad influence on the ruler’s weak mind: he encourages Ganymedes’
obsession with gaining more personal power. The Sinister Hand has also persuaded him to
create a secret police, the Hands of the Autarch – or simply the Hands – to deal with traitors,
real or imaginary. In truth, the Hands are highly-trained assassins and spies who answer
directly to Tusal and are responsible for all sorts of devious acts, obviously carried out in the
name of the Autarch.
Tusal deeply hates Ramatides of Keron, the High General of the Armies of Kyros, but hasn’t
found a way to get rid of him, yet.
Tusal is an excellent opponent for the heroes, and, probably, an agent of Caldaios the Cruel,
although in the last few years, he seems to be playing his own game.
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d8, Knowledge (Arcana) d10, Intimidation d10, Notice d8, Persuasion d8, Sor-
cery d12, Stealth d8, Streetwise d10, Taunt d8
Cha: +0; Pace: 6; Parry: 6; Toughness: 7 (1)
Hindrances: Cautious, Greedy
Edges: Arcane Background (Sorcery), Connections (nobility, spy network), Improved Impressive
Aura, Noble, New Powers, Power Points, Rapid Recharge, Binding Ritual, Soul Drain.
Powers [30 PP]: armor (invisible shield), bolt (tendrils of darkness), boost/lower trait (corrupt),
deflection (I am not there!), invisibility (You can’t see me!), puppet (Your mind is mine!), summon
ally (Keronian Imp, Twisted Servant, medium swarm, Fanged Ape, Shadow Bat, Spirit of the Be-
trayer).
Gear: Dark bone dagger (+1), ensorcelled robes (+1), two Lotus concoctions chosen from among:
obscure, stun, boost/lower trait.
Special Abilities:
⿢⿢ Binding Ritual: Tusal has permanently bound Tsaro (see below), a very powerful demon, to his will.
Tsaro acts as the Sorcerer’s personal servant, bodyguard, and spymaster.
⿢⿢ Spy Network: Tusal has a number of ears throughout Kyros, and probably even some in nearby
Syranthia. Every time something of interest occurs (a conspiracy is formed, a person of interest
arrives in Caldeia, and so on) Tusal can make a Streetwise (-2) roll to be informed of it.

TSARO OF THE MANY FACES


The creature called Tsaro belongs to the ancient race of the Talaxakah.
Talaxakah are shapeshifting demons of great power, usually in the service of Demon Lord
Baachaga, who grants their use to his most trusted followers. A Talaxakah, in its normal form, is
a vaguely humanoid shape of gray protoplasm. This demon “eats” in a peculiar way: whenever it
touches a victim, it melts and incorporates the flesh of the individual. When the victim is completely
melted, the Talaxakah acquires the ability to take its shape.
Talaxakah summoned in the Dominions are usually immature; after a period ranging from one to
three weeks, they reach adulthood and reproduce.
This happens in a very disturbing way: the Talaxakah must “eat” a victim, as above, but the
process, instead of incorporating the victim, creates another Talaxakah, identical to the parent, with
the same powers and an initial form which is that of the victim eaten.
A Talaxakah is a Legendary creature for the purposes of the summon ally Power.
Tsaro’s current form is that of a mild, middle-aged man, apparently the personal scribe of Tusal.
Apart from dozens of different people, he also absorbed the shape of a giant falcon, which allows

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PLAYER’S GUIDE

him to travel very quickly, and that of a giant river snake, an


GM’S TIP: excellent swimmer.
THE HANDS
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8,
OF TUSAL
Vigor d8
Tusal has a number of persons in his
Skills: Climbing d8, Fighting d10, Notice d8, Persuasion
service, some of them acting as spies
d12, Stealth d10, Streetwise d10, Taunt d8.
and others as assassins and killers,
Pace: 6; Parry: 7; Toughness: 6
in a complex pyramidal organisation
Special Abilities:
with Tsaro at the top.
�  Assassin: Talaxakah are deadly opponents, very capable at
Usually low-ranking Hands have no
catching their foes flat-footed. By spending a Benny they can gain the
means of recognition or particular
Drop on the enemy.
skills, but higher-ranking ones are
�  Consuming Touch: Str+d8, AP3, this is considered a Touch
issued the Hand of Tusal, a bronze
Attack. A Talaxakah can freely transform one of its limbs into a
amulet in the shape of a hand,
tentacle of protoplasm, through which it eats and reproduces.
which identifies them as members
The monster can use any creature Incapacitated by its Consuming
of the spy network. A Hand grants
Touch for Mimicking or Reproduction (see below).
Intimidation d10 toward any
�  Demon: Demons are immune to poison and disease. They have a
Kyrosian.
+2 bonus to recovering from being Shaken.
�  Fear -1: Seeing a Talaxakah is its natural form is very disturbing,
and causes a Fear (-1) Check.
�  Invulnerability: A Talaxakah’s physiology is totally alien: it is
immune to any mortal weapon not made of steel. Apart from this, only
acid and fire can damage it.
�  Mimicking: A Talaxakah can take the form of a victim it has
consumed (Incapacitated through its Consuming Touch). Physically,
the copy is perfect. The Demon doesn’t acquire the memories of the
victim, but being a consummate actor it can easily impersonate her (people who know the victim very
well can make a Notice roll opposed by the Talaxakah’s Persuasion to detect something strange). The
mimicking process is limited to the body of the victim; the monster cannot copy its gear.
⿢⿢ Reproduction: A Talaxakah which has Incapacitated a victim using its Consuming Touch can decide
to reproduce itself by spending two Bennies. The process (which lasts one minute per Vigor die of
the victim) creates a new Talaxakah, which already knows how to take the shape of the victim used to
create it. A Talaxakah cannot reproduce more than once every thirteen months.
⿢⿢ Weakness (Dread Star Matter): Talaxakah have an ancestral nemesis: Dread Star Matter (see
SEGM). If the creature enters into contact with even a small sample of it, something incredible
happens, and the Matter starts devouring the demon, which must make a Vigor (-4) roll each round
or suffer one non-Soakable Wound. The process ends only after the Talaxakah scores three or more
successes and/or raises on the Vigor roll.

ANWAR THE GRASSHOPPER


Based on Brian D. Bremer’s CharacteR concept.
Anwar was born in the shadow of the Mountain of Fire, the great vulcano of Northeim, and the
first sound he heard was the echo of the hammering of the Priests of Hulian on the holy anvil of the
Monastery of Fire. Growing up, he became a reckless young warrior, so he was called Anwar, which,
in Northlander tongue, means “trouble”.

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Anwar, like his grandfather before him, became a Trollhunter, one of the daring (or mad) souls
devoted to killing the dangerous man-eaters of the mountains.
During his first winter hunt, when he was in the band of old Beras Two-Horns, Anwar did
something true to his name: trying to finish his quarry with a single blow, he threw his longsword at
the head of a black troll, impaling one of the beast’s eyes.
But, the hit didn’t reach the brain, and Anwar found himself cornered by a very pissed off giant.
Other, wiser, warriors in this case would have escaped as rabbits in the snow, but not Anwar. He
jumped on the troll’s head, jumping like a grasshopper, grasped the antlers of the beast and pulled
out his sword, planting the blade deep in the troll’s skull.
The beast fell down in the snow silently, as silent as the other trollhunters of the band.
Beras Two-Horns, after punching the boy in the head for being reckless, named Anwar
“Grasshopper”, and from that moment the nickname stuck.
Some years have passed since that winter, and today Anwar wanders the southern lands as a
mercenary, but he has kept the “grasshopper” attitude. Recently a man jumped from the walls of
the city of Azagara on the top of a war elephant, and, gods know I tell the truth, Anwar was that man!

ELKYR THE WISE


Based on Daniel McLaughlin’s Character concept.
While carousing in the taverns of Syranthia, if you are lucky, you could meet a strange Tricarnian
man. Tall, thin and quite old, even by Tricarnian standards, he is usually busy sipping a cup of fine
wine and telling weird stories in a soft, well-spoken voice. Elkyr introduces himself as a scholar, but
he doesn’t wear the robes of the Sages of the Library. In truth Elkyr is a former Priest Prince,
his name being Eelkyrian of Nal Elkya, a city in the southwestern lands of the Sons of
Keron.
If someone asks him how he ended in a tavern in Syranthia, he’ll answer: “I
am looking for my Pride, stranger.”
A peculiar answer, but with more truth in it than it appears. Ten
years ago Eelkyrian killed his own father, using the family ensorcelled
sword, a dark artifact called Pride, to seize the throne. But his reign
was brief: his own family rebelled against him, and he had to flee
from Tricarnia, losing his sword, which returned to the arcane
dimension to from whence it came.
From that day Elkyr the Wise, as he calls himself today,
wanders in the Dominions, looking for adventures and
especially for clues on how find Pride again: there is, in
fact, a special bond between the rightful heir of Nal Elkya
Elkyr the Wise

and Pride, a sort of dark dependence which makes any


moment of separation from the blade painful for Elkyr,
which manifests as accelerated aging. Elkyr isn’t the only
one looking for Pride: his surviving brother Kyvoor, and
his wicked sister, Kyraasa, are desperately trying to find
it. The first to lay hands on it will be the new, uncontested
lord of Nal Elkya.

139
PLAYER’S GUIDE

SILENT SHADOW
Based on Armin Welk’s CharacteR concept
Silent Shadow is a legend among the slave masters of Tricarnia.
A spooky, dark legend, of one that came out from the forest and killed the slavers, before
returning under the thick foliage of the woods.
The Tricarnians don’t know the identity of Silent Shadow, but for the freed slaves living in the
Brokenchain Mountains he is a hero, a silent figure freeing them and guiding them to safety beyond
the mountains.
All of this without speaking a single word.
Silent Shadow is Caled warrior, enslaved by the Tricarnians many years ago, who cut away his
tongue and forced him with an ensorcelled collar to act as a bloodhound, tracking down escaped
slaves, a task in which Silent Shadow excelled.
Luckily for him, one day he was ordered to hunt Taurus, an escaped slave who was a Priest of
Tosar in disguise. When Silent Shadow finally tracked him down, Taurus broke the magical collar of
Silent Shadow and the two escaped together, reaching the ex-slave communities in the Brokenchain
Mountains.
Since that day Silent Shadow has acted as advanced scout of the liberators, and often strikes alone
at the slaver’s hunting parties, with his amazing hunter skills.
Despite this, the other slaves keep him at distance: after all is a tall, tattooed and naked Caled
warrior, which speaks to nobody. His only friend in a young black-skinned girl, Imara, which Silent
Shadow freed some months ago and for which he feels something, a strange sentiment he never felt
before… maybe it’s what other men call love?

RAKKEN THE HUNTER


Based on Ernie Sullivan’s Character concept
“Rakken is the son of a hundred mothers and many more fathers!”
This is the saying in the main ports of the Dominions. Ventus Rakken, best known as Rakken the
Hunter, is a scoundrel of the seas if one ever existed. Of mixed and largely unknown breed (some say
he is the bastard son of a Syranthian noble while others swear he was born in the sewers of Jalizar),
Rakken is the captain of the Thara’s Kiss, a slender merchant ship, manned by a crew of peculiar
sailors, which include a blind Valk sorceress, a cannibal of the Cannibal Islands, a fallen monk of
Lhoban and a couple of former acrobats of the Great Circus of Jalizar.
Rakken is equally welcome (or, to perhaps, unwelcome), in every port of the Dominions,
including the Cove, to which he discovered the secret path years ago.
Rakken isn’t a pirate in the true sense of the word, he is more a procurer of things.
In particular he works for the arenas of the Dominions, furnishing them with dangerous beasts
and critters, but he isn’t shy about lending his services to shadiest characters, if the pay is good.
Recently he got involved in a weird business with the Autarch of Kyros himself, selling him the
egg of a Pale Lady, a strange creature famous for her amazing erotic skills. This creature dwells
only in some remote islands of the Brown Sea and finding it brought great trouble to Rakken and
his crew.
Unluckily for Rakken the egg, after hatching, proved to be from a totally different creature, a
Dark Lurker, a sort of bipedal lizard, which killed the favorite concubine of the Autarch and almost
bit off the manhood of the mighty king, before being stopped by his personal bodyguard.

140
Legends of the Dominions

From that day, there is a high bounty on Rakken’s head, and the Thara’s Kiss must avoid the
Kyrosian coasts to avoid being sunk by catapults.
Considering that this outlandish story is told by Rakken himself, and that nobody has ever heard
of creatures called Pale Lady and Dark Lurker, this may not be the real cause of the Autarch’s hate
toward Ventus.
Among his many flaws, in fact, Rakken is known to be a great liar…

RED WOLF
Based on Aaron Bandstra’s Character concept.
Everybody knows that the Iron Phalanxes of today aren’t like those of the past: discipline is
more lax, commanders are incompetent and the real spirit of the Empire is slowly dying in a rotting
carcass.
Well, anyone who says that never met Arus Bandarius, called the Red Wolf. Of mixed blood,
Arus was born in the Borderlands thirty-four winters ago, to a Northlander hunter and a Faberterran
washerwoman escaped to the north.
At fourteen he enlisted in the Twenty-fourth Phalanx, lying about his age, and at seventeen he was
made Rank Leader. But it was during the Battle of the Copper Pass, in the southern Iron Mountains,
that Arus became a hero: after the sudden death of the general of the Twenty-fourth, Marianus,
he took the command and made a bunch of men hold the pass against a horde of Nandals for three
days, fighting tooth and nail. At the dawn of the fourth day the Nandals retreated, and the dead were
counted: almost a third of the hoplites were killed, but a major invasion of Faberterra was prevented.
That day Arus won the nickname of Red Wolf, because his fur cloak was red with blood after the
battle, and was made general.
Arus is popular among the common people, very popular. Someone whispered in the Emperor’s
ears he is too popular and for this reason he was offered a prestigious appointment: guard, with the
Twenty-fourth, the imperial city itself. In this manner he will be always very near to the Emperor, in
case he needs him, or… in case he becomes a threat.
Arus has held this appointment from six months and both he and his men are becoming restless:
they are hardened soldiers, not ceremonial troops, and want to be on the battlefield, not parading
in the streets!
But maybe there is something in store for the Red Wolf and the men of the Twenty-fourth, a task
that only they can accomplish, in some remote province of the Empire…

141
SPECIAL THANKS

Adored
Andres Aguirre, Benjamin Cook, Fabien SION, Morgan Hazel, Eric Lamoureux, Franz Georg Roesel, Felix Shafir, Paris Conte,
Mike Shack, Kyle Myle

Amazon of the Dread Sea


Christian Ulrich, Mick Gall, Seth LaVoie, Chris McNeil, David Blondeau, Gert-Jan van der Krogt, andrewsangar, Bryan Lunny,
John Spratt, Daniel Trecco, blade, Peter Jaensch, Chad Manning, ljzix13, Leonard A. Pimentel, Richard Skinner, Fabricio
Maciel, Damian J. Henderson, Ryan Lybarger, Victor Korotkov, Robert Huss, madscotsman13, heathd666, Ols Jonas Petter
Olsson, Josh Schmidt, Vincent FURSTENBERGER, Martin Punter, will, Paul Watson, Gary Furash, Scott Barrie, sialenec1 ,
lorenzo ferranti, Nicholas Lowson, Marc Hameleers, marco.beltramino, Bryan Andrewski, Jason Buchanan, Thomas Markwart,
Glen Martin, Adam Derda, Todd Stephens, Tom Caudron, Thomas Kinzer, Jim Searcy, Kristian Serrano, Svenja Schröder,
Thomas Gingras, legoforestman, TLH Smacky, Havasi Gábor, Guillaume Nonain, Thomas Shook, João Talassa, Victor Perez
Cazorla, John Phillips, Roberto Micheri, Tomasz Kurtycz, Giuseppe Rotondo, birragum, Charles Burkart, chez, Darren G.
Miller, Randy Mosiondz, Brian Reeves

Barbarian of the North


Arnaud Belard, dario.leccacorvi, jpyrich, Marcone Blindy, Boyd Kleen, mcmahon, Kevin Donovan, Jason Beighel, Matteo
Bisanti, Joe Pridham, Tomasz Majkowski, Andrew Leimer, finderski, Thomas Vanstraelen, David Shamp, Tim Baker, 7th.serf,
Clayton Ray, Martin Gowdy, Tom Cannon, Jim Catchpole, Joseph Hepler, João Felipe Santos, Charles Capp, Robert Hebert,
Wallas Pereira Novo, Alexandre L. Lescarbeau, ozyman2195, Jason Skavlebo, Ron Owen, Matt Martinez, Kevin Flynn,
Guillaume Druon, Guillaume Druon, Patrik Strom, Tristan Harness, Andreas Loeckher, Luke DeVries, Daniel Heritage,
Sebastian Macleod, Drew Calderone, Jeffrey Quigley, Bruce Paris, Craig Wright, Tony Blacklock, Llorenc Foixench, Kevin
Donovan, Michał Dzidt, Benjamin Alany, Norbert Baer, Tim Westlake, stvnthn, magall, Christian Caron, John Graham, Rich
Riddle, Kevin Shinners, Manuel García, Bartek Ewertowski, Jason Beighel, Wayne Grelle, James Sugrue, Carl Walter, kpublic,
bachman75, David Lear, shadowslave, Mark Kriozere, Robert Huss, Richard Ferris

Blessed Child of Hordan


Eric S Pulley, Shane Hensley, Jeff Scifert, Gilbert Gallo, Manuel Ponce, Ignatius , Simone Pimonio, g0ntzal, Roger Harvell,
Daniel Frederick, MATT STARK, Jean-Luc Barbera, Rich Spainhour

Child of Hordan
Richard Bing, Derrick Smith, Niels Adair, David Ross, Mathias , Arran Dickson, George Orlov, Christian Barreto Salgado,
Martin Gowdy, Guillaume Meistermann, Perry Chalmers, Michael Paul, Marc Young, Mauro Longo, Franz Georg Roesel,
jeremy, Bjørn Kobæk Søndergaard, Christian Lindke, Wes Crump, Nick J. Maykowski,

Citizen of the North


LongShot, Grzegorz Gacek

Imperial Counselor
Francesco Biglia

Smith High Priest


Nick Poulimas, Peter Morson, Jack Pope, Richard Marshall, Norbert Denninger, Timothy Davis, franckflo , Martin Blake, JC
Locke, casper, Pau Blackonion, Brian Johnson, Pau Blackonion, william david pattison, Oscar Estefania, viajerosalvaje, Jean-
François Campourcy, Eduardo de Andrés, Pau Blackonion, alfarobl, SmithPriest, William Haines, Wilhelm Christian Northoff,
Rafał Kwasek, Gary McCallum, Jeff Kohlleppel, John Gerard Doyle, Paul Dundee, Tommy Brownell, Greg Palechek, Moisés
Armenteros, Shawn Rose, Sloan Summerfelt, Bill Henderson, LongShot , Michael G. Palmer, Michael Morales, Iam Pace,
Ehedei Guzmán, Richard Skibba, Jordan Trais, Lance Smith, Francesco Zuccalà, Mark Shocklee, Samuel Pray, Arkadiusz
Stopczyk

Tricarnian Sorcerer
Pierre Le Gagne, thad, Matteo T, John Lehman, Eduardo Chacon, Błażej Kosiński, Brian McCabe, Brandon Struble, wyaman
, wolfson1963, shadowlord, Lloyd Rasmussen, Ryan Chaddick, Dave Harrison, Tomasz Wójcik, Lee Wendel, matteo ceresa

Valk Horde Leader


Aaron Bandstra, Ernie Sullivan, Brian Bremer, Armin Welk, billing

Valkyrie of the Dread Sea


marcus.burggraf, Martin John, Carsten Bärmann, Peter Wood, JC Locke, John Taber, Manuel Sambs, Jeroen Leliveld, aaronsch,
Jack Pope, Piotr Płocki, Paul Watts, Francesco Bianco, Matthew Kay, Dusan Bikovski, Michał Sołtysiak, Ron Blessing, Niels
Adair, frits, Emilia Andrzejewska, Richard Ferris, Sean Hexed, Jeffrey Rees, José Luis Porfírio, Flórián Palotás-Busa, Michael
Coker, Gionata Farra, Gary Furash, matteo ceresa, Mark Durrheim
INDEX

A I P
After the Adventure  |  87, 141 Imperials | 34, 36, 47, 51, 56, 68 Path of Enlightenment/
Amazons | 9, 20, 35-37, 48, 54, 83, Independent Cities  |  40-41, 43, Obscurement | 101
128, 139-140 54, 57-60, 69 Powers | 85, 88, 95-97, 99, 101-
Arcane Backgrounds  |  3, 110 Iron Empire  |  3, 7-10, 15, 18-23, 105
Ascaia | 9, 20, 35-37, 54, 75, 83, 28, 30-33, 35-36, 41, 56-58, 60-62, Pygmies | 5, 16, 28, 32, 36, 38-41,
140 64, 70, 73, 75, 77, 126 44, 52, 55, 60, 68
Iron Mountains  |  8, 19, 58, 60, 70
b Islands of the Maimed Ones  |  58-59 R
Battle Value  |  123, 128 Ivory Savannah  |  8-9, 11, 15, 17, Red Desert  |  11, 15, 22, 36, 44, 46,
Borderlands | 25, 28, 31, 33, 47, 32-33, 41, 60-63, 67, 72-73, 76, 83- 54, 61-62, 113, 120
54-56, 58, 77-78 84, 106, 119-121, 125, 127, 130 Red Desert Nomads  |  36
Ivory Savannah Tribes  |  17, 33-34, Religion | 41, 72, 84, 89, 103
C 39, 44, 47, 57, 62, 67, 73, 76, 93,
Cairnlands | 14, 30, 33, 54, 66, 76, 103, 121, 123, 127 S
127, 129 Salkarian Calendar  |  9, 18, 25, 27
Caldeia | 13-14, 29-31, 34, 37, J Setting Rules  |  3
43, 47, 55-56, 63, 66-67, 79, 83, Jademen | 35-36, 44, 47, 54, 83, 90 Sword of Hulian  |  3, 9, 23-26
136-137 Jalizarans | 36-37 Syranthia | 3, 6-7, 10-11, 14, 16,
Caledland | 36, 56 Jalizar, City of Thieves  |  61 19-20, 22, 27-29, 33, 39-41, 49, 54,
Caleds | 9, 18, 22-23, 32, 36, 44, 56, 58, 62-64, 71-72, 89, 116, 118,
46-48, 51, 56, 74 K 121-122, 134, 136
Cannibal Islands  |  14, 37, 56-57 Kyros | 7-8, 11, 17-18, 20-21, 23,
Crafting | 102, 132 29-30, 33-34, 36, 39, 41-43, 53-54, T
57-58, 60-63, 68, 129, 133 Technology | 39
D Timeline | 27
Decline of the Empire  |  24 L Trade Routes  |  55
Dread Star  |  3, 8-9, 11, 16-17, 19, Land of the Idols  |  35, 60 Tricarnia | 7-9, 11, 16, 18, 20, 23,
29, 32, 59-60, 65, 71-72, 75, 106 Languages | 41-42, 75 25-29, 37-43, 48-49, 51-53, 62-
Lhoban | 8-9, 11, 15, 19, 26, 30, 63, 67, 71-72, 110, 120-122, 127,
E 34-35, 41-42, 46, 51-52, 54, 57, 60- 139-140
Edges | 3, 31, 41, 86-88, 91-92, 94, 61, 67, 70, 73, 79, 105, 111-112, 118 Tricarnians | 8, 17-18, 33, 37,
98, 103, 128, 136 Lotus | 13, 15-16, 23, 40, 49, 54, 40-41, 48, 62
Ekul | 11, 15, 27, 29, 34, 39, 57-58, 63-64, 72, 76, 85, 87, 96-99, 109, Troll Mountains  |  10, 62-63
64-65, 67, 126 113, 115, 117, 119, 122-123, 128, Valk | 8-11, 19-21, 28-29, 33, 36-
140 40, 42, 48-49, 51-53, 56, 63-67, 69,
F Lotusmastery | 38, 77, 85-87, 96- 72, 75, 89, 106, 110, 112, 114, 118,
Faberterra | 8-11, 14, 18-20, 23, 99, 108, 117, 121-122, 132 125, 130-131, 139-140, 142
25, 29, 31-32, 38, 46, 48-49, 54, 58- Lush Jungle  |  11, 15-16, 50, 61, Valkheim | 9, 11, 21, 26, 28, 46,
59, 61-65, 67-68, 73-74, 76, 78-79, 81, 119 54, 63-65, 110, 138-139
129-130 Valk Invasions  |  8, 19
Finger Islands  |  54, 58-59, 61 N Valk Steppe  |  65
Northeim | 10, 13, 19, 41, 47-48, Verdant Belt  |  30-31, 39, 48, 54-
G 50, 62, 64, 66, 71, 114, 139 55, 65, 107-108, 113
Gis | 18, 26, 28, 33, 39, 45, 47, Northlanders | 7-8, 20-22, 29, 32-
59-60, 63, 94, 104, 124, 127 33, 36, 41, 44, 48, 62, 65, 115, 122 Z
Zandor | 8-9, 11, 19-21, 27-28, 48,
H O 53-54, 63, 65-66, 108, 112
Heroic Bennies  |  3, 139 Optional Rules  |  131 Zandorra the Blood Bride  |  130
Heroic Concepts  |  3, 78
Hindrances | 3, 82, 87
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