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stefano chiaramonti (Order #31830955)
Warning!
Violence and the Supernatural
The fantasy world of The Palladium Role-Playing Game® is violent, deadly and filled with magic
and monsters. Other-dimensional beings, demons, and sorcerers torment, stalk and enslave humans. Mon-
sters, gods, magic, insanity, cannibalism, war and heroic adventure are all elements of this book.
Some parents may find the violence and supernatural elements inappropriate for young readers/players.
We suggest parental discretion.
Please note that none of us at Palladium Books condone or encourage the occult, the practice of magic,
the use of drugs, or violence.

An epic sourcebook for the Palladium Fantasy RPG®, 2nd Edition.


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Dedication
To Kevin Siembieda and Erick Wujcik for making a wonderful fantasy setting that has allowed me to spend part of my life in a won-
drous world whenever I need a little escapism.

To my best friend Miles who helped bring Bizantium to life with his diligence and mapmaking skills.

To my Fantasy Players, John, Paul, Richard, Andy, Brent and Okey, for all the good times sitting around the table even when we
failed to get any adventuring done.

But above all to my buddy Herbert Nielsen, you were there for me during the lowest point in my life, I’ll never forget our “going to
breakfast mornings,” they always cheered me up during the sad days. You forced me to become a better Game Master so in return I be-
came a better story teller. Without you this book and everything I’ve accomplished with Palladium Books would not be possible. While
Bizantium is not the proper setting for the Elf Paladin Garret Oakenshield, his adventures remain some of the happiest times in my life.
It was destiny that you rolled those natural 20s to defeat the Orcish Warlord; roll another, and keep playing my friend.

– Glen A. Evans, 2015

To friends and fond memories . . . of happy times, grand adventures, the Detroit Gaming Center, The Defilers, Erick, Kay, Kevin
Lowery, Kevin Long, Thom, Ken, Tony, Julius, Alex, Rusty, Ziggy, Kerry, Al, Dave, Mark, Bill, Robin, and all the rest. And to the
many friends and memories that would follow and are yet to come.
– Kevin Siembieda, 2015

First Printing – March, 2015

Copyright 2015 Palladium Books Inc. and Kevin Siembieda

All rights reserved under the Universal Copyright Convention, World Wide. No part of this book may be reproduced in part or whole,
in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations,
institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is
strictly coincidental.

Palladium Books®, The Palladium Fantasy RPG®, Rifts®, The Rifter®, Chaos Earth®, Dead Reign®, Megaverse®, Powers Unlim-
ited®, Coalition Wars®, Wormwood®, and After the Bomb® are registered trademarks owned and licensed by Kevin Siembieda and
Palladium Books Inc.
Adventures on the High Seas, Algor, Algorian Sea, Baalgor Wastelands, Bearmen, Beastla, Bizantium, Bizantian, Bizas, Island
Kingdom of Bizantium, Brgg, Dragons & Gods, Age of a Thousand Magicks, Age of Purification, Corpse Jelly, Coyles, Deevil, De-
filers, Diabolist, Dragondactyl, Dragonwright, Empire of Sin, Eandroth, Eastern Territory, Eoten, Epim, Floenery Islands, Great Ice
Shelf, Great Northern Wilderness, Hoknar, Iceborn, Icy Ocean, Kankoran, Land of the Damned, Land of the South Winds, Library of
Bletherad, Mind Mage, Od, Old Kingdom, Psi-Healer, Rurga, Monsters & Animals, Nimro, Northern Hinterlands, Palladium of De-
sires, Wolfen, Emerin, Gigante, Old Ones, Rock Claw, Northern Hinterlands, Sea Ghoul, Sea of Despair, Sea Unicorn, Serpent Chaser,
Shadow Coast, Shadow Coast Colonies, Skinbinder, Summoner, Timiro Kingdom, Tristine Chronicles, Waterchanter, Western Empire,
Wolfen, Wolfen Empire, Wolvenar, Yin-Sloth Jungles, and other names, titles and likenesses of characters are trademarks owned by
Kevin Siembieda and Palladium Books Inc.

Palladium Online: www.palladiumbooks.com


Also visit us at facebook.com/PalladiumBooks

Bizantium and the Northern Islands™ – A sourcebook for The Palladium Fantasy RPG®, 2nd Edition is published by Pal-
ladium Books Inc., 39074 Webb Court, Westland, MI 48185. Printed by McNaughton & Gunn in the USA.

stefano chiaramonti (Order #31830955)


Palladium Books® Presents:

Bizantium
and the Northern Islands ™

Written by: Glen Evans

Additional Text and Ideas: Kevin Siembieda


Matthew Clements

Editors: Matthew Clements


Alex Marciniszyn
Wayne Smith

Proofreader: Julius Rosenstein

Cover Painting: Charles Walton II


Eduardo Dominguez S.

Interior Artists:
Amy L. Ashbaugh
Mark Dudley
Tanya Ramsey
Benjamin Rodriguez
Kevin Siembieda
Charles Walton

Map Artist, Back Cover: Tad Davis


Map of Bizantium & Region: Will Erwin
Other Maps: Kevin Siembieda

Art Direction & Layout: Kevin Siembieda


Typography: Wayne Smith

Based on the RPG rules, text, characters,


concepts and Megaverse® created by Kevin Siembieda.

Special Thanks to Glen Evans who has never given up on honing his craft and making his dreams come true;
to Matthew Clements, writer and friend who is chasing dreams of his own; to Chuck, Amy, Mark, Ben, Eduardo,
Tad, Will and all the artists who visualize the stuff of dreams and bring them to life on paper; and to Palladium’s
crew of hardworking adventurers – Alex, Wayne, Julius, Kathy, and Jeff – who have been helping me realize my
dreams for decades.
– Kevin Siembieda, 2015
3

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Contents Iron and Coal . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Fishing and Hunting Sea Creatures . . . . . . . . . . . . . . . . .
34
35
Map of the Known World . . . . . . . . . . . . . . . . . . . . . . 7 Sea Serpents . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Bizantium . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Sea Serpent Oil . . . . . . . . . . . . . . . . . . . . . . . . . 35
The Northern Kingdom of Man . . . . . . . . . . . . . . . . . . . 8 Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
An Overview of the Island Kingdom . . . . . . . . . . . . . . . . 9 Warlocks and Waterchanters . . . . . . . . . . . . . . . . . . 36
Reputation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Safety in Isolation . . . . . . . . . . . . . . . . . . . . . . . . 10 The Shipyards of Bizantium . . . . . . . . . . . . . . . . . . . . 37
Serpents all around . . . . . . . . . . . . . . . . . . . . . . . 10 Bizantium’s Laws of Salvage . . . . . . . . . . . . . . . . . . . . 38
Global Influence . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 The Bai Regatta . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
The Timiro Kingdom . . . . . . . . . . . . . . . . . . . . . . 10 Bizantium Foreign Relations . . . . . . . . . . . . . . . . . . . 38
Attitudes Toward Outsiders . . . . . . . . . . . . . . . . . . . . . 11 The Wolfen Empire . . . . . . . . . . . . . . . . . . . . . . . . . 39
Human Elitists . . . . . . . . . . . . . . . . . . . . . . . . . . 11 The Kiridin Barbarians . . . . . . . . . . . . . . . . . . . . . . . 40
Relations with the Wolfen . . . . . . . . . . . . . . . . . . . . 11 The Eastern Territory . . . . . . . . . . . . . . . . . . . . . . . . 41
Political Unrest at Home . . . . . . . . . . . . . . . . . . . . . . 11 The Western Empire . . . . . . . . . . . . . . . . . . . . . . . . 41
The King Must Go . . . . . . . . . . . . . . . . . . . . . . . . . 12 The Timiro Kingdom . . . . . . . . . . . . . . . . . . . . . . . . 42
Warlock Council . . . . . . . . . . . . . . . . . . . . . . . . . 12 The Island of Bizantium . . . . . . . . . . . . . . . . . . . . . . 43
Bizantium’s Origins . . . . . . . . . . . . . . . . . . . . . . . . 13 The City of Stonebrook . . . . . . . . . . . . . . . . . . . . . . . 44
Eoten Creation Myth . . . . . . . . . . . . . . . . . . . . . . . . 13 Bizas Inlet and Inland Sea . . . . . . . . . . . . . . . . . . . . . . 45
The Eoten . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 The City of Bizantium . . . . . . . . . . . . . . . . . . . . . . . 46
The Northern Mysteries . . . . . . . . . . . . . . . . . . . . . . . 15 City Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
The Eoten in Recorded History . . . . . . . . . . . . . . . . . . . 15 The Market Star District . . . . . . . . . . . . . . . . . . . . . . 49
One Possible Origin of the Eoten . . . . . . . . . . . . . . . . 16 The City Dock District . . . . . . . . . . . . . . . . . . . . . . . 50
The Recorded History of Bizantium . . . . . . . . . . . . . . . 16 Temple of Light . . . . . . . . . . . . . . . . . . . . . . . . . 51
Origins of the Eoten: 10,000 Years Ago . . . . . . . . . . . . . . 16 Notes about Inns in the City . . . . . . . . . . . . . . . . . . . . 52
The Time of Bizas: 2,325 Years Ago . . . . . . . . . . . . . . . . 18 Visitor bylaws of the city . . . . . . . . . . . . . . . . . . . . 52
The Western Empire Invasion: 1,020 Years Ago . . . . . . . . . . 18 The Grinning Goblin . . . . . . . . . . . . . . . . . . . . . . . . 53
The Great Chain . . . . . . . . . . . . . . . . . . . . . . . . . 18 The Stone Hearth Inn . . . . . . . . . . . . . . . . . . . . . . . . 53
First Contact with Wolfen: 600 Years Ago . . . . . . . . . . . . . 18 Elenor Rosario (Selkie) . . . . . . . . . . . . . . . . . . . . . 53
Battle of the Frozen Plain . . . . . . . . . . . . . . . . . . . . 18 The Purple Rose . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Modern Bizantium & Global Outreach: 409 Years Ago . . . . . . 19 Celeste Loveless . . . . . . . . . . . . . . . . . . . . . . . . . 54
Stonebrook . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 The Sailor’s Sackhouse . . . . . . . . . . . . . . . . . . . . . . . 54
Establishing the Shadow Coast Colonies . . . . . . . . . . . . . 19 Kirsgen Yard . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Shadow Coast Established: 104 Years Ago . . . . . . . . . . . . . 19 Other Cities of Note on Bizantium . . . . . . . . . . . . . . . . 56
Council of Elements . . . . . . . . . . . . . . . . . . . . . . . 20 The City of Wujcik . . . . . . . . . . . . . . . . . . . . . . . . . 56
Bizantium Today . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Wujick Catherdral & High Sister Latharsis . . . . . . . . . . . 57
King Raedaen IV . . . . . . . . . . . . . . . . . . . . . . . . 21 The Thankful Trader . . . . . . . . . . . . . . . . . . . . . . . 57
Iceborn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Tavern District (West Side) . . . . . . . . . . . . . . . . . . . . . 58
The Kingdom of Bizantium . . . . . . . . . . . . . . . . . . . . 22 The Kraken Inn & Tavern . . . . . . . . . . . . . . . . . . . . 58
Seven Main Islands Population . . . . . . . . . . . . . . . . . . . 22 Bai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Social Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Bean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Slavery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Gate Fort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
The Monarchy . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Homesight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
High Father of the Church of Algor . . . . . . . . . . . . . . . 23 Kallico . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
King Raedaen IV . . . . . . . . . . . . . . . . . . . . . . . . 23 Letia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Judicial Authority . . . . . . . . . . . . . . . . . . . . . . . . 23 Northomber . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Silent Council . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Plu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Noble Houses . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Southomber . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Some Noble Houses of Note . . . . . . . . . . . . . . . . . . . . 24 Timsink . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
House Bardomus . . . . . . . . . . . . . . . . . . . . . . . . . 25 Stonebrook (Dwarven City) . . . . . . . . . . . . . . . . . . . . . 62
House Vatatzes . . . . . . . . . . . . . . . . . . . . . . . . . 26 Tree of Life . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Freemen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 The Great Oak . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Laborers and Peasantry . . . . . . . . . . . . . . . . . . . . . . . 27 Geographic Overview . . . . . . . . . . . . . . . . . . . . . . . 64
Fiefholders/Farmers . . . . . . . . . . . . . . . . . . . . . . . . . 27 Map of Bizantium and its Colonies . . . . . . . . . . . . . . . . . 65
Women . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 The Strait of Forlorn Hope . . . . . . . . . . . . . . . . . . . . . 66
Non-Humans . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Goblin Rock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Taxes and Obligations . . . . . . . . . . . . . . . . . . . . . . . . 28 Sea of Despair . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
The Great Requirement . . . . . . . . . . . . . . . . . . . . . . . 29 Icy Ocean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Laws and Legal System . . . . . . . . . . . . . . . . . . . . . . . 30 Island of Borich . . . . . . . . . . . . . . . . . . . . . . . . . . 67
The Crown Commissions . . . . . . . . . . . . . . . . . . . . . 31 Cities on the Island of Borich . . . . . . . . . . . . . . . . . . . . 68
The Warlock Council . . . . . . . . . . . . . . . . . . . . . . 31 Cantock Island . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
The Bizantian Military . . . . . . . . . . . . . . . . . . . . . . . 32 The Island of Wyst . . . . . . . . . . . . . . . . . . . . . . . . . 70
Royal Navy . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Worms of Taut . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Bizantium’s Economy . . . . . . . . . . . . . . . . . . . . . . . . 33 The Island of Yufel . . . . . . . . . . . . . . . . . . . . . . . . . 71
Imports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 The Isle of Acta . . . . . . . . . . . . . . . . . . . . . . . . . . . 71

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House Selernani . . . . . . . . . . . . . . . . . . . . . . . . . 71 Male Iceborn R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . 138
The Island of Sinza . . . . . . . . . . . . . . . . . . . . . . . . . 71 Iceborn Raider O.C.C. . . . . . . . . . . . . . . . . . . . . . 141
Ogres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Iceborn Captain O.C.C. . . . . . . . . . . . . . . . . . . . . . 142
Ancient Elven Monastery . . . . . . . . . . . . . . . . . . . . . . 72 The Tribe is All . . . . . . . . . . . . . . . . . . . . . . . . . 143
Artifacts and Tombs . . . . . . . . . . . . . . . . . . . . . . . 72 Female Iceborn R.C.C. . . . . . . . . . . . . . . . . . . . . . . . 144
Sun-Sphere of Osiris . . . . . . . . . . . . . . . . . . . . . . . 73 Skinbinder Female O.C.C. . . . . . . . . . . . . . . . . . . . 145
Wolf-Son’s Sword . . . . . . . . . . . . . . . . . . . . . . . . 73 Iceborn Sea Witch O.C.C. . . . . . . . . . . . . . . . . . . . 146
The Island of Torn . . . . . . . . . . . . . . . . . . . . . . . . . 73 Iceborn Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Ghost City of Valsk . . . . . . . . . . . . . . . . . . . . . . . 74 Iceborn Necroilus . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Other Places of Note . . . . . . . . . . . . . . . . . . . . . . . . 75 Sinking a Necroilus near shore . . . . . . . . . . . . . . . . . 149
The Shadow Coast . . . . . . . . . . . . . . . . . . . . . . . . . 75 Necroilus Warship, the Iceborn’s Home . . . . . . . . . . . . . . 149
The Council of Elements . . . . . . . . . . . . . . . . . . . . 76 Necroilus not reliant on Sails or Oars . . . . . . . . . . . . . . 150
The Hil-Santo Colony . . . . . . . . . . . . . . . . . . . . . . . . 77 Necroilus Warship Stats . . . . . . . . . . . . . . . . . . . . 150
The Me’zfii Onh Colony . . . . . . . . . . . . . . . . . . . . . . 77 Bone Longboats . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Lyrna Colony . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 The Necromancer O.C.C. . . . . . . . . . . . . . . . . . . . . . 152
Noatun Colony . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Necromancer O.C.C. Abilities and Bonuses . . . . . . . . . . . . 152
The Great Ice Shelf . . . . . . . . . . . . . . . . . . . . . . . . 78 Necromancy Magic . . . . . . . . . . . . . . . . . . . . . . . . 155
Map of the Known World . . . . . . . . . . . . . . . . . . . . 78 Level One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
The Frozen Coast . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Level Four . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
The Land of the Iceborn . . . . . . . . . . . . . . . . . . . . . . . 80 Level Eight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
The Heart of Evil (Ay-Ezan) . . . . . . . . . . . . . . . . . . 80 Level Twelve . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
The Edge of the World . . . . . . . . . . . . . . . . . . . . . . 80 Wizard Spells Available to the Necromancer . . . . . . . . . . . 169
Key Figures of the Kingdom of Bizantium . . . . . . . . . . . . 81 Weapons & Armor . . . . . . . . . . . . . . . . . . . . . . . . 170
King Raedaen IV . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Bizantian Harpoons . . . . . . . . . . . . . . . . . . . . . . . . . 170
Merchant-Prince Wilgan Vatatzes . . . . . . . . . . . . . . . . . 82 Iceborn Gnagawa . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Hanta Farrip, Chief of the Warlock Council . . . . . . . . . . . . 83 Iceborn War Club . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Airen Roth, High Minister Northern Pantheon . . . . . . . . . . . 85 Bizantium Armor of Note . . . . . . . . . . . . . . . . . . . . . 171
Merchant-Prince Grayen Bardomus . . . . . . . . . . . . . . . . 86 Navigational Equipment . . . . . . . . . . . . . . . . . . . . . 171
High Sister Olevea Lathrsis . . . . . . . . . . . . . . . . . . . . . 87 Bizantium Navy . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Powerful Individuals Looking to Subvert the King . . . . . . . 88 Ships of Bizantium . . . . . . . . . . . . . . . . . . . . . . . . . 172
The Council of Elements . . . . . . . . . . . . . . . . . . . . . . 90 Biremes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
Bizantium O.C.C.s . . . . . . . . . . . . . . . . . . . . . . . . . 91 Whaling Ship . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Fisherman O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Icebreakers . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
Bizantium Marine O.C.C. . . . . . . . . . . . . . . . . . . . . . . 93 Battleships . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Bonuses to Specific Marine Groups . . . . . . . . . . . . . . . 94 Stone Ships of Bizantium . . . . . . . . . . . . . . . . . . . . . 178
Serpent Chaser O.C.C. . . . . . . . . . . . . . . . . . . . . . . . 95 Foreign Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
Waterchanter O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . 98 Dangers from the Past . . . . . . . . . . . . . . . . . . . . . . 181
Bizantium Warlocks . . . . . . . . . . . . . . . . . . . . . . . . 100 Beastla, Queen of Sea Monsters . . . . . . . . . . . . . . . . . . 181
Ocean Magic Descriptions . . . . . . . . . . . . . . . . . . . . 100 The Binding of Brrg . . . . . . . . . . . . . . . . . . . . . . . . 183
New Earth Warlock Spells . . . . . . . . . . . . . . . . . . . . 104 Brgg the Destroyer . . . . . . . . . . . . . . . . . . . . . . . . . 184
New Fire Warlock Spells . . . . . . . . . . . . . . . . . . . . . 105 The Prison Chamber of Brgg . . . . . . . . . . . . . . . . . . 185
New Skill Descriptions . . . . . . . . . . . . . . . . . . . . . . 106 Releasing Brgg . . . . . . . . . . . . . . . . . . . . . . . . . 186
Experience Tables . . . . . . . . . . . . . . . . . . . . . . . . . 108 The Trove of Oddgeir . . . . . . . . . . . . . . . . . . . . . . 186
Animals of the Northern Sea . . . . . . . . . . . . . . . . . . . 109 The Seven Treasures of the North . . . . . . . . . . . . . . . . 186
Black Whale . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 Aragat, Sinker of Ships . . . . . . . . . . . . . . . . . . . . . 189
Corpse Jelly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 Avenues of Adventure . . . . . . . . . . . . . . . . . . . . . . . 190
Green Fin Shark . . . . . . . . . . . . . . . . . . . . . . . . . . 111 Close Encounter of the Iceborn Kind . . . . . . . . . . . . . . 190
Harbor Seal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Investigate Torn . . . . . . . . . . . . . . . . . . . . . . . . . 190
Wolf Seal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 Sailing with the Fourth Fleet . . . . . . . . . . . . . . . . . . . . 191
Sea Unicorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 Pirate Hunting . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Ice Bear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 The Enemy from the North . . . . . . . . . . . . . . . . . . . . . 191
Rock Claw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 Iceborn attack Bizantium . . . . . . . . . . . . . . . . . . . . 192
Walrus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 Also for the Palladium Fantasy RPG® Series . . . . . . . . . . . 192
Sea Serpents & Monsters . . . . . . . . . . . . . . . . . . . . . 119 Color Map of the Known World . . . . . . . . . . . . Back Cover
Ice Bearman . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Sea Ghoul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Selkie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Quick Find Index
Sea Serpents . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Acta, Isle of (Mermaids & Resorts) . . . . . . . . . . . . . . . . . 71
Jormund Serpent . . . . . . . . . . . . . . . . . . . . . . . . 127 Adventure Ideas . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Northern Strangler . . . . . . . . . . . . . . . . . . . . . . . 128 Age of a Thousand Magicks . . . . . . . . . . . . . . . . . . . . 15
Winterserpents . . . . . . . . . . . . . . . . . . . . . . . . . 130 Animals of the Northern Sea . . . . . . . . . . . . . . . . . . . . 109
Random Monster Generator . . . . . . . . . . . . . . . . . . . 132 Ay-Ezan, Iceborn City . . . . . . . . . . . . . . . . . . . . . . . 80
Strange Abilities Table . . . . . . . . . . . . . . . . . . . . . . . 135 Beastla, Queen of Sea Monsters . . . . . . . . . . . . . . . . . . 181
Sea of Despair Animal Mutations . . . . . . . . . . . . . . . . . 136 Bai Regatta . . . . . . . . . . . . . . . . . . . . . . . . . . 20 & 38
The Iceborn . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Bizantium: Armor of Note . . . . . . . . . . . . . . . . . . . . . 171

stefano chiaramonti (Order #31830955)


Bizantium: At a Crossroads . . . . . . . . . . . . . . . . . . . . . 12 Iceborn, Failure at Conquest . . . . . . . . . . . . . . . . . . . . 148
Bizantium: Battle of the Frozen Plain . . . . . . . . . . . . . . . . 18 Iceborn, Female R.C.C. . . . . . . . . . . . . . . . . . . . . . . . 144
Bizantium: Church of Algor . . . . . . . . . . . . . . . . . . . . 37 Iceborn, Male R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . 138
Bizantium: City of . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Iceborn, Necroilus . . . . . . . . . . . . . . . . . . . . . 136 & 148
Bizantium: Cities of Note . . . . . . . . . . . . . . . . . . . . . . 56 Iceborn, Necroilus, sinking near shore . . . . . . . . . . . . . . . 149
Bizantium: Economy . . . . . . . . . . . . . . . . . . . . . . . . 33 Iceborn, Technology . . . . . . . . . . . . . . . . . . . . . . . . 138
Bizantium: Elven Monastery, Ruin & Treasure . . . . . . . . . . 72 Iceborn, Weapons of Note . . . . . . . . . . . . . . . . . . . . . 170
Bizantium: Elves on the Islands . . . . . . . . . . . . . . . . 15 & 72 Icy Ocean . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 & 79
Bizantium: Fleet (see Great Requirement) . . . . . . . . . . 29 & 172 Ice Shelf, Great . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Bizantium: Foreign Relations . . . . . . . . . . . . . . . . . . . . 38 Island of Torn (prison of Brgg) . . . . . . . . . . . . . . . . . . . 73
Bizantium: Freemen . . . . . . . . . . . . . . . . . . . . . . . . . 26 Island of Torn (Aragat, one of the 7 Treasures) . . . . . . . . . . 189
Bizantium: Human Elitists . . . . . . . . . . . . . . . . . . . . . 11 King Must Go . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Bizantium: Hunting Sea Creatures . . . . . . . . . . . . . . . . . 35 King Raedaen IV . . . . . . . . . . . . . . . . . . . 11, 12, 23 & 81
Bizantium: Kingdom of . . . . . . . . . . . . . . . . . . . . . . . 22 Kiridin Barbarians . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Bizantium: Laws and Punishment . . . . . . . . . . . . . . . . . 30 Magic Items: Great Oak . . . . . . . . . . . . . . . . . . . . . . . 63
Bizantium: Laws of Salvage . . . . . . . . . . . . . . . . . . . . 38 Magic Items: Seven Treasures . . . . . . . . . . . . . . . . . . . 187
Bizantium: Map of . . . . . . . . . . . . . . . . . . . . . . . . . 65 Magic Spells: Earth Warlock . . . . . . . . . . . . . . . . . . . . 104
Bizantium: Marines . . . . . . . . . . . . . . . . . . . . . . . . . 93 Magic Spells: Fire Warlock . . . . . . . . . . . . . . . . . . . . 105
Bizantium: Military . . . . . . . . . . . . . . . . . . . . . . . . . 32 Magic Spells: Necromancy . . . . . . . . . . . . . . . . . . . . . 156
Bizantium: Modern Bizantium Global Outreach . . . . . . . . . . 19 Magic Spells: Ocean Magic . . . . . . . . . . . . . . . . . . . . 100
Bizantium: Monarchy . . . . . . . . . . . . . . . . . . . . . . . . 23 Make Sea Monsters (Random Tables) . . . . . . . . . . . . . . . 132
Bizantium: Navy . . . . . . . . . . . . . . . . . . . . . . . 32 & 172 Map of Bizantium and its Colonies . . . . . . . . . . . . . . . . . 65
Bizantium: Noble Houses . . . . . . . . . . . . . . . . . . . . . . 24 Map of the Great Ice Shelf . . . . . . . . . . . . . . . . . . 78 & 79
Bizantium: Non-Humans . . . . . . . . . . . . . . . . . . . . . . 28 Map showing Ice Shelf and Edge of the World . . . . . . . . . . . 78
Bizantium: Ogres (see the Island of Sinza) . . . . . . . . . . . . . 71 Navigational Equipment . . . . . . . . . . . . . . . . . . . . . . 171
Bizantium: Overview and Other Islands . . . . . . . . . . . . . . 64 Necromancer O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . 152
Bizantium: Plague (see Island of Yufel) . . . . . . . . . . . . . . 71 Necromancy Components . . . . . . . . . . . . . . . . . . . . . 169
Bizantium: Pirates (see House Malemore) . . . . . . . . . . . . . 25 Necromancy Magic Spells . . . . . . . . . . . . . . . . . . . . . 156
Bizantium: Political Unrest at Home . . . . . . . . . . . . . . . . 11 Necroilus, Iceborn Dead Serpent Ships . . . . . . . . . . . . . . 148
Bizantium: Population Breakdown . . . . . . . . . . . . . . . . . 22 North Folk (see Eoten) . . . . . . . . . . . . . . . . . . . . . . . 14
Bizantium: Remote location . . . . . . . . . . . . . . . . . . 9 & 10 O.C.C.s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Bizantium: Reputation . . . . . . . . . . . . . . . . . . . . . . . 10 Sea Ghoul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Bizantium: Shadow Coast . . . . . . . . . . . . . . . . . . . 19 & 75 Sea of Despair . . . . . . . . . . . . . . . . . . . . . . . . . 66 & 67
Bizantium: Social Classes . . . . . . . . . . . . . . . . . . . . . . 22 Sea of Despair Animal Mutations . . . . . . . . . . . . . . . . . 136
Bizantium: Ships . . . . . . . . . . . . . . . . . . . . . . . . . . 172 Sea Serpents . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Bizantium: Shipyards . . . . . . . . . . . . . . . . . . . . . . . . 37 Sea Serpent Attack (story) . . . . . . . . . . . . . . . . . . . . . . 8
Bizantium: Stonebrook . . . . . . . . . . . . . . . . . . . . 19 & 62 Sea Serpent Hunting . . . . . . . . . . . . . . . . . . . . . . . . 35
Bizantium: Stone Ships . . . . . . . . . . . . . . . . . . . . 20 & 178 Sea Serpent Hunter (see Serpent Chaser) . . . . . . . . . . . . . . 95
Bizantium: Weapons & Gear of Note . . . . . . . . . . . . . . . 170 Sea Serpent Meat, Oil & Values . . . . . . . . . . . . . . . . . . 35
Bizantium: Western Empire Invasion . . . . . . . . . . . . . . . . 18 Sea Serpent/Monster Generator . . . . . . . . . . . . . . . . . . 132
Bizantium: Wolfen . . . . . . . . . . . . . . . . . . . . . 9, 11 & 39 Selkie R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Bizantium: Worms of Taut (see Island of Wyst) . . . . . . . . . . 70 Selkie NPC (see Elenor Rosario) . . . . . . . . . . . . . . . . . . 53
Bizas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 & 18 Seven Treasures of the North . . . . . . . . . . . . . . . . . . . . 186
Brgg (Ancient God; Evil) . . . . . . . . . . . . . . . . . . . . . . 184 Shadow Coast . . . . . . . . . . . . . . . . . . . . . . . 11, 19 & 75
Brgg: High Priestess Olevea Latharsis . . . . . . . . . . . . . . . 87 Shadow Coast: Council of Elements . . . . . . . . . . . . . . . . 76
Brgg: Binding of . . . . . . . . . . . . . . . . . . . . . . . . . . 183 Shadow Coast: Time Line . . . . . . . . . . . . . . . . . . . . . . 19
Brgg: Island of Torn (prison) . . . . . . . . . . . . . . . . . . . . 73 Skill Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Brgg: The Seven Treasures of the North . . . . . . . . . . . . . . 186 Slayer of Mountains . . . . . . . . . . . . . . . . . . . . . . . . . 16
Council of Elements . . . . . . . . . . . . . . . . . . . . . . 21 & 90 Stonebrook . . . . . . . . . . . . . . . . . . . . . . . . . . 19 & 62
Demon Black Ships . . . . . . . . . . . . . . . . . . . . 10, 19 & 20 Timiro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Dwarven City (see Stonebrook) . . . . . . . . . . . . . . . . 19 & 62 Tree of Life (see Great Oak) . . . . . . . . . . . . . . . . . . . . 62
Elf-Dwarf War . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Tristine Chronicles . . . . . . . . . . . . . . . . . . . . 15, 16 & 80
Experience Tables . . . . . . . . . . . . . . . . . . . . . . . . . 108 Trove of Oddgeir . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Eoten: Founding Leader (see Bizas) . . . . . . . . . . . . . 14 & 18 Warlocks . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 & 100
Eoten: Creation Myth . . . . . . . . . . . . . . . . . . . . . . . . 13 Warlock Council . . . . . . . . . . . . . . . . . . . . . . . 12 & 31
Eoten: Origins . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Warlock Hanta Farrip . . . . . . . . . . . . . . . . . . . . . 12 & 83
Eoten: Ruins of City (see Valsk) . . . . . . . . . . . . . . . . . . 74 Waterchanter . . . . . . . . . . . . . . . . . . . . . . . . . 36 & 98
Great Oak, The . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Western Empire . . . . . . . . . . . . . . . . . . . . . . . . 17 & 41
Great Ice Shelf . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Wolfen: Relations with Bizantium . . . . . . . . . . . . . . . . . 39
Ice Bearman . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 Wolfen: Shadow Coast Colonies . . . . . . . . . . . . . . . . . . 11
Iceborn, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Wolfen: Trade Partner Me’zfii Onh Colony . . . . . . . . . . . . 77
Iceborn, Attacks (adventure hooks) . . . . . . . . . . . . . . . . 191 Wolfen: Trade Partner House Lamrith . . . . . . . . . . . . . . . 25
Iceborn, Bone Longboats . . . . . . . . . . . . . . . . . . . . . . 151 Wolfen: Trade Partner House Yinxner . . . . . . . . . . . . . . . 26
Iceborn, City of Ay-Ezan . . . . . . . . . . . . . . . . . . . . . . 80 Wolfen: The Battle of the Frozen Plain . . . . . . . . . . . . . . . 18
Iceborn, Land of (see Great Ice Shelf) . . . . . . . . . . . . . . . 78 Wolfen: Twelve Tribes Unite . . . . . . . . . . . . . . . . . . . . 20

stefano chiaramonti (Order #31830955)


7

stefano chiaramonti (Order #31830955)


Bizantium mored face and scowling jaws. Then, it turned back toward the
ship. Hirren certainly wished he was in the Imperial Army now!
“All hands – hold fast!” yelled Mortsa. Hirren wrapped an
arm around the railing, but it was no use. The little fishing boat
The Northern Kingdom of Man shattered into splinters, parting before the serpent’s hillocks of
scaled coils. The lookout fell onto the creature itself and was cut
Hirren leaned on the rough-hewn railing that wrapped around deeply by the jagged ridges that lined its sides, rolling into the
the edge of the fishing boat. They were sailing through the wa- water clutching his wounds.
ters north of the Isle of the Cyclops, trawling for the rich shoals The great beast slipped beneath the waves as swiftly as it had
of sardines that frequented the area in autumn and fetched such appeared, leaving a dozen men floating in the water with the
a good price back home. Two weeks had passed since their de- smashed boards and nets of fish that had been their ship and their
parture from Rallian in the Western Empire, the boat’s home livelihood a moment before. Hirren saw the captain swimming
port; two weeks since Hirren had drunk ale from the tap or tasted for an overturned ship’s lifeboat, saw Mortsa trying to help the
fresh-baked bread or glimpsed a woman that wasn’t the mermaid injured lookout keep his head above water with one hand, hold-
carved on the fishing vessel’s bow. It had either been a life on the ing onto a barrel with the other.
high seas or the Imperial Army for him, and lately he had begun A net-full of sardines exploded in a storm of burning eyes and
to doubt his choice. gulping jaws, a passing snack that would have fetched two-thou-
“Whale-sign to starboard!” called the lookout, who had sand gold back in the fish market.
been slouched lazily in the crow’s nest, half-asleep, until a wave The sea serpent reared back, sardines spilling out of its
passed under the boat crosswise and shook him awake. mouth, and darted downward, toward the water’s surface, to
The line in Hirren’s hands twitched and his eyes lifted. Sure snatch Mortsa up out of the sea. Hirren could only watch and
enough, a Black Whale leapt from the water as he watched, a tread water as the monster tossed the flailing whaler into the air
magnificent display for an animal as big as their boat, and and caught him in its giant jaws, gulping him down like a fish
splashed back down into the sea. taking bait off a hook. The lookout was next, and then the beast
“Twenty-five, maybe thirty barrels of oil in that beast, I wa- vanished back under the waves.
ger,” said first mate Alivar Mortsa, watching with a certain nos- The silence as the survivors waited for the sea monster to
talgia in his eyes. “Served on a whaling ship for four seasons. reappear was painful. Seconds felt like minutes. Then the sea
Pay was fine, I tell you that. Better than any fishing vessel. But I bulged and the captain was taken just as he climbed into the
never worked so hard in my life.” lifeboat, pulled under, forever gone. A heartbeat later, the sea
“Never thought you to be afraid of hard work, Mortsa.” serpent rose steadily, coil after coil, looking back. It slithered
“Didn’t leave it due to the toil, left it due to the smell. A dozen through the water like the sea snakes Hirren had seen as a boy
giant vats – bubbling with fat, day and night, cooking it all down – the poisonous creatures his grandfather had told him never to
into whale oil. I couldn’t go back for a fifth season, not for any touch, lest they be the death of him. Well, the king of all the sea
price.” snakes was about to be the death of him.
“Worse than being up to your waist in sardines?” Hirren covered his eyes. If he had joined the Army at least he
Mortsa nodded, the smell still fresh in his memory. “Tells you would have met his death on his feet, at the hands of some Orc
something, doesn’t it?” or Ogre, not struggling in the water. Those wealthy nobles back
“Ahh!” Hirren winced as the line he held was suddenly jerked home, those fat priests and merchants, were about to cost him his
away. A long, dark form crossed under them, and the big whale life. They had killed him with their willingness to pay good gold
twisted and writhed as massive jaws clamped onto its side. Blood for salty little fish to adorn their crackers and bread rolls.
and blubber filled the water, beaten into bubbles and oily froth as A horn sounded in the distance and the serpent turned.
an immense sea serpent devoured the whale in incredible, rend- Through a fog bank, bearing down from the north, Hirren’s sal-
ing bites. Hirren had always heard that huge serpents were com- vation appeared: a pair of streamlined warships, flying on wings
mon in northern waters, nearing the Sea of Dread, but the fishing of silk and canvas, casting up sea spray from their bows as they
was just too good for the captain to pass up. cut through the water.
With the best parts of the whale consumed, the sea serpent They were beautifully handled, practically racing each other.
lifted its head out of the waves, water streaming down off its ar- Sailors called back and forth as they closed in on the serpent.
8

stefano chiaramonti (Order #31830955)


The lead ship rammed fearlessly into the monster, shouldering “Where do you sail from, sir? What kingdom do you call your
the beast aside. Harpoons, javelins and arrows showered the own?”
animal, lodging in between its scales, stabbing into its eyes and The old seadog grinned, amused, but said not a word. In the
face, harassing it to no end. Several of the harpoons were fixed to distance, a horn cried out again from the ships chasing the ser-
lines, and sailors pushed huge barrels over the side of the ship; pent. Hirren realized he had heard the sound before, seen the
floats that would stop the monster from diving, forcing it to re- carved ivory instrument that made it. It was the Call of the North.
main near the surface and tiring it out as it tried to escape. Nets The Horn of Bizantium.
were thrown about its fins and tail, too, and suddenly the monster
from the deep did not seem quite so fearsome or unstoppable.
Hirren cheered his rescuers, feeling revenge every time the
serpent recoiled from a blow delivered by the men onboard. He
An Overview of
watched the graceful ships, their billowing sails hurrying them
on in their deadly game of cat and mouse with the struggling
the Island Kingdom
monster. Standing proudly upon the remote Northern Islands is the
He watched as the ships glided across the waves – right past Kingdom of Bizantium. No other human sovereignty in the Palla-
him and the other fishermen still flailing about in the water. dium World is known to exist so far from contact with the rest of
“Wait!” he yelled, waving his arms. “Come back!” Despair human civilization. Even humans living in the Commonwealth,
settled over him anew. The ships shrunk from view with every deep in the Yin-Sloth Jungles and surrounded by the Orcish Em-
passing moment, and before long were lost on the horizon, their pire, still relish the comfort that comes from being within easy
horns blaring in the distance. reach of the Western Empire. Not so for the Island Kingdom
Hirren’s hopes sank as the distant sound of trumpets faded of Bizantium. Apart from the Shadow Coast colonies, there is
away. Saltwater stung his eyes and he rocked back and forth in nothing but the vast wilderness of the Northern Hinterlands to
the rolling waves. He watched the water for signs of sharks, or the south and the fearsome and forbidden Land of the Damned
worse, another sea serpent. As long minutes stretched on, he just a stone’s throw away to the southwest. To the north, east, and
feared his end would be slow and maddening. Many sailors re- west is open ocean, and beyond that, nothing but the uncertainty
fused to learn how to swim. Now Hirren could see why. A fast of the Edge of the World.
death could be considered a blessing. Its remote location has given Bizantium centuries of isolated
Suddenly, a tender appeared; a sturdy little cutter following peace and prosperity, with the Western Empire, its hated en-
the warships. Mercifully, it dropped its sails as it approached emy, as the Kingdom’s only consistent threat. Despite being so
Hirren and his fellow sailors, lowering a pair of smaller boats close to the shores of the Land of the Damned and the Wolfen
over the side. Empire in the Great Northern Wilderness, the island kingdom
Rough seafarers’ hands pulled him up out of the water. A has never experienced any sort of demonic attack or invasion
sailor with a long scar across his face that could only be from from monsters, nor experienced the wrath of the dragons of the
a cutlass looked him over, patted him on the back and thrust a icy north. Sea serpents, yes, but those slow-witted monsters in-
waterskin into his hands. habit the northern waters all around their island kingdom. There
“Southomber Brandy,” he said. “Trust me.” is more to fear from other “civilized” people and their fellow hu-
Hirren took a swig and gasped as the fiery liquid hit him. He mans than the denizens of the North.
coughed up seawater. The sailors laughed. As for the Wolfen, those canine humanoids are not the savage
“Now he’s breathing,” said the scarred sailor. The four men barbarians that human kingdoms further south make them out to
manning the boat’s oars laughed in agreement, each smacking be. Truth be told, Wolfen can be more noble and trustworthy than
Hirren on the back as a sign of friendship. most of the Western Empire’s nobles. The people of Bizantium
Hirren caught his breath, gratefully taking the dry blanket that have spent centuries trading and sharing with the canine races
was offered to him. “Where ...” he gestured toward where he had of the Great Northern Wilderness, so they have little to fear
last seen the two ships. “Where did they go?” from the Wolfen, Kankoran or even the massive and terrifying
“Why they’re after the serpent, sir! A grand chase, indeed. No Bear Men. Only the barbaric Coyles are a problem from time to
telling how many barrels of oil and tons of meat to take off that time, but even those lazy savages have learned it is better to leave
beast.” Bizantian ships and citizens unharmed and engage in trade rather
Hirren was dumbstruck. He had once seen a half-grown tiger than fight them. That said, bands of Coyles do sometimes conduct
shark snagged on a tuna line and accidentally dragged aboard. raids against Bizantian people on the mainland. Open communi-
That thrashing fish had been dangerous enough, but a serpent cation occurs almost weekly between the island kingdom and the
was a thousand times its size. canines of the Great Northern Wilderness, especially among the
“I owe you my life,” he said, still in shock. Wolfen. When skirmishes break out with the canine peoples, they
“You owe us nothing, young gentleman. The sea god smiles are usually isolated incidents, often with troublesome Coyles or
upon those who save the needy from the sea.” members of the monster races, and the rulers of Bizantium wisely

stefano chiaramonti (Order #31830955)


recognize them as isolated incidents not involving the whole of sea is equally arduous, as it would require the Western armada to
the Wolfen Empire. travel around the Land of the Damned, whose waters are home
to legions of monsters and demons. Even worse, the last leg of
Reputation the trip requires going through the Sea of Despair with waters
infested with more sea monsters than anywhere in the Palladium
Every nation of the known world has its own unique reputa- World, and subject to rough waves and strange weather phenom-
tion and stereotypes. The Western Empire has its reputation for ena. To avoid the Sea of Despair, the fleet would have to push
decadence, sin and corruption; Timiro is known for clinging to further north into waters also rife with aquatic horrors, dangerous
the past and its antiquated regime, and the Eastern Territory as patches of floating ice, terrible storms and monsters the likes of
the new frontier filled with knights and adventurers. The Land the Iceborn and sea serpents. Many foreigners have risked their
of the South Winds is a land of mystery and forbidden magicks, lives sailing these treacherous northern waters around the Land
and home to ten thousand cults and impoverished nobles. The of the Damned, never to be seen again. Only the seafarers of Bi-
Old Kingdom, by comparison, is a shadow of the past and home zantium demonstrate the necessary knowledge and seamanship
to the faded empires of Elves and Dwarves – and a land quickly to successfully navigate the Sea of Despair and the Northern Sea
being overwhelmed by conquering hordes of Orcs, Ogres and with regular success.
Goblins. The Bizantium stereotype, at least to the those living Sea serpents all around the Kingdom of Bizantium help to
south of the Great Northern Wilderness, is that of wild-haired keep potential invaders at bay. The seafarers of Bizantium have
warriors, hard-bargaining merchants and serpent-hunting sailors come to terms with the monsters that infest the waters all around
who devote their lives to the sea and associate with the “baby- them. They understand the creatures, have learned the best lanes
eating” Wolfen. The Western Empire loves to paint Bizantians of traffic to avoid them, and have developed strategies and tactics
as barely more civilized than the Wolfen, uncouth louts two steps to repel their attacks as well as the means to hunt the monsters
away from being barbarians themselves. This harsh and untrue for sport and profit. While outsiders might be concerned that the
portrayal is perpetuated by rival kingdoms in the Eastern Ter- number of sea serpents across the Northern Sea seems to be in-
ritories and many ignorant people in the south who have never creasing despite being hunted in great numbers, the Bizantians
seen a soul from Bizantium. Many priests from the Church of see this only as a source of greater riches waiting to be plumbed
Light and Dark, which has never been able to gain a foothold in from the icy depths. What most outsiders don’t know (and the
the Northern Islands, also like to portray and think of the people leaders of the kingdom never reveal) is that sea serpents threaten
of Bizantium as uneducated ruffians who cannot be trusted or the shores of the islands only a few times a year. Sea serpents tend
treated like “civilized people.” Priests, acolytes, and churchgoers to avoid the warm and well-traveled waters immediately around
exaggerate and misreport the behavior and culture of Northern- Bizantium. It is 10-20 miles (16-32 km) and farther out to sea
ers in an effort to convince their superiors that the Bizantians are where the serpents are most numerous and present a serious dan-
a people that need saving and the deities they worship are to be ger to oceangoing vessels. That said, there are vast numbers of
rejected and reviled. sea serpents in the northern waters, so many that Bizantium has
As one might expect, none of this is true. The people of Bi- turned hunting sea serpents into an industry that has surpassed
zantium are every bit as educated and civilized as any kingdom traditional whaling by ten-fold. It is the serpent trade, with their
on the mainland, and in many cases, they are much more noble valuable meat, oil and bones, that has helped make the kingdom
and respectable than those who speak so poorly of them. With so prosperous and powerful.
their island nation a relative safe place to live, without threat from Still, rumors persist that the Empire of Sin (a.k.a. the West-
monsters or invasion by neighboring rivals, the Kingdom of Bi- ern Empire) is in the process of rebuilding its fleet of Demon
zantium is a place that has preserved its time-honored traditions, Black Ships, and has plans to conquer the island Kingdom and
customs and values. make it part of the Empire. These rumors have so unnerved the
Crown that it has authorized the creation of the revolutionary
Safety in Isolation Stone Ships.
The Kingdom of Bizantium is predominantly human but is
isolated from other human kingdoms, most of which are located Global Influence
thousands of miles to the south. Even the self-proclaimed Wolfen Robust sea-trade is Bizantium’s response to its isolation, and
Empire, their most immediate neighbor, has shown them little their ships can be found in virtually every port city throughout
hostility and maintains good diplomatic relations with the king- the nations of man, and beyond. For a thousand years, Bizantian
dom. The Western Empire is its closest “civilized” neighbor, but shipbuilding technology has been the envy of the world. This in-
the two kingdoms are separated by more than a thousand miles of fluential capability has waxed and waned over the centuries, yet
sea and an equal amount of hostile and savage wilderness by land. remains ahead of most, if not all, competitors. The Timiro King-
To get to Bizantium without using ships, the Western Empire dom has the largest and most powerful navy afloat, yet, without
would have to skirt around the infamous Land of the Damned, question, Bizantian shipbuilding technology is more advanced,
a place of mystery and monsters, and still need to launch a sea making them arguably the greatest sea power in the world.
attack from the northern shores of the Great Northern Wilder- Bizantium’s influence across the known world is more than
ness to do any real harm. This is completely unfeasible, as the wealth, mastery of the north seas, and the exercise of imperial
canine people and other monster races would never tolerate mass power. Though its sway is hard to grasp, difficult to place, and
troop movements across “their” land, and would tear such an somewhat obscure to the casual observer, modern historians
army to pieces before it was halfway to its destination. Travel by claim the current domination of humankind throughout the Pal-

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ladium World could not have existed, nor been nurtured, without Bizantium is truly a “human” elitist society. Only humans
numerous contributions brought on by the human inhabitants of are allowed to remain indefinitely on the islands. Bizantium’s
the Northern Islands. small non-human population lives in the cracks and crevasses
Unlike the Western Empire and the southern kingdoms, Bi- between functioning society, and is regularly rounded up and
zantium does not have a reputation for plots, assassinations and deported to the Shadow Coast Colonies or the Great North-
campaigns of conquest coupled with unquenchable greed. Dur- ern Wilderness on the mainland. Still, there are Orc laborers,
ing its 1,200 year history, Bizantium has had its share of treach- Goblins who beg or steal to get by, Elven merchants, and even a
ery, hypocrisy, obscurity and avarice, but has persevered better community of Dwarves hidden away within the woods near Lake
than most and is seen as a noble kingdom with its integrity intact. Kosin and celebrated by Bizantium’s leaders. Overall, however,
Over the centuries, the monarchy has produced a large number Bizantium is very much a kingdom of humans dominated by their
of intelligent leaders, brilliant military generals and innovative species. All others are, at best, second-class citizens, or “legal”
clergymen. labor.
Relations with the Wolfen, so numerous on the mainland,
Bizantians thoroughly believe in cultural isolationism and xe-
are more complicated. While the giant canines may be monstrous
nophobia, and even today only humans are allowed citizenship.
in appearance, most Wolfen are smarter and more civilized than
There is also plenty of mystery associated with the islands’ “lost
most people give them credit for. To the people of Bizantium, it
history,” which is difficult to research, partly because ancient
is the fact that the Wolfen are followers of Algor and the North-
Northerners left behind virtually no written records. Their history
ern Pantheon, the major religion of Bizantium, that makes the
remains hidden behind the glories of cave art, stone sculptures,
Wolfen a people to be considered in a positive light and tolerated
and oral stories passed on over the generations. Stories that reveal
by the kingdom. The people of Bizantium are amongst the very
details of the old way of life, before the influence of imperialism
few who recognize the Wolfen as a nascent civilization with hon-
and the Church of Algor. But the trouble with mythic stories and
or and nobility. Moreover, because the Wolfen worship the same
tales of old is discerning what is truth and what is legend.
Northern gods, the North Folk see them as brothers of a sort,
The grandeur of Bizantium, with its inherited system of im- and even grant them the right to come ashore and worship at the
perial government and the divine source that inspired it, works islands’ temples of Algor and the Northern Pantheon. Prejudice
to give enormous confidence to its rulers and those they rule. and mistrust remains a problem between the human North Folk
The kingdom has been centered around its sailing, shipbuild- and the canines, but several Bizantium Noble Houses have been
ing and serpent-hunting industries for so long, that they have building an economic relationship with the Wolfen. Trading and
become firmly embedded in the mindset of its people and ap- working side-by-side for more than a few centuries has brought
pear unchangeable. All Bizantians, from the lowliest citizen to about cultural exchange and interaction that has bred understand-
the highest of ruling families, seem to share the same enduring ing and tolerance between the two species. This is particularly
strength and pride in themselves and their nation. As a society, true within the Shadow Coast colonies. Very few Wolfen live
they are honest, hardworking and fiercely loyal to one another. on the islands of Bizantium, and those who do are usually priests
Their religious beliefs help establish a cultural framework that of Algor, but the canines are becoming a more and more common
unites everyone with a shared sense of belonging and a dedica- sight in the nation’s ports and have established trading posts
tion to the greater glory of the island nation. They are as proud along the coast of the Great Northern Wilderness.
of their humble origins as their position in the modern world. Yet
while the people and industries of Bizantium function with pride
and competence, the high courts have been plagued with kingly
Political Unrest at Home
ineptitude that may make Bizantium vulnerable to its enemies. Bizantium continues to demonstrate its naval superiority to
the rest of the world, but the Crown and the Noble Houses have
Attitudes Toward Outsiders allowed the effectiveness of the government to decline sharply.
Bizantium has remained proud and independent throughout its
For any man or woman who finds themselves in the frozen history due to a tradition of strong leaders willing to use their
North, Bizantium represents the only human civilization for thou- power and influence to assist and protect the nation’s merchants,
sands of miles. The Bizantians have a tradition of coming to the sailors and common man. That tradition of strength and self-re-
aid of seafarers in need, and any vessel is likely to deposit rescued liance continues in all of Bizantium’s common folk who call the
castaways or shipwrecked sailors safely ashore. islands home, in the Marines who protect its shores, and the colo-
While sailors and merchants are welcome to trade and visit, Bi- nists who have settled the Shadow Coast, but the Crown itself has
zantium severely limits immigration to its islands. Humans from become complacent and weak, especially in the last three genera-
the Western Empire, Yin-Sloth Jungles and Land of the South tions. The current king, Raedaen IV, is particularly ineffective
Winds are the least welcomed (in that order). Northern mainland in his role as monarch and merchant-king, and the level of grum-
people and citizens from Timiro are the most welcomed. Humans bling and dissatisfaction amongst nobles and wealthy merchants
from the Old Kingdom and Eastern Territory are also generally has never been more pronounced.
allowed to settle on the Island Kingdom, but Bizantium is wary Threats of a rebellion along the Shadow Coast on the main-
of imperialist attitudes that seem to be taking hold in the Eastern land are becoming routine. Unless things change soon, the
Territory and unsure about how many of its people to take in. colonies will openly revolt. The Crown possesses far superior
Those who are fleeing these nations’ rule are the most welcome, military might, but the colonists wield the motivation and the ex-
but it can be difficult or impossible to determine the true loyalties perience to bring on a civil war that Bizantium will find painful to
of new arrivals. quell without great bloodshed or in a short amount of time. Many

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colonists have been preparing for war throughout the last two
decades, and if the Kingdom of Bizantium engages in a full-scale
civil war now, they are likely to lose the battle. While the loss
of the Shadow Coast colonies would not seriously hurt the na-
tion’s economy even if it turns out to be a rather lengthy war (2-8
years), the effects will ripple worldwide and no doubt awaken an
enemy that has been lying in wait for the island nation to make
a critical error for generations. That enemy is the Western Em-
pire, ever hungry for new conquests, and only too happy to get a
foothold within the rebellious colony.

The King Must Go


The real danger to the kingdom comes from within, as many locks’ heads. In any case, there are several divisions within the
believe the King is a detriment and he must removed from the Warlock Council, from the handful of Crown-loyalists, to those
throne, one way or another. A number of groups vie for power who think they can negotiate with the King to create a Warlock-
and control of Bizantium. One such group is the Warlock Coun- state on the Shadow Coast, to a faction who think regicide is the
cil, who believe that the King and other members of the royalty only option. If it comes to war, the Warlocks have a great amount
have grown complacent and sloppy. An example of this is the of faith in their Elemental magic abilities. The reality is, there is
Crown’s lack of firm control over the Warlock Council, which little risk of the Warlocks actually replacing the long-established
has given the Council too much freedom over the affairs of Bi- royal family and Noble Houses, but if their actions do come to
zantium, and too much influence with the King. A hundred years bloodshed, the King is likely to be one of the first to die.
ago, the state-run Council was a mix of a guild and regulatory As his reign enters its twenty-sixth year, King Raedaen IV
body that allowed the Crown to keep close tabs on all Warlock ac- has unknowingly placed himself in a very dangerous position.
tivity. Today, the number of Warlocks has grown so large that the The King’s lack of judgment, unwillingness to involve himself in
regulatory body is almost entirely comprised of Warlocks them- the nation’s economic affairs, awkward performance of religious
selves, with a select few nobles and merchant-princes who do duties, total dearth of military experience, poor treatment of many
little but subvert the Crown’s authority whenever its suits them. Noble Houses, neglect of the Shadow Coast colonies and general
Moreover, the Warlock Council is quietly encouraging their War- incompetence make him ripe for replacement as monarch. While
lock brethren on the Shadow Coast to sow the seeds of rebellion large portions of the peasantry love him as they would any king
that could bring war between Bizantium and its colonies on the they see as their own, Bizantium’s military, political, religious
mainland. If open war begins, the Warlock Council will turn a and economic leaders have little respect for King Raedaen. Peo-
blind eye to any atrocities committed by their fraternal brothers ple like Merchant-Prince Wilgan Vatatzes and Chief Warlock
during insurrection. The Council plans to wait patiently until the Hanta Farrip try to exert their will through the King, and often
Crown has no choice but to ask them to mediate with the Shadow have to work around him for his own good, but most other influ-
Coast colonies to negotiate terms for peace. Secretly united be- ential figures in Bizantium have gradually realized that the King
hind the scenes, the Warlocks will be essentially negotiating with has to go. Another twenty-five years of Raedaen IV’s rule and the
themselves; putting their power bloc in a perfect position to free Western Empire or some other enemy will sail right up and take
the colonies from Bizantium rule to form an independent king- the Northern Islands, something no true Bizantian could ever live
dom lead by men of magic. At least that is the dream and goal of with.
many within the Council. How realistic it is remains to be seen. There are a dozen different factions within Bizantium eager
Until then, the Warlock Council is trying its best to manipulate to unseat the King, from merchants to religious leaders, to War-
the King like a puppet to do their bidding. They do this because locks, to virtually every Noble House on the Islands. Outside the
they know the people of Bizantium will never accept an outright kingdom, powerful people like Emperor Itomas of the Western
Warlock monarch. Not all Warlocks feel this way, however, and Empire and groups of nobles from the Eastern Territory are try-
there are a few Warlocks on the Council who are still loyal to ing to put their own candidates on the throne, people who are
King Raedaen. That means any planning by the insurrectionists willing to help them pursue their respective agendas in the North.
happens out of sight and earshot of those loyal to the King. Should So it is that the Kingdom of Bizantium finds itself at a
the Warlock Council’s intentions be revealed, it would be diffi- crossroads. Dissatisfaction with the King amongst some pow-
cult to convince the King himself of their treachery, but powerful erful merchants, nobles and Warlocks has built up until some-
figures like Bizantium’s merchant-princes might call for the War- thing must be done. The only question now is, who makes the
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first move? And how? Can the King be “leveraged” to abdicate Od then turned himself into a dragon, to the shock of Brgg,
the throne, or must more brutal and bloody measures be taken? who dropped his axe upon his foot and became angry. He came
Another assassination attempt on King Raedaen, a declaration of upon three elderly Jotan women gathering water from a well,
independence from the Shadow Coast colonies, a call to abdicate and asked them to watch his son until nightfall. They agreed.
the throne; any such development could be enough to set events Brgg went off to find Beastla, but his search was fruitless. Fi-
in motion that could strengthen the kingdom or leave it vulner- nally, he returned to reclaim his son. He searched the world for
able. While Bizantium’s military, particularly its navy, remains the boy until he found him and the three Jotan women beside
strong and determined, and its people go about their lives un- the Great Tree. Brgg did not realize that he had given his son
aware, a redistribution of political power at the top of Bizantian to the Na’runs. The youngest said, “You laid with your foe and
society could come any day now, and with it, murder, mystery spawned a son; your next decision will bind you to your fate.”
and magic the likes of which the Island Kingdom has not known “The boy must die,” Brgg replied. “He is Wyrm, thus he is
for centuries. my enemy.”
Od spake: “Mother said one day you would try to kill me. That
is why we waited for you beneath the Great Tree.”

Bizantium’s Origins A host of twelve Wyrms attacked Brgg, using weapons gifted
from the tree. Brgg’s bones were broken, and the Wyrms took
Brgg to a twilit cave and bound him in chains forged of blood,

Eoten Creation Myth


earth, and runes. There Od left his father to his fate.
With Brgg gone, Beastla and her spawn rose once more from
beneath the sea. Her poison breath killed many Faerie-kind and
During the Age of Chaos, while the Alliance of Light warred almost ended the Great Tree. Her Horde of servants raced across
against the Old Ones and their minions, the Eoten crossed the the waters, bringing death to anyone their bone swords met. They
Veil, leaving behind their island kingdom in the Great Sky in or- came to the Seven Isles, but Beastla’s spawn were repelled by
der to escape the wrath of Zymir and Beastla, King and Queen the combined magic of the sorceress Epim and the weaponsmith
of Sea Monsters. Nine Eoten ships met with a great storm; three Belimar. Od rallied the Eoten to his banner. “Name me King of
sank beneath the clouds, never to be seen again. Four were set the Islands, and these man-beasts shall fall before us.” And name
upon by the minions of Zymir; their crews died in agony. One him King they did, and the Horde army died on the shores of
vanished, gone to the great beyond. The last ship began to fall Wyst. As Beastla turned to flee, Algor caught her remaining kin
beneath the clouds, but was lifted up by the hands of Algor. The in a great net, burying them beneath the waves, never to be seen
Eoten asked the great sea giant for protection, but he told them again. Beastla alone escaped the net, swimming far to the north,
to seek the advice of his older brother Brgg, Xy’s Destroyer of beyond the Seven Isles.
Wyrms. When Algor took the Eoten before Brgg, he agreed to After the battle, Od and Epim married, inviting Algor and
shelter them – if they named him their godly master. The Eo- many renowned Eoten champions to join them in insuring Brgg’s
ten agreed, and with lordly might, Brgg’s spear tore through the imprisonment. Od and his cohorts were elevated to godhood, but
flesh and bones of Beastla’s children. He took Zymir’s bottom none of the dragons responsible for Brgg’s downfall received
jaw with one hand, his upper jaw with the other, and tore the praise or recognition. The ancient Wyrms declared Od and his
beast apart. allies the enemies of all Wyrm-kind. Proud and defiant, Od did
With her mate dead, Beastla fled in fear, but the Veil turned not apologize, instead punishing the Wyrms to no end, slaying
black as night, cutting her off from the Great Sky. With no place those he once considered his closest friends. Those he did not
to turn, she dove beneath the waves to seek shelter from Brgg’s slay, he bound to his will. This arrogance and bloodshed was too
spear. With the Wyrms vanquished before him, Brgg brought up much for Algor, already troubled after helping the Wyrms im-
seven islands from the sea floor as a gift to the Eoten. If they prison his brother. Algor departed to seek solitude, yet his name
served him well, paradise would be their just reward. was never forgotten by the Eoten.
But soon the Destroyer of Wyrms found himself besieged by After the Battle of the Gods, word spread of the heroics of
the victors of the Chaos War. They demanded he choose a side, the Northern Pantheon, creating thousands of new worshipers,
Light or Dark, but Brgg chose neither, having no desire to share especially amongst those fearful of the newly established Cult
his domain. Next they asked the same of Algor, but Brgg forbade of Dragonwright, whose fifty year war devastated the Southern
his brother to have voice. The Great Wyrms still seethed with Jungle and annihilated many human kingdoms that were poised
hatred, for Brgg’s spear had killed hundreds of their kin. Ven- for greatness. Humans not already claimed by the Southern Gods
geance never dies in the heart of a Wyrm, and they vowed to bide quickly found favor with these new deities and within a thousand
their time. years, the Northern Pantheon became one of the world’s domi-
During the Battle of the Gods, while the Great Wyrms waged nant religions, second only to the Church of Light and Dark.
war in the Southern Jungles, Brgg allowed himself to be seduced At the beginning of the Age of a Thousand Magicks, the vile
by the charms of Beastla, who birthed him a son. She summoned mage Zelru Aooz led a Horde of ten thousand Iceborn to destroy
Algor and demanded he take the boy to his father. Brgg named the Eoten. He came not alone; the mage opened a hole to Ha-
the boy Od. Brgg taught his son to fight, to think, to rule and des, unleashing countless Worms of Taut. Despite suffering many
serve, but most importantly, to kill Wyrms. losses, of heroes and chieftains, warriors and shield-maidens, the
When he was old enough to understand, Od asked his father, Eoten defeated the Iceborn army. Clan Chief Valyr disembow-
“Shall we kill all the dragons?” “Yes,” his father said. “In time, eled Zelru, but not before the dark mage cursed the land with
all Wyrms must die.” undeath. Unable to repel the Worms of Taut, and with the land
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forever a bane to the living, the Island of Torn and the holy city but they prefer being called Bizantians. The term “North Folk”
of Valsk were abandoned. Valyr tried to sail to the Isle of Algron applied to members of the ethnic group of humans who inhabited
(Bizantium) but the sea god Algor was angered by Valyr’s greed the Northern Islands (known to them as the “Seven Isles”) long
and ordered the great sea beast Gggnathu to destroy the Eoten before Western traders and settlers from the south arrived. These
village of Fensalir. hardy tribesmen and seaborne raiders have evolved into a cosmo-
At the end of the Age of Thousand Magicks, the Svart Clan, politan culture over the centuries, but their traditions, their tough-
the last of the Eoten who worshiped Brgg, were driven into the ness and their mastery of the sea live on down to the modern day.
mountains, hunted and persecuted. They learned to live off the Without them, there would be no Kingdom of Bizantium. They
land and became filled with hatred and enmity. During the next are the real Northerners, the North Folk, the Eoten.
five hundred years, these “tribal savages” made attacks upon the Before the time of contact with the outside world, the tribal
outlying settlements, exacting revenge upon those who betrayed North Folk led an existence very similar to the Kiridin Barbar-
their Lord Master. ians, and lived primarily on the Island of Borich, with the island
At the beginning of the Age of Elves, the Svart invaded the set- of Algron (Bizantium) dotted with fishing villages and hunt-
tlements of the other Eoten. They brought death and destruction ing camps, but few real settlements. Thousands of miles from
to those who had once been their cousins. Having failed to heed other human civilization, with Wolfen, Bearmen and the like as
his demands, Od allowed the Svart to destroy the last remaining neighbors, the Eoten believed they were the only humans in the
Eoten city, reducing it to rubble. Those on Yufel had feasted upon world for more than a thousand years. They lived primarily by
each other. This sacrilegious act angered Od, and no offender fishing, hunting sea serpents and raiding; such was their mastery
was allowed to live. of seamanship and shipbuilding that they voyaged across the en-
The Horde army now returned, and with the Eoten no longer tire Great Northern Wilderness, sometimes attacking villages and
empowered by their faith in the Northern Gods, the Iceborn con- towns as far south as the Eastern Territory or the Isle of the Cy-
quered the Northern Islands, forcing the Eoten to abandon their clops in the West. The speed and daring of their attacks was leg-
Seven Isles and flee to the great wilderness across the sea. There endary, but with humans few and far between, Wolfen, Coyles,
they made a good life for themselves, and for many generations Elves and Dwarves bore the brunt of the Eoten’s coastal raids.
the Eoten lived in the woods, hunting and fishing, yet every son Eventually, canine races like the Wolfen became numerous
observed his father turn to the north and yearn for their home- and prevalent throughout the North. Similar in many ways, and
land. fellow worshipers of Algor, trade relations between the North
One day, Agmundr, son of Báulfr, was sleeping by the shore Folk and the canine races flourished. They could exchange stolen
when he received a divine message ordering him to bring the Eo- items that they had each taken from humans and Elves living in
ten home. Agmundr knew the voice he had heard was that of Od, the Eastern Territory. Iron for making tools and weapons was
and he told his people to build boats, to craft spears and axes. highly valued to the North Folk, so they started bartering with
Men and women, old and young, the strong and the weak, their own resources (glassware, salt, fish, sea serpent meat, bones
they joined together and paddled back to their homeland – but and ivory) for the canines’ iron and various types of herbs and
the Horde stood ready for their arrival, outnumbering the Eo- vegetables.
ten three to one. Battle was joined, and the blood of Agmundr’s By the time of Bizas, the North Folk were conducting limited
people ran like rivers to the sea. With his Eoten near defeat, a trade and were known to the other human nations of the West,
wounded Agmundr raised his arms and begged the gods for mer- East, and South. The arrival of outsiders on the Northern Islands
cy, when Algor the Giant rose from the waters – accompanied by brought something no one could prepare for, however: diseases
schools of legged fish and pods of whales that walked upright like that the North Folk had no natural defense against. Before long
men, marching ashore to fight for the sea god. The Eoten rallied they were dying by the thousands. Some retreated further into the
around Agmundr and fought like giants themselves, and the Ice wilderness of the Northern Islands, away from foreigners. Others
Horde was cast out of the Seven Isles. Agmundr fell to his knees departed for the Hinterlands or the Great Northern Wilderness,
before the sea god and asked, “How do I serve thee?”
The Lord of the Sea replied, “These islands are yours to rule,
but the waters are mine. Yet I will teach you to fish and to sail, to
travel far across the oceans, if you pledge your devotion to me, as
you once prayed to Brgg.” Agmundr and his people agreed – and
the Eoten became the vassals of Algor forevermore.

– The Saga of Agmundr, from the Northern Mysteries.

The Eoten
For nearly two thousand years, citizens of the Western Empire,
Timiro Kingdom, Eastern Territory and Land of the South Winds
have used the term “Northerner” to describe any human who lives
in the Great Northern Wilderness, along the Northern Sea, or on
the Northern Islands that make up Bizantium. Generally, Bizan-
tians don’t mind the term “Northerner” being ascribed to them,

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never to be seen again. The North Folk who remained on the is- For the last six hundred years, though, scholars and histori-
lands and survived, believed they were spared only thanks to the ans outside of Bizantium who have attempted to study Northern
divine protection of Algor, forging a direct and physical connec- history have found nothing but inconsistencies and erroneous in-
tion to the mighty sea god himself. They believed outsiders were formation. The sagas themselves have been continuously proven
destined to come to the Northern Islands, making it the North unreliable, as they do not separate fictional elements from real,
Folk’s sacred duty to incorporate them into their society. By the historic events. Since ancient North Folk never wrote down their
time of Bizas’ grandson, King Joshius, the two ethnic groups had history, and they remained isolated from the established societ-
already thoroughly blended. No longer were they North Folk and ies of Dwarves, Elves, and Gnomes, all there is to rely on are the
displaced Easterners and Westerners; they had become Bizan- events told within the sagas and artifacts found on the various
tians. islands or on the sea floor.
Today, the pure blood North Folk population numbers less
than 2% of the entire population of Bizantium, roughly 11,000
people. Traditional North Folk have well-groomed beards and
The Eoten in Recorded History
long hair kept tied in braids and knots, hair that slowly turns The main reason so many people and races tend to overlook
white and gray as an individual ages, but with distinct touches the role tribal North Folk have played in the world is because
of light blue. Blue eyes are also very common amongst the de- their accomplishments and historical figures are unknown to any-
scendants of the Eoten, usually a dark, deep blue, unlike the light one who is unfamiliar with the sagas. Nothing of any historical
blue eyes found in other populations. Many continue to hold on significance from the Northern Islands has ever been authenticat-
to their ancient traditions, beliefs, and practices. Some still bear ed before the last two millennia, and even some of that is suspect.
resentment toward the interbred Bizantians. To them, those who There is not a single passage in the famed Tristine Chronicles
did not die from the accursed diseases the “invaders” brought still referring to the Northern Islands, or for that matter, even men-
lost their culture and way of life. Even their pure-blood children tioning the Northern Gods. As such, the history of Bizantium is
will never know their traditional tribal existence, and with each less understood and authenticated than even the Age of a Thou-
passing year, more elders die, taking with them folklore, cultural sand Magicks. There are only a handful of datable facts or history
traditions and sagas of old that are lost forever. Many of these mentioned, even in the most recent sagas. One that stands out to
traditional Eoten North Folk fear their people will likely become many scholars is believed to have occurred before the start of the
extinct within a century or so, joining the other Forgotten Races. Elf-Dwarf War about 10,000 years ago: an account made by an
The large majority, however, embrace the modern world of Elven merchant who was following old maps and trade routes
mankind and the new, more civilized existence granted to them that were ancient even in his time.
thanks to the will of the sea god. They still tend to be somewhat According to the author, the Elven ship followed the instruc-
nomadic, living as fishermen, farmers, and traders in remote ar- tions on the maps, passing through waters infested by sea ser-
eas far from the major port cities, preferring humble fishing vil- pents and along snowy coasts lined by pine trees and forbidding
lages or small farming communities. Though it is true that the mountains. They eventually arrived at a series of islands inhabit-
Eoten are being assimilated until they will one day be no more, ed by a race of humans calling themselves the Eoten. At first, the
their lineage lives on in Bizantium, and this new brand of “North Elves were welcomed amongst the inhabitants, fishermen, hunt-
Folk” has been able to shape world history. The toughness and ers and raiders who resided on the temperate Seven Isles, molded
tenacity inherited from the original Eoten, married to the bold by the harsh reality of Northern winters and life on the sea. The
spirit of the seafarers who dared to journey to Bizantium, makes Elves noticed old Elven weapons and objects hung above mantels
a kingdom of seven tiny islands a competitor to much larger pow- and fireplaces, artifacts from long ago that the Eoten claimed had
ers like the Western Empire and Timiro. been made by their ancestors. When an Elf tried to secretly take
one of the objects to be studied by scholars back in the Elven
kingdoms, his theft was discovered, and the offender was put to
The Northern Mysteries death on the spot. The other Elves were horrified by his murder
The Sagas of the Eoten, often referred to as the Northern and barely made it back to their ship. One of the ancient sagas re-
Mysteries, are stories from tribal North Folk history. Long reci- iterates the same events, only from the point of view of the Eoten,
tations and poetic passages, they tell tales of early voyages, great seemingly confirming the text.
battles, the journey to the Seven Isles and feuds between ancient The journal is on display at the College of Old Timiro (once
warriors. These stories are incredibly long and detailed. Writ- the center of higher learning when Elves ruled the Timiro King-
ing them down is forbidden amongst the North Folk themselves, dom some 4,000 years ago). Yet what most monks, scholars and
though there are Bizantian scholars who have transcribed many historians find fascinating is that the Eoten were apparently living
of the tales. Still, it is estimated that, because they were never on the Northern Islands long before their warlike barbarian and
recorded, approximately seventy percent of the sagas are lost to nomadic human counterparts migrated from the southern jungles
history. and settled in the West, South and East after the Elf-Dwarf War
The tales are usually realistic, although sagas of high minis- ended some 8,000 years ago. The assumption was always that
ters and clan chiefs are sometimes romanticized and fantastic, but some of these humans must have continued northward. For this
always attempt to deal with the human experience by conveying to be true, however, they would have had to sail over the Great
a useful lesson without stating it explicitly. Furthermore, regard- Inland Sea, then make the long trek over Ophid’s Grasslands into
less of inconsistencies in the telling of a saga, to traditional North the Northern Hinterlands, then sail the final stretch to the North-
Folk the words are binding and eternal; many of the stories have ern Islands. Such a journey seems highly unlikely, considering
been repeated again and again over the past ten thousand years. the distance, dangerous animals, hostile locals and the difficulty

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of navigating two unknown bodies of water. In addition, the like- Chaos, and because their own history via oral tradition is filled
lihood of barbarians building seaworthy boats and sailing from with inconsistencies, half-truths and pure fantasy.
the southern jungles around the Isle of Cyclops, through the sea
serpent-infested waters of the Sea of Dread, before entering the
even more dangerous waters of the Sea of Despair to arrive at
One Possible Origin of the Eoten
the Northern Islands is even more improbable. The only logical The roots of the Eoten reach far back into ancient history,
conclusion seems to be that the Eoten lived on the islands or the obscured by mythology and the passage of thousands of years.
shores of the Great Northern Wilderness across the strait from Their sagas speak of coming from “beyond the Veil,” a phrase
them since before the recorded Time of Man. that has been interpreted to mean different things. Some scholars
believe “the Veil” is the limit of cultural memory, as far back as
What little physical evidence has been gathered confirms some
the Eoten’s oral traditions can remember. Others think they came
of the elements within the sagas. The Eoten were master masons,
from beyond the Edge of the World, or that the Veil is simply an
extremely skilled in art and construction, and capable of craft-
ancient term for the coast of the Great Northern Wilderness.
ing weapons from stone and bronze. They could also forge iron
While these stories vary widely, there is some physical evi-
weapons, but did so only if the weapon held special significance,
dence of Bizantium’s ancient past. When wells and mines are dug
or was to be wielded by elite Eoten warriors and chieftains. They
in the Northern Islands, particularly around the City of Bizantium
worshiped the Northern Pantheon exclusively, yet Algor the Gi-
itself, they often turn up Elven relics from a time long forgotten.
ant seems to have played the biggest role in their lives and is held
These are leftovers from a colony of Elves for which there are no
in greater esteem than Od.
historical records, but who clearly once lived upon the Northern
All of this is in sharp contrast to the human barbarians depicted Islands, the most distant outpost of Elven civilization. Long be-
by the Elf merchant some 10,000 years ago, or the Northern raid- fore the Elf-Dwarf War, the Elves of the Northern Islands fell to
ers who used their expertise in seamanship to attack towns and destruction. As there is no record of them, their existence and fate
churches along coastlines across the northern half of the world. is also a mystery.
The nomadic tribal folk encountered by the Elves were farmers, Lost in antiquity, the true origins of the Eoten may never be-
fishermen, and merchants. Algor was worshiped as the central come known. The only beings who might know the truth are a
deity, with the claim that the Northern Gods were a part of his handful of gods or dragons, but they aren’t sharing. So the debate
pantheon. They understood very little of smelting iron, relying rages on. Did they migrate north from the Yin-Sloth Jungles or
strictly on tools and weapons made out of wood, stone, bone and other southern lands? Were they already living in the northern
bronze. part of the world, similar to the Kiridin Barbarians? Or, as the Eo-
The arrival of modern humans from the West and East further ten sagas could be interpreted to suggest, is there an ancient Eo-
changed North Folk society, providing them with advances in ag- ten homeland that now lies lost beneath the waves or, as impos-
ricultural technology that let them grow more food and farm more sible as it may seem, that originated from somewhere beyond the
land. Soon they no longer needed to raid, but engaged in trade for Edge of the World? And if they came from “beyond” the Edge
iron and precious metals, livestock, finished goods, spices, works of the World, does that mean there is more of the world yet to be
of art, and raw materials that did not exist in their native land. discovered? Why would any god or man create a wall to seal off
Eventually, the Western and Eastern settlers absorbed the North a portion of the world? Who could wield such power? And what
Folk through intermarriage and adoption of their customs and tra- might exist “beyond the Veil?”
ditions. Bizantium became a land of kings, nobles, free people,
sailors, merchants and farmers. Yet even today, some traditional
North Folk view the modern world in a sharp contrast to their
social needs. They long to return to the days of old: fishing and
The Recorded History of
gathering, hunting and raiding. Some even refuse to accept any
modern technology, like iron tools, choosing instead to embrace the Kingdom of Bizantium
bronze, bone, wood, and stone, just as their ancestors did.
The origins of the Eoten: 10,000 Years Ago. The ancient
The Slayer of Mountains, the legendary wizard of the West- Eoten, the original inhabitants of the Northern Islands and an-
ern Empire, is convinced that the sagas retain too much genuine cestors of modern Bizantians, lived in a legendary civilization
memory of North Folk lifestyle to have been composed any more centered around the capital city of Valsk on the island of Torn.
than a few generations after the Elf-Dwarf War. His theory was Once a proud race of warriors and coastal seafarers, generations
defended by the last gathering of Sages, who disputed whether of warfare with the inhuman Iceborn of the Great Ice Shelf laid
the Eoten may even have existed alongside Elves, Changelings, their people low and even forced the Eoten to abandon the North-
Titans and Dragons during the Age of Chaos. If true, it would ern Islands for a time and live on the shores of the Great Northern
make them the second group of humans to thrive during this pe- Wilderness. They eventually reclaimed their homeland, but the
riod (the Kawan of the southern jungles being the first). However, rustic grandeur of the ancient Eoten was lost forever, never to be
if this is to be believed, then why is there no mention of them in restored.
the fabled Tristine Chronicles? Arguments have been made that It was these people who were encountered by Elven explorers
the Chronicles themselves can neither identify nor prove the ex- and colonists long ago, before the Elf-Dwarf War, and reduced
istence of most of the accounts written within their own text. The to a state of servitude. When the Iceborn attacked the Northern
oral traditions of the Eoten are continually met with resistance, Islands again, having laid low for centuries, these Elves were
because they stand contrary to the popular notion that human bar- caught off guard, and abandoned both the islands and the Eoten
barians did not appear until thousands of years after the Age of who had been their slaves and workers. The Iceborn eventually
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There is also what appears to be the remains of a massive cliff face. Inside are some malicious Faerie Folk and some Worms
wooden ship, roughly 400 feet (122 m) long and 90 feet (27 m) of Taut. The cavern leads down into the mountain. Legend says
wide. Long, overgrown beams stick up out of the ground, and it once led down far below the city of Valsk, down below the
pieces of the hull are half-buried. The remaining sections are valley floor beside the city, and into the bowels of the very island
adorned with hundreds of Eoten symbols, most of them too faded of Torn itself. However, any tunnels or caves that may have once
to be discerned, but the name Vanesir is visibly etched on the existed are clearly all filled in, as if Elemental forces sealed them
starboard side in Elven. This huge vessel has banks of oarlocks off completely with rock and dirt. Game Master Note: It is from
where hundreds of rowers once worked to push her through the here that one or two tiny crevices lead to the rat-sized tunnel that
water, and anyone familiar with Elven ships should recognize el- goes down into Brgg’s prison. See The Binding of Brgg, page
ements of its design. How it got here is anyone’s guess. 183, for more details on what waits within. Also located in Valsk,
The Cavern: If one can reach the far side of the stone path, buried under tons of debris at the site of the palace, is one of the
they eventually come to a large cavern opening, high up on the Seven Treasures.

Other Places of Note


The Shadow Coast in the colonies quiet from the King, to prevent the Crown from
taking greater interest in the goings-on there or feel compelled
Across the Strait of Folorn Hope, on the mainland in the Great to take a more direct hand at governing them. The Noble Houses
Northern Wilderness, is a large body of water sheltered from the like the absolute freedom they currently enjoy running the Shad-
worst weather of the Sea of Despair and Northern Sea. This is ow Coast colonies, and the large profits they make. Each colony
Homeland Bay, and its shores are the Shadow Coast colonies. has its own charter from the king, and though a colony is part of
Over the last several decades, the Shadow Coast has been settled the Kingdom of Bizantium, King Raedaen IV pays little attention
by thirteen individual colonies of Bizantium. Each one founded to them or the plight of the people. As long as revenues from the
by one of Bizantium’s Merchant Houses in the name of the mon- Shadow Coast colonies keep rolling in, the Crown is happy. The
archy. Each is controlled by the Noble House that sponsored it actual colonists, not so much.
and the day to day operations and any changes within the colony, The colonists have grown tired of their “noble” sponsors work-
including ownership, comes at the hands of the Noble Houses; ing them like mules producing iron, gold, lumber, pine tar and
each selling, buying and trading charter shares to one another. other commodities for export to Bizantium and from there, else-
The Noble Houses all work to keep the growing dissension with- where. At the moment, the labor and resources from the Shadow
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Coast colonies is helping Bizantium’s economy, maintaining the under his control, and granted unprecedented powers to the No-
fleets and enriching the monied classes, while the colonists have ble Houses. Any foreign vessel that enters the waters of Home-
little to show for it; some live in abject poverty and are barely land Bay is turned away, or at least inspected, sometimes with its
able to feed their families. They are weary of working like serfs goods seized, as only ships officially sanctioned by the Crown,
when they are Freemen who have every right to earn a decent specifically those dispatched by the Noble Houses, can export
living. goods from the colonies, which means much more money for
The Council of Elements, who have tremendous influence themselves. This has further instigated talks of rebellion among
within the colonies and runs many aspects of their operations, some colonists, agents of the Western Empire and the Warlocks
has been sowing the seeds of dissent for at least two generations who desire war in the hopes the people reject Bizantium and turn
of colonists. A sister outfit to the Warlock Council in Bizantium, to them to lead them. The crazy part of all this is that two-thirds
they dream of Warlocks one day running the colonies and se- of the populace remains completely loyal to the Crown, or at least
cretly have the support of the Bizantium Council. The Council of to the Kingdom of Bizantium. They are unhappy and feel mis-
Elements in the colonies functions behind the scenes, and have treated, but they see themselves Bizantians through and through.
insinuated themselves into most aspects of politics and opera- If conditions improved, the level of satisfaction would rise sub-
tions. There they work to fan the fires of discontent in the hopes stantially and talk of rebellion would drop. Only one third are so
that the people will rebel, demand their independence from the fed up with hard labor, harsh weather and unfair treatment by the
Crown and Noble Houses, and that many colonies will choose a merchant nobility that they are willing to engage in open rebel-
Warlock as their leader. As tensions escalate, the Warlocks have lion. But even most of them are likely to acquiesce if the Crown
made it known that they sympathize and stand by “the people,” or Noble Houses addressed their grievances and improved their
and will help them gain their independence if that’s what they quality of life. If they saw just treatment, they too would happily
want. Of course, that’s very much what the Warlocks want, be- fall in line. So in short, the Warlocks and others have created an-
cause they see themselves usurping the reins of power. They long ger and outcry, but these are not people who seek to be separate
to form a new nation independent and separate from Bizantium from Bizantium. They see themselves as Bizantians extending
with Warlocks calling the shots. “their kingdom.” From a practical point of view, the bonds of
All this rabble-rousing has finally begun to reach the ears of family (all colonists have family on the islands), history, tradi-
King Raedaen IV, but his advisors and the heads of the various tion, religious faith (and remember, the king is seen as the emis-
Noble Houses who control the colonies assure him that every- sary of the Church of Algor, after all), and fear of the monster
thing is fine, and that only a few colonies have unreasonable races in the Hinterlands and the Kiridin barbarians and savage
grievances. They neglect to inform him that their growing list Coyles to the south and east, are all reasons the colonists want
of complaints could very easily turn into violent sedition. Right to remain loyal subjects of the Kingdom of Bizantium. It is the
now, conditions are ripe for a clash or misunderstanding that aspiration of certain Warlocks and the foolish mistreatment at the
pushes the two sides into all-out war. The Royal Navy and Ma- hands of the Noble Houses that is creating a problem.
rine Corps claim that they could quickly pacify the colonists with The future of the Shadow Coast is uncertain and the remem-
nothing more than a show of force, but shrewd individuals like brance of the massacre that took place at the Hil-Santo colony
Prince Wilgan Vatatzes fear that a rebellion will not be so eas- lingers in the minds of many. Neither the King nor the colonists
ily contained and are worried that Bizantium might end up in a want to start a war, but Hanta Farrip and her allies in the Warlock
lengthy conflict that could cost the kingdom dearly. Yet each time Council and the Council of Elements are manipulating events in
someone like Prince Wilgan expresses his concerns to the King, the hopes of severing the Shadow Coast colonies from Bizantium
Hanta Farrip and her loyal followers on the Warlock Council, and forming their own Elementalism-based state. If the Warlocks
insist that Bizantium has nothing to fear. The greedy nobles who successfully instigate open rebellion, warfare shall ensue and
don’t want intervention from the Crown concur. many innocent colonists could get hurt or killed in what may be a
What has the King most concerned are rumors that it is the futile dream for a Warlock ruled kingdom. And though the War-
hated Western Empire encouraging the people of the Shadow lock Council wants the Shadow Coast as their domain, they do
Coast colonies to revolt in an attempt to either undermine Bi- not intend to entirely undermine the Bizantian Crown. The last
zantium, or worse, claim the colonies for itself. No Bizantian can thing the Warlocks want is for something to happen to the inept
imagine having colonies loyal to the Empire of Sin just across king and his dysfunctional government, which would both make
the strait, and that includes the Shadow Coast colonists them- their struggle for independence much harder, nor do they want to
selves. They would never ally themselves with the Empire of Sin. risk the wrath of the sea god by doing harm to his emissary, fool-
Though Western Empire spies are indeed spreading rumors to ish as King Raedaen IV might be.
that effect, and others that claim the Empire is providing arms
and magic to aid the colonists in their bid for independence, none What none of the Warlock conspirators realize, is that the
of it’s true. The Western Empire is just jerking Bizantium’s chain bonds that make one a Bizantian are too strong for even them to
and wants to see civil war erupt to weaken the Kingdom. Their sever. If the Warlocks push for rebellion too hard or go public
efforts are done out of spite and in case an opportunity they can with their support of rebellion, it is they who may be attacked and
exploitation appears. brought down by the Crown. Should events unfold like that, the
In response, King Raedaen IV ordered a full naval blockade of authority, trust and freedom Council of Elements in Bizantium
Homeland Bay by the Third Fleet. His public excuse is a desire to will also greatly suffer, and all Warlocks will be regarded with
“protect the colonies from pirates and raiders” who have been tar- trepidation.
geting goods and cargo destined for Bizantium, but his decision For additional information about the Shadow Coast, see Pal-
has effectively placed all shipping going to and from the colonies ladium Fantasy Sourcebook 13: Northern Hinterlands™.
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The Hil-Santo Colony invested in the colony, building a new port and investing heavily
in the community. The influx of gold has attracted merchants,
Hil-Santo is the second attempt of a Noble House to establish trappers and Serpent Chasers who hunt along the Sea of Despair,
a Bizantium colony on the mainland. While not “officially” one as well as new investors and new settlers. The expanded, state of
of the Shadow Coast colonies, it is nearby, just northwest of the the art docks, and sea serpent slaughterhouses and warehouse,
Seabright, near where Orgod’s Backbone (mountains) meets the have attracted a large number of fishermen, whalers and Serpent
Northern Sea. Hil-Santo began as a fishing village and port town Chasers who are making a very good living in the sea serpent
off the Strait of Forlorn Hope and alarmingly close to the Sea of trade. This, in turn, has attracted more trading. And since House
Despair. There are a number of dolmen (large rocks piled togeth- Vatatzes has made a point to ensure prosperity for its “citizens”
er to make tombs and crypts) that dot the area, inscribed with old – with fair pay and a share in actual profits (unheard of anywhere
Eoten inscriptions. Many believe this proves the tribal North Folk else) – the near-dead colony is again the shining example of
once lived on, or at least visited, the mainland thousands of years success. This has attracted many other mariners as well as trap-
ago, and established a village at the very location of Hil-Santo. pers, Wolfen traders, explorers and adventurers in the area. As
The sponsoring Noble House saw this as an omen of good for- Seabright and Hil-Santo expand their holdings toward each other,
tune, and chose to establish its colony on the “hallowed ground” Prince Wilgan Vatatzes is seriously considering folding Hil-San-
of their ancestors. to and Seabright into one sprawling and expanding city-state. To-
Good luck seemed to smile upon Hil-Santo as it became the gether, they could become the largest and most powerful colony
center of trade between Bizantium and the Shadow Coast col- in the region. Neither colony wants to give up their identity, but
ony of Seabright. As the Shadow Coast colonies grew in num- the merger would benefit them both.
ber, however, Hil-Santo’s proportion of trade declined, bringing The success stories of Hil-Santo and Seabright are the excep-
about hard times for its dwindling population. In an effort to save tion, not the rule along the Shadow Coast, and their good man-
his colony, a dying Raudr Vatatzes asked Merchant-Prince Niku- agement, happy populations and success has only served to drive
las Conemus of House Conemus if he would be willing to enter home the injustice and inequity at the many other Shadow Coast
a partnership with House Vatatzes to manage Hil-Santo. Nikulas colonies. Colonies who feel the sting of their own discontent all
agreed. Conemus officials sought to reorganize the colony, and the greater because of these two.
divided the population into three districts of fishermen, farmers
and merchants. Not wanting to give up or exchange their homes,
however, the colonists resisted, and, rather than hear them out,
Nikulas Conemus ordered his House Guard to relocate them by
force. Violence ensued, as many of the locals had no idea why
they were being pulled from their homes. Soon gangs of mariners
with harpoons and farmers with pitchforks were fighting Cone-
mus’ guardsmen in the streets.
The “uprising” reached a fever pitch when a few dozen colo-
nists stormed a Conemus merchant ship, murdered the crew,
tossed Nikulas Conemus overboard and watched him drown. A
young Minister Airen Roth (who would later become High Min-
ister of the entire Northern Church), tried to stop them, but was
lucky to escape from the enraged mob with his life. Fearing a The Me’zfii Onh Colony
further escalation of violence, Airen sent word of the colonists’ Located east of the Shadow Coast, near the rivers Accalia
actions to the Crown, hoping the King would defuse the situa- and Leidolm running south into the Great Northern Wilder-
tion. When King Raedaen III learned of the civil unrest, how- ness, Me’zfii Onh is a wilderness port and trading outpost whose
ever, he ordered the Bizantian Marines to crush the rebellion in greatest asset is its position near Dragon Claw Bay. It is one of
a bloody demonstration of force. Three days later, the Bizantian the smallest and newest Bizantian colonies, serving mainly as a
Navy captured most of the colony’s fishing and merchant ships, landing point for rough and tumble woodsmen, loggers, trappers,
and rounded up the “insurrectionists.” Nearly two hundred colo- fishermen, and traders with the Wolfen. Its remoteness means
nists died trying to resist, no match for the well-trained, well- Wolfen can come and go freely without scaring people as they
armed Marines. As a further punishment, the King ordered the do along the Shadow Coast. The town’s population is still mostly
execution of not only the leaders of the uprising, but their family human (over 80%), but an increasing number of Wolfen are set-
members and known associates as well. When the day was done, tling alongside their human trading partners, and most of the hu-
800 colonists lay dead, and others were arrested and dragged off mans are accustomed to seeing and dealing with Wolfen. The
in chains. While the Crown declared “the rebellion” brought to a canines work alongside humans and other races not so welcome
swift end, the truth was most of these people were not rebels at on the islands of Bizantium to fell massive trees in the ancient
all, but confused settlers who were simply fighting for what was oak and cedar stands that surround the tiny colony. Wolfen act as
theirs. The matter was swept under the rug and forgotten, except guides for human loggers, hunting parties, trappers, explorers and
by the people of Hil-Santo and their neighbors along the Shadow surveyors, and assist the Bizantians in negotiating with the Ursa
Coast. Rex and Oak People Wolfen tribes, as well as the smaller Black
In the years to follow, Hil-Santo has struggled to survive and Birch and Snow Grass tribes, who live in the immediate area.
the colony was so impoverished, it was nearly forgotten. Then, The port has a population of less than 300 inhabitants. Lady
in just the last ten years, House Vatatzes and Conemus have re- Ky’Lee Yinxner of House Yinxner is the ranking Bizantian of-
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ficial in the town. Her duties include governing the area, as well sufficient, living off the land in an emergency. Wolfen, Kankoran,
as serving as a kind of ambassador to the Wolfen. Like all in and Bearmen are welcomed and are generally treated just as well
her Noble House, she is fluent in the Wolfen language, and can as humans. Visits by Coyles are common, but the untrustworthy
also barter with the best of them. She meets regularly with Burnt savages are watched closely, especially when they visit in large
Eyes, the local Oak People Wolfen leader (8th level Ranger), with groups. Pirates and hostile non-humans (Orcs, Ogres, Goblins,
whom she is on very friendly terms. Ky’Lee sees the Wolfen as etc.) resent the establishment of the Noatun outpost, but usually
potential allies, and, even more important, trading partners who give it a wide berth.
can enrich both their respective peoples by working together.
Lady Yinxner is fair, smart and all business. She has no desire
to seek independence from the Crown and hopes things can be
ironed out without violence at the Shadow Coast colonies. Cross
her, however, and you realize that the fashionably-dressed noble-
woman is also an experienced combat leader (9th level Merce-
nary Warrior), who has no problem calling up soldiers and volun-
teers. She deals with human criminals and renegades herself, but
Wolfen, Coyles and Kankoran are handed over to Burnt Eyes to
receive Wolfen judgment. (For additional information on Me’zfii
Onh, see the Wolfen Empire™ Sourcebook, page 102.)

Lyrna Colony
Located southeast of Me’zfii Onh, along the shore of the Drag-
on Claw, is a human settlement called Lyrna, home to 234 people
who wish nothing more than to be allowed to live without inter-
ference from Bizantium. The town was established by a 14-mem-
ber missionary group from the Church of Light and Dark. Fa-
ther Josurr Nayin sought a place where Bizantian citizens could
worship their religion without interference, and King Raedaen III
granted them a piece of land with limited self-rule – many miles
away from the Northern Islands and the Shadow Coast.
Still there thirty years later, Lyrna is governed by a seven-
member council which includes Father Josurr Nayin (7th level
Priest of Light), Kiera Hanneet (6th level female Elf Ranger),
and five other councilors. Fishing, hunting and trapping are the
main industry at Lyrna with some farming in the summer months.
Canine races are welcome in the town and often join humans on
hunting expeditions and trade furs and game animals. Recently,
Ice Bears have been reported in the area, creatures whose rare
pelts fetch a high price back in Bizantium.
The Great Ice Shelf
Noatun Colony
Approximately eight hundred miles (1,280 km) north of the
Forty years ago, the Bizantium Navy selected a large, sandy Kingdom of Bizantium is a sight both wondrous and terrifying
plateau not far from the Enaer River to build a landing point for inexperienced sailors and fishermen: the Great Ice Shelf. A
where Marines could enter the interior of the Great Northern Wil- frozen world of ice mountains and mile deep crevasses, there are
derness and for the Navy to use as a base of operations to patrol broad canyons, mesas, endless plateaus and entire landscapes
the waters of the Dragon Claw in search of pirates. Basic dock- that slowly flow and move. Seasonal lakes form over low areas
ing facilities were built, and soon freemen from Bizantium began in summer, their meltwater creating temporary rivers that run
working on the base. A small number of settlers and merchants down to the sea. Mighty storms blow in from the open ocean
followed. Noatun has a population of 500 people. The nearby and rage in the skies overhead, forming massive blizzards lit by
Enaer River is controlled by the Wolfen, which is why Noatun multi-colored lightning, dropping enough snow in a day to render
was located away from a tributary, but close enough to have an the land beneath completely unrecognizable. Sometimes the sky
impact if necessary. The river current is swift and only freezes pours down hail the size of fists, big enough to rip a ship’s sails
during the coldest months of winter. The river is also deceptively to shreds or dent armored plates. Freezing rain falls often, too,
shallow, and there are a number of places where it can be crossed covering everything in a thin veneer of slick ice.
by foot or on horseback. Spanning almost 1,200 miles (1,920 km) east to west, the vast
Noatun has never been declared an official colony or even ice pack is also more than 380 miles (608 km) north to south at
registered as a self-governing region, as it is as much a Navy its center, making it one of the largest single landmasses in the
listening outpost and military base as anything else. Most of the Palladium World – only completely without land. The ice shelf
outpost’s supplies are transported by ship, but they could be self- is nothing but frozen seawater, possibly frozen right down to the
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sea floor beneath. During the winter, the sea ice increases, usu- live along the edge of the water, as the coast is the most active
ally reaching a maximum extent sometime around the Winter sol- section of the Great Ice Shelf, with the largest animal population.
stice. The Ice Shelf seems to have its own self-contained climate, In summer, cracks and temporary divisions split the Great Ice
characterized by persistent cold and a relatively narrow annual Shelf into one main ice-pack and a half-dozen smaller ice sheets.
temperature range. In winter there are 21 hours of darkness and 3 Rivers, bays and inlets develop that will become closed off dur-
hours of twilight, along with cold, stable weather conditions and ing the next freeze of the cold season, and hundreds of icebergs
clear skies. Summers feature continuous daylight with 3 hours of and thousands of ice sheets of all sizes break away, posing a haz-
twilight as what passes for “night,” along with damp and foggy ard to any ship they encounter, floating unrestricted in open wa-
weather, rain and snowstorms. Winter conditions on the Great Ice ter, sometimes coming to rest lodged against the seabed. Icebergs
Shelf are similar to those of the Great Northern Wilderness (see generally range from 3.5-75 feet (1-22 m) above sea level and
the Wilderness Survival section of Northern Hinterlands™ for weigh up to 125,000 tons!
tips on how to survive cold weather and winter conditions). Anyone who sails into the waters around the Great Ice Shelf
Flora does not grow on the Great Ice Shelf, but the surface is puts themselves, their crew and their vessel at risk. Getting caught
home to walrus, seals, penguins, white fur bears, albatrosses and in ice can mean spending an entire winter onboard one’s ship,
seabirds. In the surrounding water are whales, fish, krill, squid surviving off fish and seals or enduring slow, brutal starvation.
(including giant squid), and plentiful sea serpents. Ice Bearmen The Kingdom of Bizantium produces the only icebreaker-type
live in villages along the edge of the ice pack, hostile towards ships that are capable of plowing through sea ice, and even then
outsiders, but with a wary respect for the Iceborn that live fur- the interior of the Great Ice Shelf freezes into thick sheets that
ther inland. There are camps of Frost Giants, some that have be- even the heaviest icebreaker cannot penetrate.
come permanent settlements, others that relocate seasonally, and
From time to time, Serpent Chasers and whalers report to the
rumors even speak of an entire city of the giants somewhere on
Crown attacks or sightings of Iceborn near the Ice Shelf, and the
the icy “continent.” Ice dragons supposedly make their lairs atop
Royal Navy puts together a fleet expressly for the purpose of
peaks and deep in caves across the Great Ice Shelf, particularly
clearing out the Great Ice Shelf. It is too risky to go ashore for
the Winterserpents that seem to embody the elemental nature of
any sustained operations, so warships cruise through the ice floe
ice itself. The land is harsh and unforgiving, an almost-guaran-
and along the Ice Shelf’s southern coastline sinking any Necroi-
teed death sentence for any ship that runs aground amidst the ice.
lus vessels they find (a rarity) and torching the seaside camps of
the Iceborn, Ice Bearmen and other non-humans they find along
The Frozen Coast the shore. Such expeditions return with reports that the threat was
Simply approaching the Great Ice Shelf is dangerous enough, exaggerated and (a tiny handful of Iceborn) dealt with. However,
even without attempting to land along the shore. Leaving the rela- what they don’t realize is the majority of Iceborn are always on
tively gentle Northern Sea behind, the Icy Ocean is much less the move, out to sea or located along rivers much, much deeper
forgiving, with massive waves, icebergs of all sizes and deadly inland and safe. Once in a great while, very brave (or foolhardy)
sea life lurking below the surface. In winter, ice sheets grow out- captains decide to pursue an Iceborn Necroilus ship upstream
ward in all directions from the Great Ice Shelf, making it difficult into the Great Ice Shelf’s unknown interior. This is an extremely
or impossible to determine where the more permanent “ice conti- dangerous practice, as shifting ice, freezing water and Elemental
nent” really begins. Seals, Ice Bearmen and basking sea serpents magic can all leave a ship trapped in enemy country, surrounded

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by strange monstrosities and the ever-present threat of the Ice- assembly met at Ay-Ezan several weeks ago to choose a new
born. Such expeditions are usually never heard from again. Necromancer War Chief and devise battle plans for their coming
attacks on the Northern Islands and mainland. Soon, whole flotil-
The Land of the Iceborn las of Necroilus ships will sail southwards, raiding vessels as they
encounter them, landing armies and covens of witches on foreign
Beyond serving as a habitat for northern animals and mon- shores, and engaging in all-out war and intent on capturing vast
sters, the Great Ice Shelf is a constant source of icebergs and ref- numbers of prisoners for slaves, food and human sacrifice. A few
uge to the Iceborn. As nomads, the Iceborn have no true home clans have already begun to do so as they engage in reconnais-
other than the Islands of Bizantium which they claim were taken sance missions or are too excite to wait for their fellow tribesmen
from them, and belongs to them, and them alone. However, the to arrive enforce. “This time,” the Iceborn shout to the heavens,
Great Ice Shelf has become an Iceborn refuge, and a sort of sec- “this time Bizantium shall be conquered.”
ond home. Sometimes smoke rising from the blubber-fires of
their campsites can be seen all the way from the sea, dark streaks
above a pure white landscape. The ancient savages gather along The Edge of the World
the coast to meet and trade with other Iceborn, and to make re- When it comes to strange encounters or unusual phenomena,
pairs or enlarge their Necroilus vessels, the undead sea serpents Bizantian sailors have witnessed plenty of sights that are diffi-
that serve as ships. Further inland, one may find entire villages of cult or impossible to explain, from Elementals made of clouds
the evil creatures, complete with “docks” carved right from the and air, to dragons that vanish into empty skies, to giants who
ice where they can moor their monstrous ships or offload terrified stride up out of the very sea. Nothing, however, compares to the
captives destined to die as sacrifices to some vile lord or master, Edge of the World. Most scholars and historians, even men of
or be eaten. exceptional wisdom, deny it exists, possibly because its existence
Leading in from the coastlines are “Iceborn roads,” age-old defies logic and the known laws of magic, possibly because it is
paths beaten into the ice and snow by generations of bare feet and terrifying to imagine. Few seafarers outside Bizantium speak of
desperate prisoners dragged behind. Along these paths are frozen it: superstition warns that to speak of the wall is to invite disaster,
corpses impaled on stakes, ice encrusted skeletons of human vic- to condemn one’s vessel to sail into total nothingness, or at least
tims and of great creatures butchered where they fell, and statues to the border between the Palladium World and whatever may be
chiseled out of the ice itself, idols of long-forgotten gods and Ice- on the other side.
born champions from ages past. The trails of the Iceborn converge To those who have seen it, nothing crafted by mortals (or even
at the center of the continent, sometimes leading over bridges of gods) can compare. The only way to approach the Edge of the
ice or into tunnels that cross over and under the shallow, seasonal World is by sea, or by somehow flying through the air. Roughly
seas that form from summer meltwater. These lakes and lagoons one hundred miles (160 km) from the Edge, anyone nearing it
grow in the warmer months, allowing Iceborn Necroilus ships to watches as the horizon becomes a mass of dark blue and gray
sail right into the Great Ice Shelf’s interior. Temporary islands clouds in front of a black, lightless wall of energy, reaching as
become homes for dragons and other creatures that can withstand far as one can see. The closer a vessel approaches, the more the
the low temperatures and are tough enough not to fall victim to wall’s immensity becomes apparent. Within twenty miles (32
the Iceborn and their insatiable appetite for living flesh. km), the sight is simply awe-inspiring, a silent expanse of mystic
energy spanning the entire horizon from west to east, unchang-
The Heart of Evil ing, unbroken. The wall descends down to the floor of the ocean
and seems to ascend endlessly up into the sky. Furthermore, Bi-
Legends say that at the heart of the Great Ice Shelf is the capi- zantium’s sailors have basically confirmed that the wall encircles
tal of the Iceborn, Ay-Ezan, their only true “city.” Here, amongst the entire world; missions heading north, south, east and west
crystal spires of ice and a frozen labyrinth of sub-glacial caverns, have all encountered the “Black Wall” at the Edge of the World,
the Iceborn congregate in large numbers for dark ceremonies and and always far out to sea.
evil purposes, to worship dragons and giants and sacrifice hu- There are references in the Tristine Chronicles that seem to
man victims they have taken in their raids. Ay-Ezan is defended speak of the Edge of the World going back tens of thousands of
by fields of spear-like icicles that grow up out of the ground, by years. Some legends claim the wall came into existence when the
moats of mysteriously unfrozen water, and by savage blizzards Great Old Ones were sentenced to their endless slumber, and that
and ice storms. There are almost no guards or sentries, however, their place of exile must exist beyond the wall’s bounds. There
because the Iceborn fear no enemy in the frozen wasteland. No are those who have never seen it that think the wall is a figment
outsider who was not a prisoner has ever reached their capital, of the imagination, a story invented by superstitious sailors to
and few people on the mainland of the Palladium world even frighten landlubbers. Various religions also attempt to explain the
know that the Great Ice Shelf and Iceborn exists, let alone an wall as the work of a particular god or group of gods.
entire city of ice and death. Even the people of Bizantium choose Whatever it may be, anyone or anything that touches the wall
to believe that such a city is the stuff of lies and myth. simply vanishes into thin air! Presumed to have been disinte-
Every generation or two, as the population grows, the Iceborn grated. For the last six years the wall has also appeared to inch
gather at Ay-Ezan to assemble as a single, mighty horde and forward, seemingly devouring everything in its path, including
choose a champion, a Necromancer War Chief who works them the sky and ocean itself. Anything (even birds and other airborne
into a frenzy and inspires them to wage war on Bizantium and creatures) that came within three miles (4.8 km) have been snared
the shores of the Great Northern Wilderness. With burgeoning by a massive maelstrom, dragged into the wall and disintegrated.
numbers, the Iceborn have grown restless once again. The great Fortunately, six months ago, the destructive phenomena around

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the Black Wall ceased. Nevertheless, the wall still devoured with the maelstrom phenomenon surrounding the wall over, the
countless miles of sky and ocean. Edge of the World is relatively safe to approach, no longer in-
Currently, the wall is found about 620 miles (992 km) south teracting with the ocean or the air. Clouds seem to pass harm-
of the island of West Mnn, within the Floenry Isles, or about 700 lessly through the boundary, along with the ocean itself, as if the
miles (1,120 km) south of the southernmost point in the Land of wall simply did not exist. However, should a living or inanimate
the South Winds. It is about 600 miles (960 km) east of the Island object come into contact with the wall, it simply dissolves into
of Zy and west of the Isle of the Cyclops, and 1,300 miles (2,080 nothingness. No magic can dispel the wall, and none have ever
km) north of the Island of Borich in Bizantium. Reaching the wall crossed it and returned. Leading many to believe there is nothing
in any direction is possible by boat, but the northern approach is on the other side.
the most difficult due to icebergs and the Great Ice Shelf. Now,

Key Figures of the Kingdom of Bizantium


“The sharks gather twice as fast when it’s royal blood in the at sea. The young noble was extremely popular with many of Bi-
water.” – Bizantian Proverb. zantium’s Noble Houses, who in turn blamed his death (and the
loss of the Yin-Sloth trading partnership, worth millions of gold)

King Raedaen IV on prince Raedaen, the boy who would now be their future king.
A vast sum of gold was delivered to the pirates, and Raedaen
returned to the Northern Islands unharmed, but to an atmosphere
King Raedaen Jostein IV, High Chieftain of the Eoten, Lord
of ill will and whispered condemnation.
of the Northern Islands, Emissary of Almighty Algor, Merchant-
King of Bizantium – is one of the least qualified people to ever His father never spoke of the issue and the path of succession
become ruler of a major nation. remained unacknowledged, even when the King fell from his
As a child, young Raedaen was spoiled and coddled, the sec- horse and broke his spine three years later, leaving him paralyzed
ond son of the King, with no prospect of ascending to the throne. from the neck down. Not wishing to be an invalid for the rest
Crown Prince Aevarr, the heir apparent, nine years older, was of his life, King Raedaen ordered his royal guardsmen to throw
already a bold knight and proven sailor, and the future of the him into the ocean. Young Raedaen IV watched in horror as the
kingdom seemed to be in good hands. Without the need to pre- King’s guard complied with his father’s wishes. As the King
pare himself to rule, Raedaen grew into a reckless, sometimes sank beneath the waters, his wife, Queen Angelita, jumped in af-
even thoughtless youth with no responsibilities, no concerns, and ter him. From that moment on, Prince Raedaen was haunted by
an endless number of royal retainers to clean up after him or fix the image of his parents drowning and became fearful of the sea.
his mistakes. After taking the throne, King Raedaen proved his worst critics
At the age of ten, the King sent Raedaen along with a trade correct. Viewing both the kingdom and the Shadow Colonies as
mission to the Yin-Sloth Jungles to earn his sea legs and see part personal possessions, the young King used his power to indulge
of the world. Confining himself mostly to his cabin during the his whims and bestow important offices upon friends and cronies,
difficult journey, Raedaen was eager to get a look at the strange rather than further the interests of his country. With no under-
ships, people and creatures of the southern jungles. In Bizantium, standing of politics or sea trade, no forceful personality, military
young Raedaen was well known to the Kingdom’s seafarers, and experience, religious zeal or other admirable qualities, the King
the little prince’s favorite game was to explore and play on any has been nothing but a disappointment to the nobles and mer-
ship he chose, indulged in his curiosity and carefully watched. chants that profit most from decisive leadership from the Crown.
Wandering off in a strange, foreign port, however, the first vessel The King’s intellectual laziness regarding his own Kingdom
to catch his eye was a pirate ship masquerading as a merchant, and conditions abroad shames not only the Crown, but everyone
and Raedaen was kidnaped “as easy as leading a lamb up the involved in the Bizantian government. His own father understood
gangplank” and held for ransom. that Raedaen was not fit for the throne, but “the divine will of Al-
When word of Raedaen’s capture reached Bizantium, Crown gor chose this imbecile (not his brother) to serve as the sea god’s
Prince Aevarr, along with a dozen warships, sailed for the Yin- emissary.” As dark clouds gather around the nation, however,
Sloth Jungles. Somewhere in the Sea of Dread, the fleet encoun- even the pious are starting to question their leader. King Raedaen
tered an enormous sea monster during a vicious storm. Only one IV is not comfortable when required to perform official duties re-
ship escaped the battle with the terrible beast and Aevarr was lost quired of the King and emissary of Algor, and the priesthood has
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Equipment & Weapons of Note: An Ice Bearman’s standard upon the flesh of the dead, so when it senses death or people weak
equipment will include two harpoons, two wooden spears and nearing death, the monster will climb onto a sea vessel and
and a stout club with a head made from stone or bone. Metal find a place to perch itself and wait, like a vulture, for the person
weapons like swords and axes will have to be captured from to die. It may, alternately, wait at the foot of a sickbed (or under
intruders like human explorers or encroaching Wolfen, Coyles it), hide in a closet or chest, or dark corner. If people are around
or demons. Ice Bearmen also typically carry 50-200 pounds it will hide someplace else, waiting until they leave and come to
(22.5 to 90 kg) of blubber and preserved meat (or raw in cold check on the sick and dying individual to see if he has died yet.
climes) with them to keep up their energy levels on long jour- Malicious and cruel creatures, a Sea Ghoul may stowaway on
neys. “Money” is usually in the form of ivory rather than gold a ship or cling to its side above or below the waterline, climbing
and silver. out from its hiding place at night or when crew members are dis-
tracted, to sabotage the vessel. Acts of sabotage usually focus on
dumping food overboard or otherwise causing food stores dam-
age and ruination, spilling/spoiling drinking water, and stealing
items that might cause a fight and injury or death. The monster
is too timid to actually kill its own prey, but it will do things
to cause the suffering and death of others, or to hurry along the
death of the sick or injured. When the person dies, the Sea Ghoul
feasts on the flesh, but not until at least six hours have passed
since the moment of death. This means a Sea Ghoul may steal
corpses from the sick bay of vessels and dive into the water to eat
undisturbed below the waves.
Sea Ghouls are excellent swimmers, capable of paddling
across an ocean without tiring. They can climb the hull of a ship
just as easily, and cling to it for days on end when working at
killing the crew via starvation or thirst. A Sea Ghoul can hang
from the side of a vessel or from the bottom, underwater, where
it cannot be easily detected.
Sea Ghouls can come ashore, but they usually don’t linger on
dry land for very long. Their behavior is basically the same as
above, expect the monster will, after 6-12 hours on shore, go back
into the sea to sleep or rest in its watery embrace, climbing out
to check on the person it is waiting to see die over the next sev-
eral days. Sometimes, a Sea Ghoul can be spotted walking along
coastlines, standing upon a rocky outcropping off shore or tread-
ing water on a life raft or piece of debris. When approached, the
creature will grunt or squeal and run away. Sea Ghouls only fight
when they are attacked first, and even then they fight only long
enough to get away and hide or dive back into water. As a result,
Sea Ghouls seldom wander more than a hundred yards (meters)
Sea Ghoul from a large body of water.
Sea Ghouls look like decaying corpses in tattered clothing.
Written by Kevin Siembieda & Glen Evans The Entities can reanimate and possess the body of any mortal
Northern customs dictate that when a person drowns it is im- humanoid from humans and Elves to Dwarves, Wolfen and Gi-
portant to perform some sort of burial ritual or their soul will not ants, but usually pick human-sized beings; and with the Northern
rest. Sailors and those who live on or near the sea have followed Sea being dominated by humans, human bodies are the most com-
this tradition for thousands of years. There is a reason for this: mon. The creature has no need for clothes, so as the clothing that
sometimes, when the dead is simply dropped into the sea without may have been worn by the deceased ages, it tatters and shreds
a burial ritual, an unidentified malevolent spirit (Entity) finds the into rags. The other feature that earmarks the creature as a Sea
body and inhabits it. When this happens, the body is brought back Ghoul is that it cannot speak (grunts, growls, hisses, screams),
to life as an undead monsters that pursues the living to harass and and it will have cat-like claws for climbing and clinging to the
torment them. Some North Folk claim these dark spirits are min- hulls of ships and ripping dead flesh.
ions of Beastla, others that they are manifestations of the seeth-
ing anger of the evil god Brgg. Sea Ghoul NPC Monster
A Sea Ghoul, sometimes called a “Drowned Ghoul,” possess- Also known as Drowned Ghoul.
es the basic intelligence of a human and the instincts of a scav- Alignment: Miscreant.
enging animal, but is a harbinger of death to sailors. The creature Attributes: I.Q. 1D6+4, M.E. 1D6+2, M.A. 1D6, P.S. 1D6+15,
can sense death and the dying – be it the fresh catch in the hold P.P. 1D6+10, P.E. 1D6+10, P.B. 1D6, Spd 1D6+10 walking/
of a ship, the carcass of a whale or sea serpent being butchered at running, but 2D6+20 swimming. All physical attributes are
sea, or death from illness or battle. As a ghoul, the creature feeds equal to Supernatural.
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Size: Depends on the race of the individual who drowned before Vulnerability: Destroy the body (reduce Hit Points and S.D.C.
coming back as a Sea Ghoul; most are human. to zero) and the evil supernatural Entity that turned the corpse
Natural A.R.: 11 into a Sea Ghoul is forced to leave the body and find a new
Hit Points: 4D6+20 host within 48 hours or vanish back to its dimension of origin.
S.D.C.: 1D4x10+10 Moreover, the Entity can be forced out of the corpse via Exor-
Horror Factor: 11 cism and the Banishment spells, but unless the body is given
Average P.P.E.: Not applicable; the Entity has 1D6x10. a proper burial, it remains vulnerable to reanimation by a Sea
Experience Level: Not applicable. Ghoul Entity.
Natural Abilities: Supernatural Strength and Endurance, Night- Magic weapons, holy weapons and weapons plated in sil-
vision 1,000 feet (305 m), normal day vision, can see clearly ver inflict double damage, and Sea Ghouls are repelled by holy
even in dark and murky water, superior swimmers (96%), nev- symbols and holy water.
er tire or fatigue, do not breathe air and can remain underwater Magic: None.
indefinitely, can walk along the bottom of the sea (maximum Psionics: None.
depth tolerance is 6 miles/9.6 km), Bio-Regenerate at a rate of Note: Sea Ghouls are usually encountered as one lone scavenger,
1D6 Hit Points/S.D.C. per melee round, are impervious to nor- but sometimes they gather in pairs or small groups of 2D4+4.
mal fire, cold and heat as well as disease, poison, toxins, and Groups usually only occur when there is plenty of dead to feed
possession (magic fire and cold inflicts half damage). When upon. For example, many Iceborn Necroilus serpent ships will
released from its current physical body, the Sea Ghoul Entity have 6-12 of them onboard. Iceborn don’t mind, and allow the
wanders the Northern Sea and Ocean looking for a new corpse Ghouls to eat their dead, bones and meat scraps.
floating in the water to inhabit.
Sense the Dead and Dying (special): Sea Ghouls can sense
the dead and dying within a five mile (8 km) radius. This mag-
ic ability also gives the creature an idea if it is one, a few or
Selkie
many dead or dying and their general location. The closer it Also known as Faerie Seals
gets to them the stronger the sensation.
By Kevin Siembieda and Glen Evans
Corrosive Vomit (special): A Sea Ghoul can disgorge
whatever is in its belly along with a putrid, corrosive acid that A Selkie is a Faerie Folk whose natural form is that of a seal.
burns and stinks to high-heaven. The Sea Ghoul unleashes its The only apparent difference between a Selkie and an ordinary
vomit when cornered, usually directed at the feet and legs of seal is that its eyes seem to have a look of higher intelligence
whatever is threatening it. This attack is such a surprise and so behind them and their faces have a greater range of expression.
repugnant that most people jump out of the way or take several A Selkie in seal form may smile, grimace and behave in a very
quick paces back to avoid it. This gives the creature the open- intelligent, human-like manner, but cannot speak except in the
ing it needs to run past and escape, or make a quick attack. usual animal barks and whistles of a seal.
Those who get vomit on their legs or feet take 1D4 points of By going onto a dry surface, a Selkie can shed its “sealskin” to
damage per melee round for an additional 1D4 rounds. The become a playful and attractive human-looking woman or male,
pain is worse than the actual damage and compels most people depending on its gender, but female Selkies outnumber males
to strip off their boots and/or socks and pants in an effort to 10 to 1. They shed their “sealskin” to dance on beaches, explore
stop the burning. While distracted by the stench, pain and con- meadows and forests – and to walk among humans. Selkies find
fusion of the disgusting attack, victims (it sprays a 2 foot/0.6 humans attractive and interesting. The Faerie Seals enjoy flirting,
m diameter) are -3 on all combat actions and lose one melee dating, romance and sex with any human who strikes their fancy.
attack per round (1D4+1 if they are trying to remove boots There is no malicious intent in any of these playful, sexual antics.
and leggings). Selkies are just sexual creatures who find lovemaking with heroic
The stench and disgusting nature of the attack is such that and attractive humans to be fun and pleasurable. Though attrac-
everyone within a 10 foot (3 m) radius gags and must roll to tive and sexual beings, Selkies are not seductresses, vindictive
save vs poison (noxious fumes) to avoid vomiting themselves; and dangerous. They do not rob or harm their human one-night
roll 16 or higher to save. A failed roll means the character stands, and are likely to remember the person with a casual fond-
loses two melee attacks along with his lunch. ness.
Note: Sea Ghouls love to eat and will gorge themselves Despite their sexual proclivity, most Selkies are rather inno-
whenever they get the opportunity to do so. However, they can cent and shy. They appreciate fun, beauty, nature, music, dancing
go for six months with no food without ill effect. If forced to and discovering new things. In fact, Selkies often lose themselves
go without food for a longer period, reduce Spd by 30% and to childlike excitement and glee when having fun or enjoying a
subtract one attack per melee round. delightful new experience. They love to dance and sunbathe on
Attacks per Melee: Four. the beach in human form, and enjoy all types of games, competi-
Bonuses: +5 on Perception Rolls when it comes to noticing peo- tions, dancing, songs and parties. They do not like hard liquor,
ple who are sick or injured and likely to get worse and die, +1 drugs, physical pain or dark, gloomy or sad places. Selkies are
to strike, parry and dodge. playful and positive by nature and trapping them and forcing
Damage: Full Strength Punch: 1D6 damage, Claw Strike: 2D6, them to exist in a prison or a cruel or ugly environment breaks
Bite: 1D6 damage, Power Punch (counts as two attacks): 4D6 their spirit and drives them into deep melancholy and despair.
damage. Note: Drowned Ghouls are not known for using The danger of the Selkie shedding his or her “sealskin” is that
weapons, but it does happen on occasion. if it is stolen by a mortal and hidden, the Selkie must become the
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mate or servant of the person who possesses it. This is a very sad for decades, provided the melancholy never becomes more than
turn of events, because the Selkie is a creature of the sea, and if it can bear. Note: A Selkie can only wear its own skin, so once it
forced to remain in human form on dry land, will always long to is destroyed, she is doomed.
return to the ocean. If unable to return to the sea as an enchanted Selkies are so playful and innocent that they don’t usually hide
seal, the Selkie’s normal playfulness turns into somberness as their sealskins very well, and some just leave it where they took it
the pitiful creature is consumed by a growing sorrow that can- off and walked away, just as you might drop your shirt and pants
not be soothed. Over time, the Selkie becomes a shadow of itself on the floor before donning pajamas and climbing into bed. To
and may be driven to commit suicide. Any children born of a walk amongst humans, the Faerie Seal must find clothing and will
union between a mortal and a Selkie will be fully human/mortal. steal whatever is handy, be it a dress, pants and blouse, or a mere
However, that child will always have a deep love of the sea and cape, cloak, bed sheet or towel, any of which look surprisingly
is a natural and gifted swimmer (+6 to swimming speed, +2 to good on this attractive and vibrant being.
P.E. and P.B. attributes). The child is also likely to have an apti- A Selkie who falls in love with a human can be a sweet and
tude for magic, should he or she choose that career (and enjoys a playful lover, and for a time, even a loyal partner. However, Selk-
1D6+6 bonus to his/her P.P.E. base). ies are usually too spirited and playful to stay with any one per-
Recovering the sealskin enables the Selkie to return to the sea son for long. Nor are they happy living in urban environments,
as a seal and to live in both worlds if it so desires. Slipping on the especially big cities. A visit for a few days or weeks is one thing,
sealskin is as natural as putting on a pair of pants and a shirt for but living in such a place is abhorrent. Moreover, the fun-loving
humans, and automatically turns the creature back into its seal Faerie Seals hate war, violence, cruelty and ugliness, and are hap-
form. Though a Selkie may stay on land for months at a time piest making love, dancing, playing, exploring and having fun.
(years if enslaved), it is a creature of the sea who spends the ma- But after awhile, even the most fun and loving human partner
jority of its time in the ocean. Destroying the sealskin means must be left behind for life in the sea. That said, there are tales of
death to the Selkie, slowly killing it over a period of 1D4 years. Selkies in love who stay true to their human lover or spouse and
During that time, its human form seems to grow pale and sickly, though they are compelled to return to the ocean, and return every
the Selkie becomes weak and eventually wastes away. However, Spring or Summer (or sometimes Winter) to spend 1-4 months
a Faerie Seal whose natural sealskin is hidden from it can survive with their mortal lover. This visitation may go on for decades,
and that entire time the Selkie remains true to that person; at least
until the human dies of old age or sickness. Selkies are not im-
mortal, but as creatures of magic they live for around 600 years
and look youthful (seldom more than 25-35 years old) until the
day they die.
When not bound to a mortal, Selkies live in the ocean, playing
with seals and dolphins and traveling along the coastlines of the
North. They are very curious about humanoids, especially hu-
mans, and their ships, and may follow ships at sea, help sailors
in trouble, and even climb aboard to try to interact or make love.
Often a Selkie will pretend to be a simple seal in order to get
a closer look at people. At sea, Selkies in seal form have been
known to rescue swimmers and survivors of shipwrecks, drag-
ging the survivor (sometimes pulling an entire lifeboat or raft)
to shore before swimming away. If far from shore, a Faerie Seal
may bring survivors on a raft or lifeboat freshly killed fish for
them to eat, and if a source of it is close at hand, and if the Faerie
Seal has a container to put it in, it may retrieve fresh drinking
water too. Such rescues can be made in seal or human form, but
usually in animal form because in water, the Faerie Seal is at its
strongest and fastest.
When out to sea without any human sailors to play with,
Selkies may swim and play with other Selkies, Mermaids and
Merrows, dolphins, whales, seals and other gentle or playful sea
creatures. Their enemies are ocean predators, especially sharks
and sea serpents, as well as the wicked and murderous Iceborn.
Selkies in seal form have human intelligence and can easily avoid
or escape Ice Bearmen and other humanoid hunters. Sometimes
they help dolphins, porpoises, and seals avoid hunters, and may
help those caught in the cages, nets and lines of fishermen escape
them. Note: A Selkie can only shed its “seal skin” on dry land
or another dry surface like the deck of a boat. They cannot shed
their skin while swimming in the water. Though a Selkie can be
forced to serve a non-human as a servant or spouse, the creature
finds no other beings, not even Elves and other Faerie Folk, as
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Sea of Despair Animal Mutations bute number, and may know 2D4 human skills or 1D4+2 Wizard
(selected from levels 1-4) or Ocean Magic spells (any). P.P.E.
The Sea of Despair is home to the largest concentration of Bonus: 2D4x10+20.
freakish monsters, sea serpents and abominations in the world.
Even the heavily populated Sea of Dread and Icy Ocean pale in

The Iceborn
comparison to the sheer quantity of aquatic nightmares within the
Sea of Despair. Unfortunately, most sea life born in and around
the Sea of Despair exhibits strange, magic-induced mutations.
Sea mammals and intelligent life forms generally don’t seem to
be affected, but sharks, rays, some deep-sea fish, octopus, squid, Those who brave the Northern Sea are well aware of its icy
eel, and crustaceans (crab, lobster, etc.) are susceptible. Sea mon- winds, sudden storms, unpredictable currents and unexplained
sters originating from here often have one of the following prop- phenomena. Yet of all the strange sights on the sea there is one
erties (pick one or roll percentile dice). threat that every fisherman, sailor, and ship’s captain fears the
Note: There is a 01-13% chance that the sea monster will have most; the Iceborn.
two of the abilities listed below (pick two or roll percentile dice,
Striking down from the Great Ice Shelf and the iceberg-filled
ignore repeat rolls). Giantism and Excessive Giantism cannot be
seas that surround it, the Iceborn are an ancient people. One of
added together, select a different mutation or roll again.
the Forgotten Races, they are known only in legend and rumor
01-10% Predator: A normally passive creature becomes ag-
to most scholars and people outside the Northern Islands and the
gressive and territorial. +1 to initiative, +1 to strike, +1 attack per
coast of the Great Northern Wilderness. To the whalers and sail-
melee, +3 additional points of damage to all attacks. It can detect
ors of Bizantium, however, the Iceborn are very real, inhuman
blood in the water up to two miles (3.2 km) away.
butchers who strike in the dead of night, climbing aboard ships
11-25% Giantism: Double the normal size with twice the
and slaughtering entire crews. When a ghost ship is found float-
normal S.D.C. and 50% more Hit Points. The creature inflicts
ing down from northern waters, stripped of everything of value,
+1D6 additional points of damage in any of its normal attacks.
blood splashed across the decks, not a living soul aboard, it is said
26-40% Excessive Giantism: Four times larger than normal
to have fallen prey to the Iceborn. Seasoned captains and battle-
with four times the S.D.C. and double the Hit Points. The creature
hardened Marines offer up quiet prayers to Algor whenever such
inflicts triple the listed damage from any of its physical attacks.
a gruesome discovery is made. Such ghost ships are said to be
41-55% Super-Healing: Bio-Regenerates 1D4x10 S.D.C./
cursed, and even the most eager Bizantian salvager and pirate
Hit Points per melee round and will regrow any lost limbs, ap-
will burn the hulk rather than try to recover it.
pendages, eyes, teeth, legs and tail within 1D6 days!
56-70% Legs/Ground Locomotion: The sea monster has Even more terrifying than a night raid is the sight of a Necroi-
limbs to climb onto land and has decent speed, but can only stay lus, the hideous ships and floating villages of the death-worship-
out of the water for 2D6 minutes. Spd on land is 1D6+6. ing Iceborn. Made from the corpses of sea serpents, each Necroi-
71-80% Magic Resistant: Takes half-damage from magic at- lus has been hollowed out, preserved with magic, and adorned
tacks. with bones and serpent skins to turn it into a warship and floating
81-90% Flyer: Can float through the air on wind currents habitation. The head and body of the dead sea serpent is used like
(wind direction and speed determines its speed and course) or a massive puppet, swimming with their tails and fins and lung-
can fly under its own power at 2D6+12 miles per hour (22 to 38 ing out to attack the ships of men. The serpent body and various
km). However, it needs to return to the sea after 1D6+4 minutes corpses used to make the ship are controlled by dark magic spells
and cannot take flight again for at least one minute (four melee and devoid of any will of their own, monstrous creations of Nec-
rounds). romancy and sheer butchery.
91-00% Intelligent and Speaks: This monster has at least a The Iceborn live at sea onboard their cadaverous sea serpent
basic human intelligence, magically understands and speaks all ships and come to shore only to raid, rob, and slaughter coastal
languages at 75% comprehension and likes to sing, whistle and/ communities. They are seldom interested in buying or selling
or hum loudly (carrying on the wind for 1D4 miles/1.6 to 6.4 slaves, trade or plunder, or in any form of negotiation. The Ice-
km), all at a 90% skill level. It is usually cunning and duplicitous, born are guided solely by their impulse to capture, consume, and
and likes to lead humanoids into danger of all kind. It understands reuse the uneaten parts of any living thing they meet. Necroman-
concepts like money and bartering, as well as human greed and cy is at the heart of their society, and is their source of magic
emotions, what drives them and how to appeal to them, and may and spiritual beliefs. All things are reused, nothing goes to waste.
try to manipulate humanoids with promises of treasure, adventure Death is merely a source of food, raw materials and replacement
and other rewards. It may also try to hire people to go on quests parts.
and missions for it, using loot, weapons and goods it has salvaged Iceborn aboard their Necroilus prowl the northernmost wa-
from sunken ships. Such beasts are usually jealous of dragons ters around the Great Ice Shelf, but sometimes venture down to
and like to seem them captured, tortured or cause their deaths. strike at the ships and the coastal towns of Bizantium, the North-
Note: Do not use the mental attributes listed at the beginning of ern Islands and the Wolfen Empire along the coast of the Great
this section, replace them with the following: I.Q. 2D6+9 human Northern Wilderness. It is said that they are amongst the very few
intelligence, awareness and understanding, M.E. 1D6+14, M.A. who can sail through the Sea of Despair. Legends even claim
1D6+16 (charming and manipulative) and possesses the psionic that the Iceborn are so skilled and brazen that they dare to raid the
powers of Death Trance (1), Meditation (0), Object Read (6), monster-filled coastal towns of the Land of the Damned and live
Telepathy (4) and Bio-Manipulation. I.S.P.: 2D4x10 +M.E. attri- to tell the tale. According to these legends, they are unafraid of

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any mortal enemy, and enjoy battles with demons and monsters – weight, lose or shave their hair, and develop jowls, making many
more challenging opponents than mere mortals. indistinguishable from the males. Almost all females exclusively
The world of the Iceborn is a militaristic, hierarchical cul- devote themselves to witchcraft, making them just as abhorrent
ture. Though their existence may seem chaotic to an outsider, as the male warriors who swarm aboard merchant ships and carry
there is structure and order, a chain of command that is difficult to off their crews. Perhaps even more so, for female Iceborn have
recognize through their acts of barbarism. They are savage, brutal no qualms about selling their souls or their firstborn in exchange
and primal, but have their own bizarre forms of social behavior for magic powers, so instinctive is the pact process and allegiance
and cooperation. A tribe is organized enough to act purposefully, to dark supernatural forces. Another reason for the living to shun
and these monstrous pirate-nomads have become master sailors them.
on some of the world’s most dangerous oceans. The Iceborn Iceborn spend their entire lives at sea and trekking across ice
show absolute loyalty toward each other, or at least to members floes; their feet barely know the feel of dry land or grass. The only
of their own crew. The supreme leader of each tribe is the ship’s reason Iceborn come ashore is to sack coastal villages and settle-
captain. His words are never doubted, never questioned, nor de- ments, to capture humanoids, livestock or monsters for slaves or
fied. Failure to obey results in death. The Iceborn respect power food. Once all humanoids and domestic animals are carried off to
and ferocity, even more so than Orcs, but they refuse to follow be imprisoned for slavery, to be eaten at a later time, or murdered
anyone other than one of their own, with the exception of dark and consumed on the spot, the Iceborn often leave the vessel or
gods and possibly Greater Demons. village intact as it was — eerily devoid of the living but other-
Female Iceborn have a smaller, slighter build with a surpris- wise mostly untouched. This is somewhat of a trademark of the
ingly feminine face, but have the same pointed ears, pale, icy Iceborn; to leave a vessel or ghost ship or ghost town empty, with
blue eyes (seemingly empty from a distance), sharp, pointed no clue of what may have happened to the occupants. This is
teeth, physical size and lust for brutality and savagery. Unlike often a calculated strategy to create an atmosphere of terror and
the males who shave their heads of all or most of their hair, most mystery, especially when they first begin a series of raids in a par-
females grow their wiry hair into a long, scraggly mane, and have ticular region. Other times they display their ire and savagery by
long, claw-like fingernails. As they age, Iceborn women put on ransacking and looting the place, and take every living soul with

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them – or slaughter every last man, woman and child – and some- with a single blow are regarded as more valuable. As such, magic
times burn the settlement to the ground and move on. Wholesale weapons with special properties are likely never to be discovered,
slaughter or razing a village is either done to make a statement or unless their magic property is obvious (such as a flaming sword),
inflicted upon those the Iceborn hate most. or demonstrated and taught specifically to the Iceborn.
Back in their shipboard quarters, deep within the bodies of Though outsiders as nearby as the Eastern Territory believe
Necroilus serpent ships, skeletal remains are turned into tools and the Iceborn to be the stuff of myth and legend, the Kingdom
weapons, skins (including those of people) sewn into clothes, and of Bizantium is well aware of the existence of the Iceborn. The
organs preserved for later use. They have no need for ports or King may pretend otherwise, especially to visiting outsiders, but
dry-docks. Whatever repairs become necessary are made by the everyone knows a blood-splattered ghost ship is the result of an
warriors and Skinbinder witches using bones as nails and skins Iceborn raid. (Such ghost ships are left behind because the Ice-
and preserved flesh as building materials. Other portions are cre- born have little use for flimsy ships and boats made of wood, and
ated via the dark magic of Necromancy. The lucky captives are rarely take nor even burn them, preferring to leave them adrift to
locked away in food pens, killed and eaten within a matter of sow terror and mystery amongst their civilized neighbors.) Bi-
weeks. The less fortunate are used as slaves and forced to work zantian soldiers, sailors, scholars, and holy men, as well as the
like mules until they drop from exhaustion or frequent torture. traditional North Folk and Wolfen, know the stories, and know
When they can no longer serve their wicked masters properly, the monsters are real.
they are slain, butchered and eaten. Others are repeatedly raped Unofficially, Bizantium has been at war with the Iceborn race
before being turned into slaves or a meal. Few humanoid cap- for at least the last 500 years. Many of the sagas of old tell of an
tives, be they human, Elf, Orc or Wolfen, survive longer than a army of “man-beasts” called the Horde. The Horde always comes
few (1D6) months. Many take their own lives and those of their by sea to conquer and slaughter the people of the North. While
loved ones, rather than endure such brutality. the name Iceborn is never directly used, the descriptions do seem
Everything required by Iceborn society is onboard their ships to fit. In one saga, a dark mage named Zelru Aooz unites the
and what they do not possess they take by force. Land dwellers, Horde under his sole authority in a bid to conquer the Seven Isles
undersea races, monsters and sea life are nothing but resources to of the Eoten. Tens of thousands of Eoten warriors fought them on
be pillaged and exploited. The Iceborn are not interested in wid- the Isle of Torn, and though the Horde was ultimately defeated,
ening their scope of knowledge, nor the acquisition of wealth or the city of Valsk was sacked and brought to ruin. Another saga
power. They are scavenging predators who live off other people, proclaims the Horde drove the North Folk from the islands and
instinctive fighters and seafarers who know what they need to forced them to seek asylum on the shore of the Dragon Claw.
survive and ensure the perpetuation of the tribe. Despite their lack Bizantian scholars debate the authenticity of many of these sto-
of education, they are masters of the open seas, equal to the expe- ries, passed on by oral tradition, due to the lack of archeological
rienced Bizantian sailors and bred to fight and survive under the evidence of an Iceborn occupation on any of the Northern isles.
harshest conditions. However, while few Bizantians speak of them, most everyone
Iceborn technology consists of the non-consumable parts believes the Iceborn are real, exist to this day, and could attack
from those they hunt, slay, cannibalize, or find floating dead at any time.
in the water. They rely almost exclusively on the bones, teeth, The Bizantian Navy is ordered to seek and destroy Iceborn and
blood, guts, sinew and hides of humanoids, sea serpents, mon- their Necroilus vessels on sight. Some commanders are especial-
sters, sharks, whales, seals and other animals, although some ly vigilant after receiving a reported sighting of the sea serpent
tools are made out of worked stone. Their clothing and footwear ships, but others dismiss the rumors until they are unfortunate
are made from animal and humanoid skins, sewn together using enough to have an encounter of their own. Countless times, Bi-
bone needles and threads made from viscera. zantian sailors and Marines have come to the aid of humanoid
In battle, the Iceborn seem to favor close combat, although settlements and merchant ships after the Iceborn have been spot-
they are fully capable of using projectile weapons and magic. ted in the general vicinity. Sadly, they often show up too late,
Typically, they fight as a single unit, hardly ever engaging op- finding only ghost ships or smoldering ruins and trails of blood
ponents one-on-one. The entire group will rush forward in an at- leading down to the water’s edge. When a vessel in northern wa-
tempt to overwhelm their enemies in a deadly charge with bone ters vanishes, especially on a calm sea, it is usually assumed the
blades and melee weapons. If no weapons are available, they will Iceborn are responsible.
claw and bite their foes with bare hands and teeth. Utterly fear-
less, the Iceborn fight to the death and until they are wiped out.
Death is not to be feared, but embraced; in the end, victory is
Male Iceborn R.C.C.
always attained through sacrifice and loss. With Necromancy so NPC Villain and Monster
prevalent in their society, giving one’s bones, flesh, or corpse to Iceborn as an “Optional” Player Character Note: The Ice-
the tribe is viewed as a final contribution to the tribe/crew. born may be used as a Player Character only if the Game Master
As pirates, Iceborn do prize the possessions of others, and allows it. If he or she says no, please accept that decision. Iceborn
covet that which does not come from the dead, especially metal Player Characters are those who have been abandoned or rejected
weapons, gold and jewels. A metal weapon or object is a status by their people. Alignment can be any, but traditionally evil. A
symbol, marking an individual’s position within the tribe/crew. non-evil alignment may very well be the reason for being kicked
Magic weapons are even more valued. The male Captains/chiefs out of an Iceborn tribe (Anarchist, Unprincipled and Scrupulous
and female Sea Witches generally have the best metal and magic are most likely), but the character might have been lost at sea as
weapons or items. Iceborn have no way of recognizing a weap- an infant or very young child, and raised by nurturing and kind
on’s quality other than to strike an opponent; weapons that kill people. Or expulsion may have been the result of cowardice (a
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huge sin amongst the Iceborn) or being too merciful, an affair netting, and, of course, gloves or bits of clothing or adornment
with a leader’s woman, an act of betrayal or treachery, to chron- that utilize animal hides and/or human flesh sewn into it.
ic failure to fall in line and obey the hierarchy, questioning too Size: 6 feet, 5 inches to 7 feet, 6 inches (2 to 2.3 m) tall.
much (a more advanced thinker), or due to illness, insanity or
other perceived weakness. Those deemed to be “weak” are often Weight: 170-300 lbs (76.5 to 135 kg).
placed on an ice floe and left at sea. Average Lifespan: 80+ years is possible, but most Iceborn males
Those rare Iceborn of good alignment and unwilling to kill die before they reach 35, particularly Raiders.
and consume other intelligent beings will eventually be exiled
Experience Level: 1D6 for most male Raiders, or as set by the
and likely to be regarded as mentally ill or weak, or both. How-
Game Master for NPCs. Player characters should start at level
ever, all Iceborn characters, even with a good alignment, remain
one.
aggressive and quick to violence, making it difficult to adapt to
any civilized society. Most are chaotic beings who rebel against Natural Abilities: Superior physical strength and endurance,
rules, laws, order and authority figures. The knee-jerk reaction of good speed, natural swimmers (88% +1 per level of experi-
most Iceborn is to resolve misunderstandings with violence, even ence), can hold their breath underwater for 1D6+9 minutes,
over a small offense. They are roughnecks at play and don’t real- depth tolerance is an impressive 600 feet (183 m), Nightvision
ize their own strength. All tend to be vicious when angered and 600 feet (183 m), and can smell the scent of death or recognize
their idea of “mercy” may be a quick death. Selfish and Aberrant the scent of fellow Iceborn up to one mile away (1.6 km) on
Player Characters may work with their friends and accept the idea land or three miles (4.8 km) at sea. Impervious to normal cold
of civilization as a whole, but still have no problem eating their (magic cold does full damage), immune to disease, can eat raw
opponents, as well as discarded corpses, road kill, rotten meat flesh and rotting meat without ill effect; in fact they prefer raw
and the raw flesh of game animals. An Iceborn Player Character meat and are resistant to most toxins and magic (see high P.E.
living among other people as anything other than a slave in chains attribute and its bonuses).
will be looked down upon by all other Iceborn as tainted and unfit The Iceborn communicate in a guttural, ancient dialect of
even for consumption; the ultimate insult. Elven (85%), as well as with grunts, growls, howls, yells, and
Alignment (Males): Diabolic (76%), Miscreant (11%), Anar- hundreds of facial expressions. How exactly an Iceborn Cap-
chist (10%), Aberrant (2%), other (1%). Iceborn do not see tain is able to command his crew/tribe as a functioning unit is
anything wrong with killing, eating people, and torturing other baffling to most humans.
humanoids and intelligent creatures. All Iceborn feast on the O.C.C.s Available to the Iceborn: Males are generally Iceborn
flesh of those they slay and give their bodies to the Iceborn Raiders (warriors and hunters) or Iceborn Captains (Necro-
Skinbinders to use them to feed the children, their skin and mancers and Leaders), but some are full-blown Necromancers
bones used as tools and building materials. (2%) and Assassins (5%).
Male Attributes: I.Q. 2D6+3, M.E. 2D6+6, M.A. 1D6+3, P.S.
Magic: Only via Captain and Necromancer O.C.C.s.
2D6+11, P.P. 2D6+8, P.E. 1D6+16, P.B. 1D6+3, Spd 2D6+10
running, 2D6+14 swimming. Psionics: None.
Hit Points: P.E. attribute number +1D6+3 per level of experi- Enemies: Everyone. Humans, Elves, Titans, Dwarves, and the
ence. Canine races are at the top of their hate list (human flesh is
S.D.C.: 1D4x10+40 as well as those gained from physical skills. a favorite), but everyone is a potential enemy. The Iceborn
Natural A.R.: 14 hate (and fear) Algor the Sea God and destroy all symbols or
Average P.P.E.: 4D6 for the typical male Iceborn. depictions of him. They also despise all people who worship
Horror Factor: 10 for a single Iceborn, 13 in groups of five or him, delighting in their suffering, enslavement and destruc-
more. tion. That puts the people of Bizantium and the canine people
of the Great Northern Wilderness as Enemies Number One
Physical Appearance: The male Iceborn are stocky, thickly
and Number Two. They even dislike dolphins, whales, Ice
muscled humanoids with rubbery, leathery seal- or whale-like
Bearmen, Merrows and Faerie Folk.
skin and a subcutaneous layer of fat that keeps them warm in
cold weather and icy waters. Skin color is white or whitish- Allies: Namely Iceborn. On occasion, they are willing to work
grey with hues of green and a touch of pink around the eyes, with and even temporarily serve intelligent undead like vam-
mouths and the palms of their hands. Some have patches of pires, powerful Necromancers, dark gods and select demons,
stringy, black hair on the head, though many males keep their provided it serves their own agenda or promotes the suffering
heads shaved. Most females have a long, scraggly mane. Their and slaughter of the beings they loathe.
face is menacing, with sharp, pointed canine teeth, sagging Habitat: As nomads, Iceborn are constantly roaming the seas of
jowls that overhang their jaw, large pointed ears and small, the North in their dead serpent ships. They are most likely to
deep-set, pale blue eyes that almost look white and empty until be found in the Icy Ocean and on and around the Great Ice
one gets very close. They like to pierce their noses, ears, and Shelf. When the murderous nomads travel South, they may
faces with bits of bone and jewelry made of bone, and adorn be encountered in the Northern Sea, Sea of Despair, Algorian
their bodies with teeth, tusks and skulls. Their clothing is min- Sea and the Sea of Dread.
imal, other than a few furs around their neck and lower legs,
or worn as a short cloak. Iceborn also wear “plates” made of Favorite Weapons: Bone knives, clubs, harpoons, tridents and
animal hides, humanoid skin and bone to protect their shoul- spears, usually magically hardened to be equal to stone or steel
ders, forearms, and legs, as well as strips of leather, pieces of weapons.
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