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Savage Worlds - Beasts & Barbarians - Player's Guide (Updated)
Savage Worlds - Beasts & Barbarians - Player's Guide (Updated)
’
A Sword and Sorcery Savage Worlds setting
By Umberto Pignatelli
Additional ideas and material: Jonathan M. Thompson, Piotr Koryś Editing: Dave Blewer, Mike Slabon, Bartek Kowalczyk
Cover art: Magdalena Partyka
Dread Dominions Map: Justin Russell
Interior art: agdalena Partyka, Claudio Pozas, Mario Zuccarello, Kuźnia Gier, Tomasz Tworek, William
M
McAuslands
(Outland Arts), Some artwork copyright Michael Hammes and Philip Reed, used under license. www.
roninarts.com
Layout: winnicki art studio (winnicki.pro)
Special Thanks to: Francesca Viarengo, Marta Castellano (my wife) queen of all the Amazons, Massimo Campolucci
(my uncle), for being the first, real Dhaar, Simone Ronco and Polliotti Yoshi (my friends) for fighting
alone against the Valk’ demons.
Special Pinnacle Entertainment Thanks for allowing the use of the analyze foe, draining touch and legerdemain Powers, originally
appeared in the Fantasy Companion.
Additional thanks to Shane Hensley, David Jarvis and Sean Preston. Without you, it wouldn`t happen. Some artwork copyright
Michael Hammes and Philip Reed, used under license. www.roninarts.com
elcome to the dangerous Dread Sea Dominions, a place where mighty barbarians do
W combat with hideous monsters, dark warlocks whisper terrible sorceries in forgotten
temples and noble amazons duel in the sun scorched arenas of Faberterra, capital of a
decadent empire!
• A simple but elegant system to develop your character between adventures and to
manage the enormous riches you’ll find!
Piotr`s thanks: Shane Hensley, Sean Preston and David Jarvis. For all your help!
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.
Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with per-
mission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
Introduction
Shangor looks suspiciously at the dark jungle in front of
him. Born in the forests of the savage north, he is usu-
ally at ease in the woods, but there is something strange
amongst these unfamiliar, vine-covered trees. His nose is
full of the ripe smell of corruption — and of ancient evil.
His skin crawls, as if unseen eyes were watching him.
His hand instinctively caresses the hilt of his axe. The
contact with the wood, polished by use, gives the massive
barbarian comfort. He crouches down to examine the
tracks in the mud. Five men, at least, went this way, car-
rying Korala, the daughter of the caravan master, whom
they took several hours ago. The prints of bare feet are no-
ticeably smaller than those of a full-grown man.
“Pygmy!” Shangor curses, thinking of the stories he has
heard about these vicious, elusive savages. Tales of silent
blowpipes loaded with poison darts, promising a pain-
ful death, and of kidnapped maidens, sacrificed to bestial
gods. Yet, Korala’s beauty — and her father’s gold —
drive his worries away.
As he follows the tracks, he soon becomes aware of a low,
thudding noise — sacrificial drums, and not far away.
His sharp ears lead him unerringly towards them, until
he finds himself in front of a strange, forbidding ruin of
huge size.
His hesitation gone, Shangor immediately readies his
axe, smiling grimly. As always, thought and action are
one and the same in his barbaric, uncivilized mind.
The light of the moon shines on his massive muscles while,
clad only in a loincloth, he sneaked through the dark jun-
gle, as silent as a leopard…
Welcome to Beasts and Barbarians, GRAmel Editions’ set-
ting of sword and sorcery! In the following pages you’ll find
all you need to create powerful barbarians, courageous ama-
zons, cunning rogues, or mysterious warlocks and venture
across the Dread Sea Dominions!
Now grab your sword, flex your mighty muscles and let’s
get started.
The world described in this setting is called the Dread Sea The strength of the Keronians came from their slaves —
Dominions, by the name of the massive body of water at its thousands of dark-skinned men who constructed their
center, where the most important modern civilization, the marble and alabaster cities, raised their observatory tem-
Iron Empire, has flourished and now is slowly, but unstop- ples, and died on the altars of their ancient gods.
pably, decaying under the pressure of its own size and of the
barbarians pushing on its borders. In that age, the primitive white men lived in caverns in the
north, and took great care not to come near the borders
This is an age in which a brave warrior and his sword can of the Keronian Empire, because the Keronian gods were
carve his name in history. always thirsting for blood, no matter what the race of the
sacrificial victims was.
6
A Brief History of the World
enormous crater, soon filled with the waters of the Endless Their recipes are handed down from a master to a disciple in
Ocean. the utmost secrecy and Lotus masters are ready to kill to learn
the recipe of a rival sect member. The greatest Lotus masters
The stories call the falling mountain the Dread Star, and are the Alchemists of the Free City of Gis.
the newly created body of water took the name of the
Dread Sea, because, even today, its waters are of an intense
red color. The Dawn of Civilization
The philosophers and sages debate about why the Keronians, The centuries passed and the climate slowly stabilized. The
mages, and astrologers failed to foresee the destruction that Dread Sea, for some unknown reason, is quite warm, and
was upon them and they did not leave the empire in time. this made the surrounding areas temperate and comfort-
Someone says they foresaw the cataclysm, but only too late; able. No longer fearing the Keronians, the white men of
others say that the Dread Star was a punishment sent by the the north started migrating south, to the warmer regions.
gods for the many evils committed by this cruel race. Some of them abandoned their primitive way of life and
discovered agriculture. The first small villages appeared all
The impact of the Dread Star raised a massive cloud of dust. around the fertile shores of the Dread Sea.
For many years, the light of the sun was dimmed all over
the continent and most of the few survivors died of famine, Another migration happened in that remote era. The ol-
pestilence, and even worse afflictions. ive-skinned slaves of the Keronians, who had survived the
cataclysm because they lived on the outskirts of the empire,
Then strong winds took the red dust south over the north- took to the road. They were following a primeval urge to go
ern part of what today are the Lush Jungles. The trees died, as far as possible from the land of their masters. Some of
their trunks calcified, and the whole area became the so- them reached the vast woodlands of the north-east penin-
called Red Desert. Further south the situation was better, sula of the Dominions and became known as the Caleds,
but the jungle was forced to recede becoming the Ivory Sa- while the southern ones, of a smaller stature, reached the
vannah that still exist today. Lush Jungles and became the progenitors of the present-
day Pygmes.
Climate changes were not the only effects of the Dread
Star. The thin dust filling the air transformed the world in Despite their different appearance and the enormous dis-
many strange ways. Beasts of all types started to appear, tance between them, the two olive-skinned races still share
such as white and black-striped horses in the Ivory Savan- many common features. They are both primitive, very reclu-
nah, and massive flying snakes known as Lhoban Dragons, sive and isolationists, and always live in the forests, perhaps
in the south east, among the highest cliffs of the continent. because the constant sight of the sky reminds them of the
day when the Dread Star fell onto the world.
Mutations caused by the fallen star did not spare the hu-
mans either. Many of them started to become brutish, fe- But let us return to the fertile shores of the Dread Sea, the
ral beings, and the most unfortunate, the primitive people cradle of civilization. In the space of a thousand years, the
from the mountains of the north-east now turned into the small villages became cities which soon expanded their
hulking beasts known as Trolls. boundaries and became small, autocratic city states. Their
numbers were growing and, in a few centuries, they started
With the passing of time, these abominations became rarer, to compete for more fertile areas. Many small-scale wars
but they never entirely disappeared. In remote, unpopulated were being fought in those days, but no city was strong
areas, the monsters dwelling in the old Keronian ruins still enough to conquer the others permanently.
howl at the moon today…
Then Fabron, a priest-smith from the small town of Faber-
terra, the follower of a minor deity named Hulian, discov-
Heros Journal: The Lotus ered a way to melt the strange stones of the Gray River.
One of the most mysterious changes after the
fall of the Dread Star was the diffusion of the Thus, iron was discovered.
Lotus. It is a strange plant with flowers of
intense colors: red, white, purple and many
other. The Lotus appeared all over the continent
in several different forms. In the Caledlands The Iron Empire
the Green Lotus grows, like mistletoe, on the The dwellers of Faberterra were farmers who used to work
branches of ancient oaks. In the Ivory Savannah, flowers of together plowing large fields. The working crews provided
Gray Lotus blossom from the top of tall weeds. In the Brown the basis for the Iron Empire’s war machine: the phalanx.
Sea, the Purple Lotus closely resembles water lily. Whatever The Iron Priests of Hulian were the first generals of the
its form is, the Lotus has great magical powers, armies; they led their troops in Hulian’s name, but they
but it is also very dangerous. If eaten fresh, it is swore loyalty to a Council of wise citizens.
toxic and might lead to death but, if processed
and mixed with other ingredients, it can create Thanks to their iron weapons and armor, Hulian’s follow-
fantastic essences, poisons, and so on. Each type of ers conquered all their immediate neighbors. In a few gen-
Lotus has a different effect depending on the color erations Faberterra became a large state along the eastern
of the plant and the ingredients it is mixed with. coast of the Dread Sea. Yet, these men were conquerors, not
Lotus masters are an exclusive sect of alchemists pillagers: any city surrendering to their might was spared.
specializing in the study of this remarkable plant. After swearing loyalty to the Council of Faberterra, the city
7
The Book of Lore
was permitted to join the Empire, first as vassal and, after It was not just a political and military defeat, but also a spir-
a period of twenty five years, as a rightful member of the itual one. The Tricarnians went into battle with the stan-
Confederation. dard of their main Goddess, Hordan, Lady of Darkness,
and they took no prisoners because they sacrificed them
This was the fate of the city state of Syranthia which be- all on the altars of their evil deity. In the end, the lost war
came the biggest center of learning of the Confederation. shook the faith of the Confederation: Hulian was accused
of being a false god, the Iron Priests were lynched and, in
The Iron Confederation, as it was then called, continued to the end, the popularity of the cult faded.
expand toward the north and south for two hundred years
until it faced two major threats: the northern Reign of Tri- In the south the situation was not any better.
carnia and the southern Autarchate of Kyros.
The Autarchate of Kyros was a big state with access to two
Tricarnia was a huge reign created by some bastardized sur- seas, the Dread Sea and the Brown Sea. It was ruled by an
vivors of the cataclysm that hit the Keronians. Two thou- absolute monarchy and it managed to stop the expansion of
sand years of breeding with lesser races made them more the Iron Confederacy.
humanlike in appearance, but they maintained the ancient
Keronian way of life. Tricarnia’s massive estates, cultivated Kyros had a tradition of war against the people of the Ivory
by slaves, were governed by small hierarchies of corrupt Savannah. It was a constant struggle between two oppo-
Priest Princes, worshippers of ancient Keronian gods and site ways of living: the nomadic herders of the Ivory Tribes
powerful sorcerers. against the farming communities of Kyros. Through con-
tacts with the Savannah people, Kyros acquired a power-
Slaves also formed the bulk of the Tricarnian army. Al- ful weapon, the bane of the Iron Confederacy: elephants.
though they did not know how to use iron, the sheer They were the only beasts in the world capable of standing
numbers of their slave soldiers, combined with the arcane against the Buffalo Riders of the Savannah.
knowledge of the Priest Princes, were enough to stop the
advances of the Iron Empire toward the north. Many bat- The Iron Phalanxes of the Confederacy fled in front of the
tles were fought, but the dark magic of the Tricarnian sor- mighty charge of the armored pachyderms, and, after a
cerers awoke creatures not seen in the world for eons, and couple of disastrous battles, the generals of Faberterra were
pestilence and misfortune tormented the invaders. again forced to retreat.
In the end, the mighty Iron Phalanxes of Faberterra were Meanwhile, a minor but quite important event happened:
forced to withdraw. the insular city of Ascaia, an early conquest of the Con-
8
A Brief History of the World
Kyros was shaken by a civil war and, in the end; the Iron
Confederacy crushed the two factions, annexing the Land Tricarnia and annexation of the northern reign to the Em-
of the Elephants to its domains. pire but asked for the pillaging to be stopped at once. The
Emperor was very doubtful but the ambassador said there
Domestan used this success to force the Iron Council to was more, and removed the hood of his traveling compan-
give him absolute power. This was the end of the Confed- ion. Thus, Domestan first set eyes on Princess Salkaria of
eration and the start of the Iron Empire, with Domestan I Tricarnia who was to become his bride. Salkaria was one of
as the first Emperor. the most beautiful women in the Dominions.
The following decisions taken by Domestan are unknown. Domestan was utterly bewitched by her beauty.
It is rumored that the High Priests of Hulian came out of
the isolation they had been in since being defeated by the Despite the firm opposition by the priests of Hulian, the
Tricarnians; they visited the Emperor and revealed to him peace treaty was signed, the conditions accepted, and the
a prophecy, which said that Tricarnia and her evil goddess new state of things ratified by the marriage between Em-
would be destroyed, if fought with an army led by a single peror Domestan and Princess Salkaria. From that moment
man. on, the infected blood of the Tricarnians entered the impe-
rial bloodline. Rumors say that Salkaria—a witch of great
The Emperor recognized the figure in the prophecy as him- power—totally subjugated his Imperial Majesty and from
self and, with a unified kingdom under his command and then on the skilled politician and general was only a pup-
the might of the Kyrosian elephants on his side, attacked pet in the hands of the Priest Princes. But this version of
Tricarnia again. the story appears only in the secret chronicles of the High
Temple of Hulian.
A series of terrible battles were fought in the north, the
most famous being the Battle of the Elephants River, where Indeed, misty Tricarnia joined the Empire but preserved a
two hundred of these mighty beasts died. But, in the end, great degree of independence, becoming more an ally than
the Iron Empire crushed the bulk of the Tricarnian army. just a vassal country. The Priest Princes retained their titles
Then, the Phalanxes entered Tricarnia and started pillag- and all their slaves.
ing the land, with the priests of Hulian spurring them to
burn down the unholy temples and observatories dotting Empress Salkaria soon became an important figure espe-
the country. cially on religious matters. She granted her protection Tu-
lemar, chief of a minor faction of the clergy of Hulian, and
But Tricarnia was never truly conquered. In the towers of in a few years they developed a new religious doctrine in
the City of Princes, the capital, the Priests Princes devised a which Hulian and Hordan became a single god with two
plan to save their reign and turn defeat into victory. faces called the Divine Couple.
9
The Book of Lore
The true priest-smiths of Hulian called it heresy but the The Valk were demon worshippers led by female priestess-
Emperor ratified the Divine Couple as official god of the es, the Valkyrie. It seems that their invasion started because
Empire and the Hulianites were forced to go into hiding. of a collective vision the Valkyrie had.
The imperial act was called the Salkarian Reformation, and In that vision, Sha Mekri, the most ancient demon god of
it marked the start of the Imperial Age. The Salkarian Ref- the Valk ordered them to conquer the west. This is an un-
ormation also introduced a new calendar — the Reformed confirmed rumor but the reality was that in ten years two
Salkarian Calendar, which is still used today. million Valk moved west from the eastern steppes.
Since its alliance with Tricarnia, the Iron Empire has been The first to be invaded were the Cairnlords, a barbaric cul-
experiencing a constant growth. It expanded toward the ture living north of the Drowned King Sea. They had long
north taking lands from the savage tribes of Northeim, been the bitter enemies of the neighbors, the Northlanders.
conquering a vast area as far as the Godaxe River.
The Valk displaced the Cairnlords, who were forced to in-
The Empire achieved this goal by using a mix of brute force vade the lands of the Northlanders. The Northlanders did
and cunning politics. Its generals often allied themselves the same with the Empire which, for the first time in cen-
with certain Northlander clans against other Northlander turies, was forced to face an attack on its borders.
clans and then, after eliminating the common enemies,
they subdued their former allies. At the same time, for unknown reasons, the Caleds came
out of their forests and started a ferocious guerrilla war
Nonetheless, they have never tried to enter the Caledlands. against the Tricarnian territories of the Empire showing
The Caleds are reclusive and very dangerous. Their naked that the former slaves still hated their ancestral masters as
spearmen are armed with simple bone tipped lances but much as ever.
they are capable of tremendous feats of savagery, and the
powers of their tattooed druids are feared even by the Tri- But the Empire no longer had the impressive military force
carnian Priest Princes. it had once boasted. The Iron Phalanxes had not been used
in real wars for three centuries and were but a shadow of
In the same period the Iron Empire also expanded east- their former selves.
ward, beyond the Iron Mountains. On the other side, they
found a temperate land populated by a race of farmers and They fought as best as they could but the Empire lost most
herdersliving in a handful of city states. Their territories of the Northern provinces and was not able to reach Tri-
were vast and bordered only by the Drowned King Sea carnia which, let alone to fight against the Caleds who de-
to the north, the Lhoban Mountains to the south and the clared its independence from the Empire.
Tears River and Lake to the east.
Many stories are told of the Tricarnian-Caledan wars. Ter-
The most powerful of these city states was Jalizar and its rible sorceries were used by both sides and since then the
territory was named Zandor. woods of the Caledlands have been even darker than be-
fore. In the end the Caleds withdrew to their woods but
In only two hundred years the whole of Zandor was con- Tricarnia was wounded so deeply that, even today, most of
quered with weapons, cunning politics and the occasional the reign is reduced to ruined shells which are inhabited
subtle use of Tricarnian black magic. only by phantoms and dark creatures.
The Iron Empire reached its apogee which continued for In the meantime, the Northlanders and Cairnlords
two hundred years. swarmed south pillaging and destroying. They reached the
borders of Faberterra before the joint efforts of the Pha-
But that age of peace was not fated to last. lanxes and mercenaries coming from the south threw them
back in the battle of Felantium, a few miles from the El-
ephants River.
The Valk Invasions But it was only the beginning of the Empire’s decline
Three hundred years ago the Iron Empire saw the face of its
mortal enemy: the Valk. Taking advantage of the Empire’s weakness Kyros, where
a new dynasty of Autarchs had seized power, declared its
They came from the endless, unexplored steppes eastward independence. Faberterra’s central government wasn’t able
of the Tears River. The Valk were short, bowlegged men but to react.
they were the best riders in the known world. Their ugly
ponies were sturdier even than the white thoroughbreds of Fifty years later Syranthia, the economic center of the
Kyros and able to travel for a whole day without getting Empire, also declared its independence and was ruled by a
tired. Hence, the Valk were highly mobile mounted archers, group of rich merchant lords. However, Syranthia still bore
not slow, heavy impact troops like the cataphracts of Syra- formal respect to the Imperial government.
nthia.
Yet, the Valk invasion was to bring more terror and destruc-
They used stirrups and curved bows made of bone with a tion. A hundred years later the mounted barbarians reached
range unmatched in the west. the plains of Zandor, the eastern part of the Iron Empire.
10
A Brief History of the World
Decline of the Empire Centuries of civilizations were wiped out in a few seasons. The
ruins of razed cities soon dotted the landscape of Zandor and,
At this point the Iron Empire was forced to choose: de- despite their treasures; they were infested by Valk demons.
fending the northern territories from the Northlanders and
Cairnlords or use all its forces in defense of Zandor and the In truth, the Reign of Zandor ended when the armies re-
rich east. treated to defend their cities. Each of them became once
again a city state standing alone against the demon wor-
They tried to save both which proved an ill-fated choice. shipping nomads.
To stop the barbarians from taking over in the north, the In the end, Dhaar and his horde reached Jalizar and be-
Emperor created a vast area named the Borderlands includ- sieged it.
ing the parts of the Empire raided by Northlanders.
The siege went on for three years and Ornestan II, king
The Borderlands were small, independent reigns, in the of Jalizar and nephew of the founder of the kingdom, was
hands of capable warlords allied with the Empire. ready to surrender to Dhaar when the unexpected hap-
pened: the Valk leader died.
These warlords and their people were now civilized descen-
dants of previously conquered Northlanders. Yet, they were Strange stories are told about how the mighty nomad ruler
too civilized to be real barbarians and too barbaric to be passed away and about a ship full of treasures that set sail
rightful citizens of the Empire. from Jalizar to Gis, Free City of the Alchemists, and came
back empty, just three days after Dhaar’s death.
Large parts of their territories were in the hands of the ma-
rauders and their rule was often only theoretical. However, Whatever the cause, the death of the incarnation of Sha
the Borderlanders, as they were named, had their own forc- Mekri had a tremendous impact on the Valk invasion. For
es, mercenaries fighting under their banners to keep their a long period, the Valkyrie went totally mad. They babbled
ancestral brothers at bay. incoherently and many of them committed suicide or dis-
appeared in the steppes.
A lengthy, bloody war was fought, but in the end the Bor-
derlanders managed to drive the barbarians away and a Taking advantage of this situation, Dhaar’s three sons started
semblance of civilization appeared again in these lands. a tremendous fratricidal war to gain power over the horde.
In the end, Tukal, the eldest, went north with his followers
The Iron Empire could only send a token force. Emperor and settled in the vast are today known as Valkheim. Juggu,
Domistan XII, doubtful of the Borderlanders’ actual chanc- the second brother, remained in the north of Zandor, while
es of winning the war and fearing an assault from Kyros, Eku, the youngest, moved south and created an independent
didn’t want to leave Faberterra unguarded. monarchy in the city of Ekram, where he learnt the western
customs and became a civilized and decadent man.
Therefore the eastern part of the Empire faced the impact
of the Valk invasion alone. So, this takes use to the present. The Empire is dying, its
customs are in full decadence and the barbarians are ready
In a show of disdain for the Emperor’s cowardice his broth- to quench their thirst for power from the sweet cup of civi-
er Ornestan, Governor of the East and Prince of Jalizar, lization.
declared independence from the Iron Empire — and the
new kingdom of Zandor was born with the barbarians at The Borderlands people have been keeping the Northland-
its doorsteps. ers and Cairnlords away from the heart of the Empire so
far, but their threat is ever present.
Zandor lasted for less than twelve years. The Valk invaders
crossed the Tear River, razed the border city of Collana and The construction of a line of forts on the Godaxe River has
swarmed into the reign. kept the situation under control, but almost every year the
Northlanders attack a fort to test the Borderlands’ defenses.
They were lead by the Valkyrie and by the great warrior It is only a matter of time before one of them falls and the
chief Dhaar, worshipped as the incarnation of Sha Mekri, a barbarians swarm again into the lush lands of the south.
man who managed to gather under his command countless
clans of the steppe. The landscape is dotted with ruins of ancient palaces where
strange beasts and phantoms of past ages roam freely. The
The Valk don’t conquer. They are nomads and herders: they will of local tyrants is often the only law and, in the shad-
raze, pillage and burn what they cannot take away. The ows, evil priests pray to their dark gods so that this troubled
armies of Zandor, despite having been the best in the Iron era may end as an even worse one may start.
Empire, could not withstand the speed and hit and run tac-
tics of the nomads. In a few years, the Zandorian armies This is the era of Beasts and Barbarians.
were forced to retreat to the cities and to protect very small
areas around the major centers, while the barbarians tri- Note that this isn’t the full history of the world, a great num-
umphed everywhere else. The Valk brought with them their ber of events are left out and many lands of minor importance
unholy cult of demons and whole villages were sacrificed to in the Empire’s history aren’t even mentioned. Further in-
Sha Mekri and other demons. formation on the history of the Dread Sea Dominions will be
available in the Gazetteer Chapter and in the Book of Lore,
parts of the series’s future installments.
11
The Book of Lore
1525-1526 First Faberterra-Kyros war. 2464 Zandor fights the Valks on its own soil, but the Zan-
dorian armies are divided and slowly driven back
1528-1529 First Faberterra-Tricarnia war. year after year.
1528 Ascaia’s rebellion. Foundation of the Amazons 2464-2467 Siege of Jalizar. Ornestan II is King of Zandor.
Reign.
2467 Death of Dhaar. The Valk horde shatters.
1532 Domestan becomes Masterarkos of the Iron Confed-
eracy. 2470 Tukal, first son of Dhaar, founds Valkheim.
1535-1538 Second Faberterra-Kyros war. 2470 Juggu, second son of Dhaar, dies. The
Valk clans in Zandor are independent.
1540 Kyros is annexed by the Iron Confederacy. End of
the Confederacy and creation of the Iron Empire. 2471 Eku, third son of Dhaar, marries Yas-
Domestan I crowned Imperator. mine of Ekram. Foundation of the Ekul
kingdom.
1545-1550 Second Faberterra-Tricarnia war.
2510 Today.
1551 Tricarnia capitulates and is annexed by the Empire.
1551 Princess Salkaria of Tricarnia marries Emperor
Domestan I.
1560 Salkarian Reformation. Legitimate priests of
Cultures
Hulian go into hiding.
1562 Death of Domestan I. Domestan II, his son, takes
of the Dread Sea
the crown. Dominions
1570-1650 The Iron Empire expands to the north, conquering
various barbarian tribes.
1660-1860 The Iron Empire expands eastward. Conquest of Ivory Tribes
Zandor. ‘Ivory Tribes’ is a collective name used by the Imperials to
define all the populations living south of Kyros, from the
2060-2300 Empire’s apogee. An era of peace. Reduction in the actual Savannah nomads to the farmers of the Verdant Belt
Iron Phalanx forces. and even the feared Cannibals of the Cannibal Islands.
2327 Start of the Valk invasion. Cairnlands invaded.
There are great differences among them but they all have
2330 The Valk push the Cairnlanders westward of the ebony skin. They tend to be of average height and build and
Gold River. quite strong, but these aren’t universal features. Many Sa-
2332-2350 Northlanders and Cairnlanders, driven away by vannah nomads are as tall as the Northlanders while some
the Valk, attack the Iron Empire. of Verdant Belt dwellers, due to occasional breeding with
Pygmies, are quite short.
12
Culturesof the Dread Sea Dominions
The Savannah people have harmonious bodies and their once a powerful empire, even more ancient than the Kero-
women especially are very attractive. A common saying nian Empire, but even its name is forgotten today.
claims that a Savannah tribe dancer can melt the heart of a
man with the beauty of her dance and make him die on the The only remnants of that distant past are the massive
spot, if she wants to. Cairns, artificial hills containing the tombs of the so-called
Ancestors. Some of the Cairns are so large that they can be
Sadly, their physical qualities and their lack of technology considered true necropolises.
made them very appreciated as slaves. Caldea, in particu-
lar, a minor white men reign in the south, has an economy The Cairnlanders inhabit them, sleeping, eating, mating
based on capturing and selling Savannah slaves to foreign and generally living side by side with the ancient dead ones.
states, while Kyros often launches slave raids through the They also bury their relatives in the Cairns, so the Ances-
Ivory Savannah. tors’ numbers are always growing.
The Ivory Tribes have no common cultural identity and For a Cairnlander the difference between life and death
fierce rivalries exist among different tribes. This is definitely isn’t that big, or that important. He sees them as two only
an advantage for slave traders. They don’t even need fight slightly different states of existence. Even after death, he
for slaves, they simply buy war prisoners sold by rival tribes continues to stay with his family, and his skull may become
in exchange for cheap weapons. This practice has been go- a relative’s favorite pot, his femur a war club or some other
ing on for centuries. useful tool.
Ivory Tribes men and women wear pelts and simple wool They are convinced that the spirits of the Ancestors speak
cloths. They like strong colors, like red and yellow, and are to them, leading and protecting them. Controlling a large
particularly fond of feathers and strange headgears. Women Cairn grants great power, not only because of the ancient
usually are bare-breasted. treasures buried within (the Cairnlanders’ metalworking
techniques are primitive and almost all their metal comes
Typical Ivory Tribes names are short and contain many labi- from the Cairns), but also because of the protection granted
als. For example: Eba, Utu, Ushul, Ngoba, Talindi, Malima. by the newly-acquired Ancestors.
Cairn
Imperial Tricarnian Valk Jademan Northlander
Lord
Ivory
Tribesman Pygmy
13
The Book of Lore
They wear long and short tunics, sandals and cloaks made Due to Lhoban’s very harsh environment, many Jademen
of wool, cotton, or, in the hotter lands, of imported Tricar- left and established large communities in the Dread Sea
nian silk. Dominions, principally in Ekum, Kyros and in Gis, the
City of the Alchemists.
Imperials tend to be sophisticated and civilized. They
shun many other races whom they see, sometimes with The Jademen are very polite and respectful, even ceremoni-
good reason, as barbarians. Centuries of conquests and ous, but this must not be mistaken for cowardice. They can
the accumulation of riches have made them fat, arrogant be deadly warriors, and many of them are trained in deadly
and with a passion for pleasures, an aspect of their culture fighting techniques unknown in the rest of the Empire.
mostly deriving from their contacts with the Tricarnians.
Their names have a Tibetan flavor, as Akar, Amrita, Dhar-
However, they can be dangerous enemies. Civilized people gey, Gu Lang, Jimpa, Lasya, Sangmu.
tend to be schemers and plotters and a concealed dagger
can be more dangerous that an openly shown barbarian axe.
14
Culturesof the Dread Sea Dominions
The Northlanders are fascinated by metal. They are just The other two distinctive traits of this civilization are slav-
starting to learn the art of melting iron and blacksmiths are ery and sorcery.
held in high esteem.
As said before, the whole economy of Tricarnia is based on
They are proud, stubborn and bold, but they fear and loathe slavery. Being only a fraction of the total population, the
the supernatural. Their world view is plain and simple: the High Tricarnians alone cannot keep the masses of slaves
strong prevail over the weak, like the wolf over the deer, and under control, so various levels of slavery exist.
there is nothing strange about it. The world of nature works
like that, just like that of men. The most unfortunate are the humble rice field workers,
the slave miners, and the leech catchers (the medicinal use
They are organized in large families or clans, usually led of leeches is a common practice among High Tricarnians).
by the oldest male members, and they live off hunting and Just above them are the slave warriors and guards, who live
foraging. Quarrels and feuds with neighbors are fairly com- in better conditions. They control their inferiors and are the
mon and often end in bloodshed. bulk of the army. At the top of the slaves’ social ladder are
the eunuchs, a caste of castrated men who are the elite war-
The Northlanders are very individualistic and only a few riors and administrators.
times in their history a charismatic leader has managed to
unite them under one banner usually to fight a major threat, Sorcery is common. Almost all true-blood Tricarnias have
as a Cairnlanders’ attack or an Imperial invasion. some knowledge of sorcery which is necessary to survive
the scheming and plotting of their equals, eager to enhance
Typical Northlanders names are short and sharp-sounding, their power and social standing. Various forms of sorcery
as Shangor, Torm, Uma, Verrik, Gorn, Targar, Beren. are practiced, but corrupting magic and the evocation of
dark creatures are the most widespread. Lotusmastery
They don’t use patronymics, except in very official situa- and drug use in general are common and encouraged, also
tions. For a Northlander it is a man’s sword, not his father, among the slaves. The reason is obvious: a drugged slave is
that makes him important. easier to control.
Tricarnian slaves are a mix of other races, captured in raids Tricarnians deeply hate (and secretly fear) the Caleds, the
or bought from pirates and slave traders in Caldeia, Kyros descendants of their ancient slaves, who still seek revenge
or in the Independent Cities. for thousands of years spent in slavery.
The High Tricarnians aren’t fully human, because the blood Typical high Tricarnian names have an ancient ring to them
of the old Keronians runs in their veins. They are mostly and are always preceded by title, like Princess Salkaria, Price
very tall and slender, with pale or rarely jet-black complex- Hoolon, Priest Tokariel, and so on. Omitting the title when
ion. They have very smooth skin and no body hair, a feature addressing a Tricarnian noble is considered a mortal insult,
which other cultures find a little repulsive. Despite this de- except among family members.
tail, many of them are very beautiful, with elongated and
sharp features. Some say that the High Tricarnians have
found a way to extend their lives beyond the limits of the
other races, but no evidence has ever been found to confirm Valk
this rumor. The Valk are the shortest of the common races, with the
exception of the Pygmies. Most are slightly over five feet
They usually wear long, elaborated garments of silk, a fairly tall and a Valk surpassing six feet is considered a giant.
ordinary commodity in Tricarnia, since it is produced in
the local silkworm farms, a relic from the region’s Keronian They have black or brown hair, with the exception of the
past. In battle they used to wear exquisite armor made of Valkyrie, their priestesses, who always have white or blonde
bronze, replaced now by iron, and pointed helms. hair (usually dyed). The warriors use long braids, and cut
them only in case of dishonor. The longer the braid the
The Tricarnians tend to be cruel, a natural instinct to them, most powerful and brave the warrior. They have little or no
like that of a cat torturing a mouse. They consider other beard, because one of their rites of passage, the Blood Of-
races inferior, worth using only as slaves, as victims on the fering, consists in self inflicting wounds to the cheeks, thus
altars of their alien gods, or as guinea pigs in gruesome ex- preventing the growth of facial hair.
periments.
The Valk are dressed in leather and both sexes use trousers
They brought decadence to the Iron Empire, but the worst and boots, the most practical garments for a race of horse
vices of the dissolute Imperial nobles or merchants appear riders. They learn to ride even before being able to walk and
quite ridiculous if compared to what happens daily in the are incredibly skilled on their ponies.
citadel of a Priest Prince of Tricarnia.
15
The Book of Lore
The basis of Valk economy, in times of peace, is herding list includes the major scientific achievements of the Dread
sheep, cows, and, naturally horses. Horse milk and goat Sea Dominions.
meat are their staple and they are particularly fond of fer-
mented milk spirits, which all the other races find disgust- Alchemy: This field overlaps that of magic. The Lotus mas-
ing. ters are experts in drug and poison making, but only from
the Lotus plants. The Alchemists of Gis, instead, are true
They are organized in clans, led by warlords, who share the scientists and know how to use Greek fire, acids, and similar
power with the Valkyrie. Except for the priestesses, who are things. Their concoctions are very costly and seldom sold
respected and feared, Valk women have a very low standing outside the city. Kyros, Syranthia and the Independent Cit-
in society, so much so that marriage is rare and a warrior ies know glass.
simply keeps in his tent the women he wants, in a condi-
tion of semi slavery. Only after the birth of a son, the father Currency: Coins made of metals are used in civilized lands,
becomes responsible for supporting the woman. but their value is determined by the trading value of salt.
Barter is widespread in the remote, uncivilized areas along
The Valk religion deeply influences their way of life. They the borders of the Empire.The Empire adopted the Syra-
are demon worshippers and see demons in many manifesta- nthian Moon as official currency, and this roughly circular
tion of the natural world, such as thunder, the steppe winds, coin is now common in all the ports and markets of the
and the terrible plagues that often decimate the cattle and Dominions.
bring famine onto the clans. They don’t fear the demons, at
least not openly, but recognize and respect their supernatu- Entertainment: Since literacy is rare, minstrels, musi-
ral powers. cians and taletellers are very important as they are actors
and mimes. Especially in the southern lands, dancing is a
Valk names are throaty and with many consonants: Dhaar, very common form of recreation. Many enjoy the “blood
Khull, Dakka, Rigga, Throgg, Vulkat are all good examples. sports”, originally from Tricarnia: shows in the arena where
gladiators slaughter (or get slaughtered by) massive beasts
and other desperate warriors. These violent games are ap-
Hero’s Journal: preciated by both the nobility and the commoners alike,
especially in big cities where the games in the arena and the
Caleds and Pygmies distribution of free food keep the masses at bay and ease the
These races are reclusive and xenophobic, so they burden of living in a decadent Empire.
are not a good choice as player characters. In ad-
dition, very little is known about them except Food Production: Agriculture is the main source of food
for some rumors reported below. in the Empire but outside its boundaries (and in the most
depressed areas, like the Borderlands) hunting and harvest-
The Caleds are a primitive people living in the
ing are by far the most common way of surviving. In the
Caledland. They don’t know metalworking, but
Savannah and among the Valk herding is widespread. In
among them there are very dangerous sorcerers, called druids.
the past, several populations knew how to use the iron plow
They rarely leave their woodlands and, when this happens,
but, in the current period, few have retained this skill, since
it is usually bad news, since they are waging war against
iron must be used for weapons and armors, not for farming.
someone.
Crop rotation is still unknown.
The Pygmies are very short people of the Lush
Jungles. They are primitive, and very skilled in Ground Travel: Most folks travel on foot, while the rich
the use of blowpipes and poisons. They worship have horses or carriages. Many paved roads, named Impe-
cruel gods that periodically ask for the bloody rial Roads, were built in the past but today they are gener-
sacrifices of human victims usually chosen from ally abandoned and infested by bandits. The Valk always
among non-Pygmy invaders. ride; a Valk that cannot ride is abandoned and left to die
by the rest of his tribe. The Cairnlords also uses carriages,
The players will discover more information about sometimes pulled by rams, and the top warriors of the Iron
these races during their adventures. Savannah ride the impressive and savage war buffalos.
16
Way of Life
Metallurgy: At the height of its power, the Empire and place there is the irregular barbarian infantry. The terrible
all its subjects knew the use of iron and even started ex- war elephants of Kyros have almost disappeared today and
perimenting with a better, lower-carbon league called steel the Iron Phalanxes are reduced to less than ten legions.
but today it is very rare. The barbaric Northlanders, Cairn
Lords, and the Savannah Tribes know only bronze, but they
can acquire better metal weapons through trading and pil- Hero’s Journal:
laging. The Caleds and the Pygmies don’t use any metal.
Languages of the Dread Sea Dominions
Sea Travel: The ships of the Dominions are quite primitive The common language spoken almost every-
and usually sail close to the coast. The biggest vessels are the where is Imperial Syranthian. Almost all
Tricarnian galleys but the most maneuverable are the Syra- lands have a national language and dozens of
nthian merchant ships, which can be seen in all parts of the dialects, but very few are recorded in writing.
world. The Amazons too are very skilled sailors, and they The major languages of the Dominions are:
use a particular type of sail unknown to the other cultures.
Alchemists’ Code. The Alchemists of Gis
developed this strange language, in truth more of a secret code
Warfare: Nowadays, the strongest warriors are Valk
then a real mother tongue, to protect the secrecy of their dis-
mounted archer with armor of boiled leather, a composite
coveries and potions. The Code is taught only to initiates and
bone bow and a saddle with stirrups. Second bests are the
requires a certain mathematical ability and decryption skills
fully-armored Syranthian cataphracts knights, and in third
17
The Book of Lore
to understand it. So, only characters with Smarts d8 or more ciple: she is the goddess of emotions, water, and the spoken
can learn this language. It exists only in written form. word. She also protects love, births, seasons, and the arts.
Barbarian Languages. The Northeim people, the Caleds and She symbolizes the night. Statues of the Divine Couple
the Cairnlords speak three different languages (Northern, feature a single head with two sides: a handsome blonde
Caled, and Cairn Tongue). Out of these three, only the Cairn man (Hulian) and a striking black-haired woman (Hor-
Tongue is written using a runic alphabet. dan). The statues are never anchored to the ground, and it is
the priests’ duty to rotate them at dawn and dusk, to show
Ivory Tribes Languages. The Ivory Tribes speak an impres- the face of the divinity currently in charge in a given mo-
sive number of different dialects that are all quite similar. In ment of the day. In the Great Temple of the Divine Couple
gaming terms only one language is considered: the Savan- in Faberterra (the former High Temple of Hulian), an in-
nah’s Tongue. In certain parts of the Verdant Belt the most genious water mechanism slowly rotates the statues in a
advanced tribes speak a bastardized form of Caldeian called shown of technology that always impresses the commoners.
Slavers’ Tongue, used mainly for contacts with Caldeian
slavers. Both languages lack a written form. In truth, the Divine Couple is an artificial divinity, created
Imperial Syranthian. Imperial Syranthian, or simply to unify two very different people, the Tricarnians and the
Imperial, is a simple and rather regular alphabetic language, Imperials, and usually only lip service is paid to them.
originally from Syranthia. Every playing character can speak
it, and, depending on her background, might be also able to In secret, because it is highly illegal, the Iron Priests still
write it. worship Hulian Lord of Fire in the catacombs of Faber-
terra and in other parts of the Empire. In this more real
Tricarnian and Ancient Keronian. Tricarnias and Calde- version of the cult, Hulian is the Smith god, He Who Turns
ians are the descendants of the ancient Keronian Empire. the Darkness Away, lord of the Word, and protector of hu-
They speak a common version of the language in the daily life manity. The priests of Hulian are aware that alien gods and
(Tricarnian) but use a ceremonial, ancient language during their servants are still walking in the world, and it’s the
religious rites and in sorcery (Ancient Keronian). These are priests’ sacred duty to fight them. It is not a secret that they
considered two different languages. are losing, but they will continue until the last fire burns
Lhoban Secrets. The Jademen speak a mountain dialect, but out. Hulian Lord of Fire is represented as a lion-headed
the secrets of the monks must be preserved with great care, so a man, tall and muscular, with the sun painted on his chest
“written” form of communication was devised, called Lhoban and a smith’s hammer in his right hand.
Secrets. The Secrets are lengths of ropes, with particular knots.
Looking at the size of the knots, their distance from each other, Although the Imperial Law forbids it, in Tricarnia, Hor-
and other parameters, the monks can read and communicate dan Mistress of Darkness is still openly worshipped by
their Secrets. the Priest Princes and their minions. Hordan is an ancient
demonic creature adored since the times of the Keronian
Pygmy. The Pygmies speak their own tongue. It is very dif- Empire. She is the goddess of darkness, pain, and unholy
ficult to learn this language, due to the strong isolation of these appetites. Despite her human appearance, Hordan is com-
diminutive people. pletely alien, ever thirsting for blood, violent sex, and other
depraved acts.
Valk. The Valk speak a very weird, totally unique language.
Its peculiarity might be due to the very different origins of the
She is usually represented as a busty bare-chested woman
steppe nomads, but there is a theory among the
of otherworldly beauty. But a closer inspection reveals her
Syranthian sages according to which Valk isn’t
demonic origin: her long braids end in tiny snake heads, her
a human language. A creepy fact supports this
open mouth shows a snakelike tongue, and her nipples are
theory: the demons speak Valk. No one knows
deadly stingers.
whether a written form of this language exists.
Hordan is a generous goddess — as long as she is satiated
with constant sacrifices. Otherwise, she feeds on her own
Religion followers’ bodies and souls.
Religious practices vary greatly across the Dominions and The Northlanders have a rather cold relationship with the
literally hundreds of cults exist, many of them on a local divine. They mainly worship the Lord of Thunder, a distant
basis. In this paragraph only the most important religions god who simply watches the mortals from the skies and
are detailed. shows his rage and power during thunderstorms. The Lord
of Thunder intervenes only when a child is born, blowing
Before the Salkarian Reformation, the Empire was very into the lungs of the infant, giving him strength. What the
open-minded on matters of religion. As long as a land or human will do with his gift does not concern the god.
a city paid the taxes, it was free to worship whatever god it
wanted. The Ivory tribes have a very complex theology, with many
minor divinities, but they mainly worship Etu, the Mother,
With the Reformation a new divinity was introduced, the a female divinity presiding over rains and births, and Uletu,
Divine Couple, Hulian and Hordan, the artificial fusion God of Strength, represented as a lion or bull, either as a
of Hulian, the smith god of Faberterra, and Hordan, the beast or in hybrid human-beast form.
female goddess of Tricarnia. They are seen as the two faces
of the same divinity: Hulian is the male principle, who gov- The Valk worship demons, the most important of which
erns over logic, fire, science and the written word. He also is Sha Mekri, an expression that in their language simply
symbolizes the day. Hordan, instead, is the feminine prin- means “the King”. Sha Mekri is the incarnation of war-
18
Climate
fare and destruction. He is usually represented as a blaze the nation the aspect of a massive swamp which is always
(as sometimes happens in autumn in the steppes), or as a shrouded by thick fog.
massive black stallion with a fanged mouth, whose hooves
leave a trail of fire. In very rare cases, he is portrayed as a Going south, the climate gets hotter. The area called the
massive man, dressed in metal armor full of spikes and rid- Horn, comprising the Fallen Kingdom, the Red Dunes
ing a metal stallion. Desert and the Ivory Savannah is scorching all year round,
and the highest temperatures are reached in the desert.
The Cairnlords worship the Ancestors, the dead ones. Many With the exception of oases, the vegetation mainly includes
of them don’t need to be depicted, because they still exist, in palms, cacti and other resilient plants. In the Ivory Savan-
embalmed form, in their necropolis. Sometimes, they aren’t nah the main vegetable is the Bone Grass, a sturdy type of
even truly dead. The Northlander warriors who return from herb that in the summer takes on a pale color resembling
incursions in the Cairns tell wild stories of emaciated figures that of bones.
dressed in ancient rags, who were obviously dead and yet
they walked and commanded the living ones. Thanks to its position around the mouth of the Buffalo
River, Caldeia enjoys a mild climate and its vegetation is
As mentioned before, the Jademen don’t worship a god, similar to that of Kyros and Faberterra.
though they recognize the existence of supernatural crea-
tures, some of them good but mostly flawed and evil. In- Going further south, the Lush Jungle and the Cannibal Is-
stead, they believe that every being can reach divinity lands have a tropical climate. Plants of every type and size
through self-improvement and meditation following the grow in these snake-infested lands.
Path of Enlightenment. Death is but a transition within
this process: a creature reincarnates in another being, lesser Moving east, Lhoban is an area of high mountains; it is
or higher, depending on how it behaved in its previous life. quite cold with short, hot summers. Except for some li-
The monks are at the higher stages of the process and the chens, very few plants grow in these lands but the valley
Enlightened One has almost completed it. bottoms are fertile, enjoy a mild weather, and yield excellent
crops.
What is there beyond? It is a secret that will be revealed
only to those who reach the divine. The old kingdom of Zandor, comprising Ekul, Jalizar and
Valkheim, has the most varied climate.
This philosophy, exported by the Jademen who left their
country to live in the Dread Sea Dominions, slowly blend- Ekul is a cold, windswept desert with small oases. Here
ed with the western rites and was adopted by many sects, nothing stops the winds blowing from the Valk steppes.
like the Stylites of the Land of Idols, eremites who lives in The only exception consists in the coastal regions, witch are
constant meditation on the top of tall columns. very fertile.
The divinities of the Caleds and of the Pygmies are un- Jalizar has a continental climate which gets milder and good
known. for the agriculture on the shores of the Drowned King Sea.
19
The Book of Lore
In the years before the foundation of the Empire by Amazons’ Code. The Amazons’ code of honor (see sidebar)
Domestan, the local female population rebelled and elimi- implies that Amazons must help other women in distress
nated all the males from the island. The leaders of the re- but experience has taught them not to push this too far.
bellion were Gella, the wife of the former governor, a very Outside Ascaia, the world is not ready to accept an inde-
cruel man, and Ilenya, a female gladiator of the local arena. pendent woman, and the Amazons face constant mistrust
The two women became the first Sister Queens of Ascaia. without even looking for trouble. But one principle is con-
Since then, very few men have been allowed onto the is- stantly respected: if a woman, whatever her status is, reaches
land, which is now known as the Amazons’ Island. Ascaia and asks to join the Amazons, her request must be
put to the Sister Queens.
The Amazons’ Island is very easily defended and has wide
terraced fields; the island is fairly self-sufficient, only lack- Hero’s Journal:
ing one fundamental resource for their survival: men.
Amazons’ Code of Honor
For the purpose of mating, the Amazons choose slaves, war Amazon characters have the Code of Honor
prisoners and occasional lovers they find while on missions (Amazons) Hindrance. The principles of the
on the mainland. When an Amazon gives birth to a child, Code are as follows:
if it is a female, she can join the Amazons. If it is a male, he * You are free. No man will ever chain you.
is immediately separated from his mother and sent to his
father, if possible, or a foster family is found, but he cannot * No man will defend you. You have your wits,
stay on the island longer than seven days after birth. your strength and your sword. You will defend
yourself.
The Amazons have a martial culture (a necessity to avoid * Aid women whenever you can, but a woman must first help
being re-conquered by males) and they have become skilled herself.
sailors, excellent mercenaries and, under some Queens,
dreaded pirates and slave hunters. Luckily, it is no longer this * Ascaia is your holy land, your mother and your refuge. You
way, at least officially. The current Queens signed an agree- will give your life to protect it.
ment with Emperor Domestan XII accepting to patrol the * Any woman can ask you to be brought to Ascaia and join the
Elephant River and to actively hunt the Pirates of the Fin- Amazons. Accepting or refusing is not your task. You must
gers, a task which they are carrying out the most efficiently. bring her to the Sister Queens.
But there are always some independent Amazon captains
who, while on the open sea, raid and sink merchant ships. As
long as they are not spotted, nothing happens and the Sister Other Amazon Cultures
Queens usually turn a blind eye because such deeds bring Sword and Sorcery worlds are very male-centered and wom-
wealth to the island and help preserve its fearful reputation. en are usually only seen as prizes for the winners or objects of
pleasure. An Amazon can be an interesting character to play
as. Ascaia’s Amazons are the most famous, but they certainly
aren’t the only group of independent females in
the Dread Sea Dominions. The Valkyire are an-
other famous example and in the barbarian lands
it could be that a woman takes up her father’s
sword and shows the world what stuff a heroine
is made of.
Borderlands
“The Borderlands people know the barbarians well because
they are of the same breed”, as the ancient saying goes. And
it is at least partially true. The Borderlands were once part
of Northeim but were taken by the Imperials with war,
treachery and cunning diplomacy and their inhabitants
slowly mixed with the Imperials, thus becoming the Bor-
derlands people. These people have the better of the two
cultures: the knowledge and rationalism of the Imperials
and the energy and vitality of the barbarians. When the
true Northlanders attacked the Empire, the first people to
withstand them were the Borderlands people.
In the end, the Empire lost its authority over this area, and
some small, independent kingdoms were established and
called the Borderlands. Although they are under the for-
20
Gazetteer:The Dread SeaDominions Today
mal protection of the Emperor of Faberterra, they are on ings of the Ancestors, he ordered his men to build a large
their own, fighting to preserve what they created with such fleet. He meant to use it to raid Jalizar and the City of the
great effort. The biggest Borderland is Felantium, ruled Alchemists and to use the spoils to build his palace. When
by a count, the nephew of the man who, many years ago, summer came, the fleet was ready and his army sailed south.
stopped the barbarians from invading the Empire in an epic But during the first night at sea, a terrible storm caught
battle fought in front of the city gates. the fleet by surprise. All the ships sank and the whole
army, including the king, drowned. From then on, during
The border between the Borderlands and Northeim is the stormy nights a ghost fleet has been haunting the sea of the
Godaxe River, where a line of forts manned by soldiers Drowned King, the man who refused to live in the Cairns.
from the Borderlands stands. These forts are vital since ev-
ery year the Northlanders, Cairnlanders or Nandals launch Hero’s Journal:
violent attacks on them but, so far, no fort has fallen. When
this happens, the barbarians invade Borderlands again and Cairnlanders’ Talismans
it becomes a grim day for all the civilized populations. The Cairnlanders are very superstitious, and
most of them always carry a relic of their An-
There is another nightmare that haunts the lords of the cestors. It might be a piece of bone, a tooth, an
Borderlands — the fact that one day the Drowned King amulet and its function is to protect the wearer.
Sea might freeze as far south as the Godaxe River which If the Game Master agrees, a Cairnlander
would pave the way for a massive invasion of the south. character can take a single back-
ground Edge (as Luck) even after
The Price of Blood. Though the Borderlands are divided creation or take a single Edge, ignoring rank
and ruled by different laws, one rule is applied everywhere: limitations. This Edge is linked to the Ancestors’
if a man volunteers to defend one of the forts and serves relic and works only if the hero has his Ancestor’s
for at least five years, he is rewarded with a piece of land relic with him.
in his Borderland and receives an additional plot for every
extra five years. This rule is called The Price of Blood and it
is only fair compensation for what the soldiers must endure Caldeia
defending their land. However, it is also a way to lure colo-
nists from the south. In the Borderlands, capable men can Caldeia is a city state around the mouth of the Buffalo
carve out a future for themselves. River. It has one heavily defended city, Caldeia of the tall
towers, and some smaller fortified settlements in its sur-
roundings. Caldeia was founded several centuries ago by an
exiled Priest Prince of Tricarnia, Caldaios the Cruel, and
Cairn Lands today it is still a monarchy, de facto ruled by the nobles and
The Cairn Lands are a vast, wild area of deep forests and a cast of priests.
rolling hills. No city or other civilized settlement is visible
because many of the seemingly natural hills are in truth ar- Remarkably, Caldaios the Cruel is still formally the King
tificial mounds built by the ancient dwellers of this region. of Caldeia. He should be more than four hundred years old
The Cairn Lords, today’s inhabitants, live in the Cairns now, but nobody has ever announced his death and, though
which make for excellent houses, stables, and fortresses, he hasn’t appeared in public for at least three centuries,
if you don’t mind living side by side with your dead ones, there are rumors he still lives in self-imposed reclusion in
whom they call the Ancestors. the royal palace of Caldeia City.
This is no wealthy region and the Cairn Lords are not an Caldeia is very rich because it trades the two most pre-
advanced people. They live off hunting, herding, and oc- cious goods produced in the south of the world: Khav and
casional raids on nearby lands. But when darkness falls, slaves.
the Cairnlanders enter their underground tunnels and lock
themselves in, since during the night a strange fog appears The fertile area
and wicked things, best left undisturbed, emerge from the of the Buffaloes
oldest, still unexplored Cairns. River’s mouth
boasts the world’s
The mounds called Cairns do not exist only in the Cairn largest planta-
Lands, although this region has the biggest concentration tions of Khav,
of them. Many are found in Valkheim, the Northlands also known as
and the Borderlands. During the long, cold winters, the Lesser Lotus.
northern part of the Drowned King Sea freezes, giving the This cheap and
Cairnlords access to the Borderlands and Valkheim. This very addictive
is the best time for raids in the south, to look for a big- drug is produced
ger home or simply to stay away from their haunted lands, and refined in
which in winter become even more dangerous. Caldeia and then
sold across the
The Legend of the Drowned King. There is a story about Dominions. The
a powerful king of the Cairn Lords who refused the tradi- Khav plantations
tions. He did not want to live in a Cairn but desired to dwell are tended by
in a palace, as the southerners do. But he needed slaves and slaves who are all
many riches to build such a thing. So, ignoring the teach-
21
The Book of Lore
heavily addicted to Khav. Many of them die, but Caldeia’s Tricarnians, during the war, and some Imperial Phalanxes,
flesh markets have plenty of replacements. when the Empire was so strong that it considered conquer-
ing the Caledlands. Yet, none of them ever came back. The
Slaves are the second most traded good in Caldeia. Raid- Caleds aren’t invincible — after all they are only naked, tat-
ing parties depart monthly from the Caldeian settlements tooed barbarians, who fight with stone-tipped spears — but
and venture deep in the Savannah to surprise Ivory Tribes their strength lies mainly in their druids, a caste of very
and capture large groups of slaves who are then dragged in powerful sorcerers. During the Tricarnian-Caledian Wars,
chains to Caldeia and sent to the plantations or sold to for- many acts of foul sorceries were committed by both parties
eigners. Many of the slaves in the northern kingdoms and and the part of the Caledian forest bordering Tricarnia is
Tricarnia come from here. now an accursed place, where terrible abominations lurk in
the shadows of ancient trees.
Raids in the Savannah are not the only method the Cal-
deians use to capture slaves. Caravans of slavers periodi- War Drums. The Caleds periodically leave their woods
cally travel the infamous Slave Route, a road that goes from and raid the nearby regions. They do not seek spoils,
Caldeia, across the Verdant Belt, to the far mountains of but a single commodity: humans — who are brought to
Lhoban. Along the way, the slavers trade with the Ivory Caledland and never seen again. Immediately before such
tribes and other barbaric reigns of the Verdant Belt, barter- expeditions, the sound of rolling drums comes from the
ing cheap weapons and Khav for slaves. These slaves are forest. This means that the Caleds are going on a hunt-
often members of the same population they are bought ing spree. Nobody knows what the captives are used for,
from, who are made prisoners during bloody feuds among they are probably sacrificed to the gods or, as many say,
clans. The Caldeian slavers make sure they support differ- they are eaten. The strange thing is that the Caleds’ raids
ent tribes, even rival ones, so that no unity can be achieved do not seem to follow any logic: they are willing to travel
among the Ivory Tribes. hundreds of miles, to some remote village in Northeim or
a farm in the Borderlands, to kidnap a single person. The
Khav Wars. In the last few years, there have been attacks reason why they go to so much trouble to capture a single
on the least protected Khav plantations, causing heavy unlucky individual, while simply butchering everyone else,
economic damage to Caldeia. The raiders are Ivory Tribe is one of the many mysteries surrounding the Caleds.
warriors and mercenaries from the north. They also free
slaves and enact guerrilla tactics on Caldeian soil. Caldeia’s
answer has been strong and violent, but it is hard to defeat
such an elusive enemy: the raiders generally attack along Cannibals Islands
the borders and then rapidly retreat to the Ivory Savan- The Cannibal Islands are a group of medium-sized land-
nah, hiding their tracks. The remarkable thing is that they masses not far from the Lush Jungles. The first travelers
don’t take away any of the precious Khav, but they simply who came here thought they had found a true paradise with
burn it. Someone thinks that the White King of the Ivory pleasant weather, strange fruit plants, colorful birds and
Savannah is behind these attacks, but no proof has been crystal-clear water full of fish.
found so far because, until now, the Caldeian army hasn’t
managed to capture any raider alive. The matter is further In truth, these islands are home to one of the most fero-
complicated by the fact that independent; non-Caldeian cious people in the world, the cannibal tribes. These primi-
Khav sellers have appeared in the northern lands. They tive men attack and eat any stranger they meet, and the
have very competitive prices and they gain a greater share first explorers, caught by surprise, ended their lives in the
of the market every day. A drug war is about to break greasiest of ways.
out…
In addition, a couple of times a year, they sail in their long
Hero’s Journal: war pirogues to the mainland, to hunt their favorite quarry:
man. They usually set ambushes around the mouth of the
Khav Addiction Anaconda River or along the Verdant Belt, but a few times
Khav addiction is a Major Habit. In addition they have gone as far as the Independent Cities.
to the standard addiction rules, Khav has the
following effects: it causes –2 to all Spirit and Cannibals’ God. Some lucky mariners who have man-
Smarts based rolls and eliminates the sense of aged to escape the Cannibal Islands tell stories of a giant
fatigue. A Khav addict does not monster that is the god of the Cannibals. Most of the hu-
receive penalty for Fatigue, but he man prey they catch is sacrificed to appease the monstrous
actually feels it. It is not unusual divinity. Yet, the nature of the god is unknown and these
for slaves addicted to Khav to work to death. The stories might be only a legend or a tale to hide some dis-
price of Khav varies depending on its purity: turbing truth.
a dose may cost from half a Moon to twenty
Moons. It is common throughout the Dread Sea
Dominions, especially in slave-based nations.
Ekul
Ekul, the southern part of former Zandor, is mainly a des-
Caledland ert. The industrious population always fights to farm the
scarce good soil, and great resources are spent in reclama-
Let us be honest: no one has ever explored Caledland. It tion and irrigation. Thanks to this enlightened policy, Ekul
is a vast, ancient forest inhabited by primitive savages, the is now a fairly pleasant place to live and enjoys good trading
Caleds. The only ones who dared enter the forest were the relations with Kyros, Syranthia and Jalizar.
22
Gazetteer:The Dread SeaDominions Today
But all good things come to an end, and Ekul’s age of en- Gladiators Games. Faberterra City is the biggest settle-
lightenment does not seem to be destined to last. King ment of the known world: almost a million people live there
Eku is ninety years old now and his only heir is his grand- — and the situation is growing tenser by the day. Bad news
daughter. When he dies, a civil war will certainly break out: from the north, less commerce and a stagnating economy
several Valk clan chiefs as well as many noble families of cause turmoil among the people, whom the Emperor tries
imperial origin are ready to claim the throne. At the same to appease by distributing free food and organizing great
time, both Kyros and the still uncivilized Valk hordes of the shows of gladiators in the arena. Today the Arena of Faber-
north mean to attack the country even before Eku’s body terra is greater than the one in the City of Princes in Tricar-
grows cold. nia and its gladiators are real celebrities — all of which has
been achieved by almost depleting the Emperor’s coffers.
The Cursed City of Collana. Collana, the gem of the king- Many wonder how much longer the situation can hold out.
dom, was the center of trade between the western reigns
and the Far East. It was also the first city to face the might
of the Valk hordes. They not only crushed, burned and razed
it, but the Valkyrie did something there — an unholy rite Fallen Kingdom of Keron
of tremendous power that summoned a legion of demons. The Fallen Kingdom of Keron was that part of the Kero-
Yet, when such a terrible force is awakened, it cannot be nian Empire that, being quite far from the center, wasn’t
controlled, so the Valk were forced to leave Collana in the directly affected by the terrible impact of the Dread Star
hands of demons. Some years ago, when Eku was already and its high location on a plateau protected it from being
king, several Lhoban monks, experts in battling these evil flooded.
abominations, asked permission to try and stop the demons
from expanding further. King Eku gave his permission Yet, this doesn’t mean its people survived.
gladly, and now the monks are doing their best to control
Collana, but they are losing their battle. Year after year, the The consequences of the cataclysm, clouds of dusts, earth-
evil things dwelling in the city multiply and grow stronger quakes, famines and pestilences wiped the local population
and, at night, strange terrors infest the roads and the grass- away, and Keron is now only an arid place full of crumbing
lands of the reign. ruins. The Fallen Kingdom is believed to be haunted. The
mariners sailing near its coast report seeing strange lights
at night and hearing the sound of spectral songs. For no
reason will a captain dock on these cursed shores.
23
The Book of Lore
The Fallen Kingdom is separated from the mainland by the Empire or Tricarnia. The navies of civilized states have often
Keronian Range, a very recent group of mountains created tried to wipe them off, but getting to their base has always
during the cataclysm. Crossing it to reach the Fallen King- been extremely dangerous and costly. The Fingers’ Islands
dom is very difficult, because its peaks are lofty and there are just a few days’ voyage from the Independent Cities,
are only a few passes. In addition, the area is still affected by the perfect place where to sell stolen goods and spend one’s
intense seismic activity, another good reason to stay away looted coins. They are also very close to the Fallen Kingdom
from them. of Keron, but the pirates avoid that haunted land.
Kiramas Folly. A hundred years ago, Kiramas, one of the The Cove. There are rumors of a hidden bay on the Fingers’
most powerful Priest Princes of Tricarnia, decided to ex- Islands which hosts a true piratical city, where crews find
plore the Fallen Kingdom. His intention was to find an- refuge and ships are repaired. This place is called The Cove.
cient relics of the Keronians and, if possible, to create a new The exact location of The Cove is kept secret. Only pirate
Tricarnian base in the south of the world. It was a great captains and the most trusted helmsmen know how to
expedition, with a large numbers of ships, slaves and beasts reach it avoiding the shallows. It is a secret for which many
but, once they entered the Fallen Kingdom, they disap- military authorities would be willing to pay a lot of gold.
peared. Scouts were sent to investigate but they too didn’t
come back. Any further attempt to locate Kiramas was sus-
pended and all that is now left of his expedition are the
hulls of his ships rotting on the shore. Gis, Free City of the Alchemists
There is a legend saying that the day Fabron, the Iron
Priest of Faberterra, discovered iron, on the shores of the
Drowned King Sea a wandering warlock built the first hut
Fingers’ Islands of what, centuries later, would become Gis, the Free City
The Fingers of the Dead Ones, or simply Fingers’ Islands, of the Alchemists. The initiators of the Alchemists were
are a group of islands north of the Fallen Kingdom of a group of foreign mages, probably from Lhoban. Today,
Keron. They were once part of the Keronian Empire, but life in Gis revolves around the business of the supernatural.
the Dread Star disaster separated them from the mainland. Cairnlord relic sellers have their stalls next to those of the
The islands, surrounded by treacherous shallows, are dotted Caldeian Lotus masters, and Valk prophets of the steppes
with ancient Keronian ruins engulfed by the jungle. They offer their visions side by side with ebony-skinned dancer
owe their name to the common practice on Tricarnian gal- witches, worshippers of Etu. There is only one law in Gis:
leys to cut off the pinkie of lazy oarsmen, and “fingers” is all magic is possible, as long as it doesn’t harm anyone and
usually the nickname given to mutineers. isn’t detrimental to the business, of course.
The Fingers’ Islands are indeed a base for pirates, who from Of the many forms of magic practiced in the city, the most
here launch attacks on merchant ships and raid the Iron common is alchemy. The Alchemists, also named Master
Alchemists, are the rul-
ers of Gis. Their skills
are far more powerful
than the knowledge of
Lotus mastered by Lo-
tus masters. They can
produce fire that burns
on the water and cannot
be extinguished, magic
oils that make a barren
land fertile again, and
many other wonderful
things. But their services
are very costly and only
kings and nobles can af-
ford them.
24
Gazetteer:The Dread SeaDominions Today
public. They always wear long robes, special metal masks raid enemy cities. The hierarchy in the mercenary militia
and gauntlets that bestow them great powers. The Mas- is usually very mobile and a skilled swordsman can start
ter Alchemists have always been twelve and their number the day as watchman of the local latrines and go to bed as
cannot change, because only twelve metal masks exist. The Captain of the King’s Guard. But remember: life is always
rules for succession aren’t very clear. Some say that, when an dangerous in the Independent Cities and, no matter how
old master alchemist dies, the other eleven choose a succes- high a man climbs, he can suddenly fall equally low.
sor from among his apprentices. He will take the mask and
continue to rule the mansion laboratory. Yet, others believe
that the Master Alchemists are immortal.
Islands of the Maimed Ones
Gis is a place of wonders, but it is also full of supernatural This archipelago in the centre of the Dread Sea is usually
dangers. avoided by all mariners. The ground here is red as dried
blood and the waters are hotter than in the rest of the
The Battlefield of Greenmelt. Gis was born as a free city Dread Sea. The islands are covered in a thick jungle, as lush
and no foreign power, not even the Iron Empire, has even as that of the Pygmies’ lands, home to strange beasts un-
tried to subdue it. None except the Valk. After Dhaar’s known in the rest of the Dominions and to weird muta-
death, rumors claimed that the mighty warlord had been tions of common animals. Some very primitive barbarians
killed by the Alchemists’ magic. A great number of Valk live here. They are hideous to look upon — their bodies
clans gathered outside the City of the Alchemists, ready to full of disgusting mutations and their minds twisted and
destroy it to avenge their lord. deranged. There is no reason to willingly visit this accursed
place, except to capture some savage beasts, which fetch a
But that very night a strange, greenish fog spilled from the handsome price if suitable for the games in the arena.
mouths of the metal statues along the walls of Gis. The fog
silently sneaked into the Valk’s camp and everyone envel- Fragments of the Dread Star. The sages say that the Is-
oped by it died in a horrible way, his flesh melted, as if burnt lands of the Maimed Ones are a fragment of the original
by an incredibly powerful acid. At dawn, the Valk camp was Dread Star, and this is the cause of the strange mutations
a cemetery. But the fog never went away. Still today, dozens of its dwellers. Many centuries ago, wondering what type
of years later, there is a large area of green fog, called the of ore could be extracted from this otherworldly ground,
Greenmelt, where the half corroded shapes of the Valk en- a smith priest of Faberterra built a fort and a mine on one
campment can be seen. Nobody knows if the air is still poi- of the islands. The local barbarians were enraged and both
sonous, because nobody is foolish enough to venture there. the priest and his followers were butchered before a single
piece of ore could reach Faberterra. Today, the mine is still
there, abandoned.
Independent Cities
The first Independent Cities were founded by the Syran-
thians in an attempt to avoid the taxes imposed by Kyros Ivory Savannah
on the goods coming from the south of the world. They The Ivory Savannah is an endless land of rolling hills and
were far more successful that the Syranthians had expect- flat plains. It owes its name to a very common herb that
ed. Desert nomads, Ivory Tribes and, occasionally, Calde- takes on a particular gray color while drying in the autumn.
ian merchants started to visit them, selling goods from the The Savannah is a savage place inhabited by lions, gazelles,
south and buying products from Faberterra, Tricarnia and the striped horses named zebras, and even stranger beasts.
other northern reigns. In a few years the Independent Cit- Despite what strangers may think, the king of the savannah
ies increased in number and grew in size, going from small isn’t the powerful lion or the mighty elephant; it is the gnu,
trading posts to large cities. This happened also thanks to a particular type of buffalo.
the adventurers and other shady individuals who came here
from all over the Dominions, lured by the prospect of easy The gnu herds migrate north during the hot summers,
money to be made. reaching the grasslands bordering the Brown Sea, while
in the autumn they migrate south, following the Buffalo
In the end, distant Syranthia lost control over these fiercely River, to the borders of Caldeia.
independent cities.
The Savannah Tribes, who are mostly herders or hunters,
Today, a dozen Independent Cities exist, but the most follow the migrations of the herds that provide them with
important are Hillias, on the Dread Sea, and Teyerana, food. They are organized in clans, some of them small (four
on the shores of the Endless Ocean. The first is ruled by to ten members), others as numerous as five hundred strong.
a merchant league, similar to Syranthia’s, while the other The clans are led by local chiefs and are usually indepen-
is a monarchy, governed with an iron fist by Korr, a former dent, though it isn’t uncommon for several clans to team up
pirate from the Fingers’ Islands. The other cities are either for big hunting raids or on similar occasions. The Savannah
on the coast or in the Red Desert. They are not united and Tribes are constantly fighting the populations of the Ver-
often fight with one another — a state of things that Kyros, dant Belt and their relationships with Kyros are even colder.
Caldeia and Syranthia are very happy to support. In fact, the very fertile lands between the Sword River and
the Buffalo River are coveted both by the Kyrosian farmers
Mercenary Life. The Independent Cities are excellent and by the Savannah herders. The latter take their herds to
places for any individual who is able to wield the sword. feed on the Kyrosian crops, while the Kyrosians not only
The various city lords are always looking for good fighters fight the trespassers but also attack peaceful Savannah
to join the city patrol, protect caravans, and, occasionally Tribes to catch slaves. Caldeia does likewise in the south.
25
The Book of Lore
The White King. The Ngobi Tribe, one of the most power- will invade Kyros, raze his city and kill him. He constantly
ful of the savannah, has a tradition of taming and using the babbles about removing that threat somehow. In the mouth
buffaloes as battle mounts. These mighty beasts are feared of a common madman, these words would be of no interest.
even by the Kyrosian army. Through endless generations of But, spoken by the king of one of the strongest states in the
tribe wars and wise political treaties, the Ngobi have sub- world, they mean only one thing: impending doom on the
jugated or made alliances with all the major tribes of the horizon.
savannah, achieving a leading position. But it is only un-
der the rule of a charismatic leader, the White King, which
they have managed to bring all the clans together. Very few
strangers have seen the White King in person, and they say Land of the Idols
he is white and not ebony. Under the guide of their new The Land of the Idols is an area west of Lhoban, dotted
leader, the Ngobi have also built a new capital of the reign with ancient ruins of unknown origin. The remnants of pal-
somewhere in the heart of the Savannah. They call it the aces and roads abound, but the most common are the stone
City of Elephants, and rumors say it is a marvelous place. idols — columns shaped to resemble statues, from fifteen
Until now the White King hasn’t waged any war but both to fifty feet tall, representing humanoids, real and fantastic
Caldeia and Kyros are very worried about what the unified beasts and, in some cases, wholly alien creatures. Nobody,
tribes can do in the south of the world. not even the sages of Syranthia, knows who built these idols
and why.
The land is very spooky and animals don’t like it, except rats,
Kyros snakes, and bats. People generally avoid it, because there are
Kyros enjoys an excellent position in the center of the Do- stories of caravans that took a shortcut to Lhoban through
minions as a gateway between south and north, and east the Land of the Idols and never reached their destination.
and west. It is an ancient land with imposing palaces and
well tended gardens. In days of yore, before the Iron Em- The Stylites. The only inhabitants of the Land of the Idols
pire, Kyros was ruled by an Autarch, a monarch with abso- are the Stylites. “Stylus” is an ancient Syranthian word
lute power. meaning column and the Stylites are hermit monks, usually
from Lhoban, who spend their life meditating on the top
In that era, Kyros had the might of elephants which made of an idol column. The Stylites are very wise and sometimes
the Ivory Tribes of the Ivory Savannah tremble and kept can answer questions nobody else can, but their trance is
the ironclad Phalanxes of Faberterra at bay. often so deep that they even forget to eat and drink. The
reason behind their unusual meditation practices is un-
Sadly, those times are long gone and now very few war el- known and, if asked, the monks just say: “we are protecting
ephants survive in Kyros. the world”.
26
Gazetteer:The Dread SeaDominions Today
In addition, many valleys are isolated or still unexplored, so The Lush Jungle is the ancestral home of the Pygmies, a
nobody truly knows what lurks within them. primitive race of dwarfed men who withdrew to the shad-
ow of the mangroves shortly after the fall of the Dread Star.
Seekers of the Black Light. Several centuries ago, a new According to the Syranthian sages, they are the descendants
philosophy spread among the monks: true enlighten- of Keronian slaves, who came here to find their freedom.
ment cannot be achieved through spiritual purity, but only
through its opposite, perpetual evil. According to this be- Whatever the reason, they are very reclusive and possessive
lief, only in deepest chaos can the true adept find his real about their land. The Pygmies are deceitful, just like the spi-
self. This new sect of monks became the mortal enemy of ders they love so much. They let you go deep into their ter-
the traditional one, following the path of darkness and try- ritory and then they attack you with venomous blowguns,
ing to unleash the forces of evil onto the world. Naturally traps, and so on. Very few of those going on expeditions
the good monks rose against this abomination and a ter- into the Jungle make it back.
rible war was fought. In the end, the Order of Light, as the
monks following the true philosophy are called, triumphed, Why would a civilized man want to go to this wild land?
and the Seekers of the Black Light were defeated. But evil
is resilient and, like bad weeds, the evil monks survived and The reason is simple: greed. The bed of the Anaconda River,
regained strength. They are now a secret order, living in the main stream crossing the jungle, it is said, is littered
hidden monasteries, walking among the common people with gold, ready for the taking by those so bold to dive into
or, even worse, hiding among the good monks to spread it, despite its crocodiles and giant water snakes. The moun-
chaos, corruption, and disorder. Rumor has it that their evil tains are even more appealing, as they are full of precious
schemes are extremely far reaching and even involve far- ore.
away states.
These rumors have lured adventurers and desperate rogues
from all over the Dominions.
Lush Jungle There is also a city, Verazar, founded fifty years ago by a
The Lush Jungle is an enormous tropical forest that marks drunken prospector. It is a place full of diseases, whores, and
the southern border of the known world. Nobody has ex- the scum of the world. It is also the starting point for min-
plored it completely, because it is a very dangerous place. ing expeditions into the jungle. Actually, although a certain
Mortal diseases and beasts like snakes and spiders of any quantity of gold can be found, the expeditions aren’t worth
size and degree of venomousness are only some of the dan- the trouble. Even if someone was lucky enough to find a
gers lurking under its trees. huge amount of gold and come back to Verazar, avoiding
27
The Book of Lore
the dangers of the jungle, the cutthroats of the city would cious variety of Lotus that lives as tiny spores on the stone
rob and kill him in no time. petals of desert roses. It is also a dangerous place, inhabited
by deadly beasts. Besides scorpions and snakes of small to
But greed makes people optimistic and many are willing to giant size, there are Skull Jackals, very dangerous predators,
try their luck. and the dreaded Ulatisha, The Being That Digs in the Sand,
a semi-mythological monster.
Aurica and the Anaconda Springs. After a few shots of
cheap liquor in a tavern in Verazar, many adventurers will For what concerns its civilizations, the Red Desert hosts
start talking of a city entirely made of gold hidden deep in some Independent Cities and is home to nomads and tribes
the jungle. It is deserted, because its inhabitants died centu- of herders, the only people capable of surviving in this
ries ago, and it is waiting to be found by a lucky prospector! harsh land. They are divided in clans, usually recognized by
Those who have detailed information claim that Aurica — the color of their capes. Brown and green nomads are quite
that’s the city’s name — is located near the fabled springs peaceful, but the red-caped ones aren’t.
of the Anaconda River, which no one has ever found. Many
expeditions set off to find Aurica, but nobody every re- Red Nomads. These desert dwellers aren’t a friendly people,
turned. except when they expose the face, which happens very rare-
ly. Then, they are jovial and amicable. But, if their faces are
covered by the kballa, a sort of heavy veil, they are ready to
assault you, rob you of all your belongings, and leave you to
Northeim die of thirst in the desert, without remorse or good reason.
The lands of Northeim are full of deep valleys, wild rivers Some say that the Red Nomads descend from the survi-
and ancient forests. Northeim is mostly uninhabited, be- vors of the Fallen Kingdom of Keron, because they speak a
cause the Northalders live in isolated clans and don’t farm strange language and worship desert spirits called Djinns.
on a large scale. The Red Nomads sometimes trespass into the Ivory Savan-
nah and engage the Ivory Tribes in bloody battles.
The Northlanders aren’t the only dwellers of this immense
area. The Cairnlanders, the Nandals, and the few inhabit-
ants of Imperial outposts call this place home.
Syranthia
Northeim is a wild land: wolves, bears, mountain lions and Syranthia is a land of low, rolling hills and fertile plains. Ag-
many other creatures roam the land and only the strongest riculture is widespread and it produces mainly vegetables,
of men can endure life in this harsh place. It is also rich in fruit and grapes (Syranthia’s wine is famous throughout the
natural resources, such as wood and excellent stone, but also Dominions). This is why Faberterra conquered Syranthia
copper, iron and gold. Yet, the Northlanders are too uncivi- many years before the Empire.
lized to be skilled in the use of metals. They can barely work
them and have no idea about how to build a decent mine. Its two main cities are renowned for different reasons. Sy-
It is easier for them to buy or steal metal weapons and tools ranthia City, the capital of the reign, owes its fame to the
from the southerners, although some of them are slowly Library, the greatest collection of books, scrolls and tablets
learning the secrets of metalworking, that fascinates them. in the known world. Legions of scholars spend their lives
studying such wealth of knowledge and the city is a place
Mount of Fire. The Smoking Mountain, or Mount of Fire, of learning and trade.
is a big volcano in the heart of Northeim. Fifty years ago,
a group of Imperials came here and built a strange temple, Askerios, almost as old as Syranthia City, is the most im-
called the Monastery of the Hammer. The Northlanders portant economic center of the Empire and the biggest
attacked it, thinking they would find only weak priests de- port in the known world. Slaves from Ascaia, timber from
fending precious artifacts. But they were wrong. The tem- Northeim, and Water Lotus from the Brown Sea are only
ple was inhabited by a horde of metal-clad warriors, who some of the goods that can be found there.
slaughtered the barbarians. Now the Northlanders grudg-
ingly respect their neighbors and some friendly relations Syranthia is ruled by a council of merchant princes, who
are budding. The temple dwellers have revealed themselves managed to become independent from the Empire with-
as the true followers of Hulian, the Smith God, and are out any bloodshed. In truth, Syranthia still pays tribute to
teaching the Northlanders a lot of things, among them the Faberterra, but it is only a very small percentage of its huge
secret of forging iron! riches and certainly a worthwhile investment, if it helps
Faberterra in fighting the northern barbarians.
28
Gazetteer:The Dread SeaDominions Today
from the south, or even follow the unholy Tricarnian reli- cannot imitate. However, the center of all important de-
gion. The latter use the arts of mages and warlocks to gain cisions is the Prince’s palace, which includes all the most
an advantage over their competitors. Seemingly rich and important parts of the city. So, for example, the merchant
happy, Syranthia is actually home to much evil. houses are located in the courtyard of the palace, like the
temples and other major facilities. This is something that
Hero’s Journal: strangers must be aware of: entering a Tricarnian city means
entering the Prince’s palace. Everything in it belongs to
The Sea Guardian of Askerios him and is only temporarily used by the slaves and servants.
Askerios is famous for its massive Sea Guard-
ian, a fifty-yard tall bronze statue of a man The two major social classes are nobles and slaves, but a very
holding a torch. The statue is hollow and small group of middlemen exist. They are freed slaves or the
doubles up as a lighthouse: its torch is the light children of freed slaves and work as traders and specialized
that leads the ships to the haven of Askerios. artisans. They are called freemen and their freedom is by
There are various stories about the origin of no means guaranteed — they can easily be forced back to
the Sea Guardian. Some say it was built by slavery.
an ancient king of the city and represents a now forgotten
divinity, others say it is a gift from Hordan, fallen from the Tricarnia has faced quite a number of harsh wars on its land,
sky along with the Dread Star. A third theory claims that it is mainly against the Iron Empire and the Caleds, but also the
a Keronian relic, found while digging the city’s foundations. Northlanders have occasionally attacked its borders. This is
The Askeronians, however, usually believe either of the first why large parts of it are not inhabited and crumbling ruins
two theories. Whatever its origin, the Askeronians know that, dot the land.
as long as the Sea Guardian protects its port,
Askerios will be prosperous. Another strange Brokenchain Mountains. Not all the slaves are content
fact about the statue is that, after centuries of with their condition, but for many of them there is no other
being exposed to the elements, it is still intact, choice. The few who manage to escape from their cruel
with no trace of rust on its smooth surface. masters go north, crossing dangerous deserted areas, and
take refuge in the mountains, where free communities of
runaway slaves exist. Here life is hard for the former slaves,
Tricarnia but they do not mind because here they can be masters of
themselves. The Tricarnian Princes know of these com-
Tricarnia is a land of vast plains, crossed by a web of small munities but do not destroy them. The reason is simple:
rivers. The climate is mild and the crops abundant. As said free men are usually stronger and more intelligent than
before (see Tricarnians on page 15), Tricarnia is divided in the average slave and the mountains are a good source of
Principalities, each ruled by a Priest Prince, although the manpower. Every now and then, a Tricarnian Prince takes
day-to-day business is usually supervised by eunuch slave- his army and goes hunting for men in the Brokenchain
bureaucrats.
Tricarnians have
greatly developed their
farming techniques.
In the last few centu-
ries, they have used the
many rivers of their
land to create a great
network of irrigation
canals for their main
food production: rice
fields.
29
The Book of Lore
Mountains. This is both business and pleasure, because few Valkheim is a land of grassy plains and rocky hills. It is
things excite the Tricarnian nobles more than hunting men. largely uninhabited, except for some villages of fisher-
But lately something has changed. The runaway slaves of men and farmers on the shores of the Drowned King Sea.
the Mountains don’t simply flee, they fight. Someone has This population is a mix of Cairnlanders and more civi-
taught them how to defend themselves and, even worse, lized men from Zandor and, generally, they are pacific and
has given them weapons. The army of last Priest Prince who quite superstitious. Shortly after coming to Valkheim, the
went to the Mountains to hunt for slaves was butchered Valk warriors, full of rage over the death of their leader,
and the Prince himself barely managed to escape. This out- razed these villagers and butchered their inhabitants. Af-
rageous behavior cannot be tolerated and will be harshly ter a while, Tukal, who wasn’t a fool, understood that these
punished. people could be used as slaves by the Valk, so he spared the
lives of the survivors. The Valk call them “the Cows”, since
they aren’t able to fight.
Trolls Mountains The Cows are fairly good craftsmen and can build boats,
The Troll Mountains mark the northern border of the which the Valk are not familiar with. Tukal’s idea was to
world. What lies beyond these tall, snowcapped peaks is a create a fleet of ships to transport his men and horses to the
mystery even to the sages of Syranthia. What lurks among Borderlands and invade Faberterra, the heart of the Em-
the mountains, instead, is well-known: Trolls — big furry pire. But this was a short-lived dream: the boats were too
creatures, with a really bad attitude and a taste for human primitive, had room for no more than a dozen horses each,
flesh. Many other incredible beasts live in the Trolls Moun- and could not sail too far from the coast.
tain, such as giant bears, elks, and vicious snow vipers.
So the plan was abandoned, but the Cows were allowed
When the winter is harsh and hunger torments their bel- to live in independent communities and pay tribute to the
lies, the trolls leave the mountains and go hunting for men Valk lords. Today, the Valk live in the eastern part of the
in Northeim and the Cairnlands. country, leading their traditional, nomadic life, while the
Cows continue to live on the coast. The Cows are quite
There are two species of trolls. The great trolls, or true trolls, content with the situation: the Valk are harsh masters but
are five-yard tall hulking brutes with razor sharp claws protect them from the Cairnlanders, who periodically raid
and they require dozens of fearless warriors to be stopped. their lands.
Luckily, they are barely smarter than animals and clever
tactics, complemented by a lot of luck, are enough to deal The Valk threat is still looming. Rogal, son of Tukal and
with them. current leader of the Valk, is using Valkheim to gather men
whom he summons from friendly clans out of the deep
The small trolls instead, also named Nandals, are a race of steppe. When he has a big enough army, he plans to invade
primitive cavemen. The shape of their throat makes them the Dread Sea Dominions again to finish the work of his
unable to speak; they can only emit low sounds and grunts, grandfather.
so they are named Nandals, which in the Northeim lan-
guage means ‘mute’. Despite being smaller than true trolls, Dhaar’s Tomb. On a hill, deep in the steppe, the Valk made
the Nandals are more vicious, because they are gifted with the Cows build a massive stone construction. It is the tomb
brutish force and a certain degree of intelligence. They usu- of Dhaar, the greatest ruler of the Valk. His body lies with-
ally hunt men for food or kidnap women to mate with in, perpetually tended by a special group of Valkyries. For
them. unknown reasons, the corpse is still intact, as if the mighty
warrior were asleep and not dead. The Valkyries believe that
The Nandals are less geographically stable than great trolls. the spirit of Sha Mekri dwells in Dhaar’s body and that,
When they migrate, entire clans come down from the sooner or later, he will wake up to lead the Valk horde once
north, sometimes as far as the entire Borderlands or in the more.
Iron Mountains. A Nandal invasion is always a major threat
to a civilized race, because the cavemen don’t parley and
don’t give quarters. They simply kill, pillage, and rape.
Valk Steppe
Ancestors of Men. It is said that the Nandals were once This land is only the first, little chunk of the Far East, where
common white men, who had the misfortune of being ex- whole hordes of Valk clans and other strange populations
posed to massive amounts of the dusts from the Dread Star, live. Very little is known about them.
which mutated them into the aggressive creatures they are
today. Some Northeim warriors who ventured into the Troll
Mountains to hunt or simply to show their courage claim
to have seen ancient paintings representing white men in Verdant Belt
the caves inhabited by the Nandals. The area of the Verdant Belt could be a true paradise on
earth. It is a fertile land, where farming is easy and the cli-
mate mild.
Valkheim But it is surrounded by vultures.
Valkheim is the new home of the Valk. The clans faithful to
Tukal, first son of Dhaar, followed him here and established It is threatened from the north by the Savannah Tribes,
a new Valk reign. who often trespass into the Belt with their herds. To the
south there are the dark Lush Jungles, from where the Pyg-
30
Gazetteer:The Dread SeaDominions Today
mies and other dark things occasionally come looking for the nearby territories. The Valk, instead, wander the region
prey. But the greatest evil comes from east in the shape of freely, following their nomadic customs.
Caldeian slave traders, who travel down the Slave Route
ending in Heavensdoor, in Lhoban. They smile a lot, and In truth, nobody is capable of ruling over Zandor.
bring drugs and precious metal weapons, but in exchange
they want a huge amount of slaves. Jalizar, City of Thieves. The city Jalizar was the best at
withstanding the Valk invasion. Its mighty walls stopped
The Verdant Belt is inhabited by farmers of the Ivory Tribes. the nomads, but its citizens suffered greatly. Famine, theft
They mainly grow bananas, the basis of their diet, and live and all types of crimes were common during the three-year
in fortified villages. They use a particular farming technique siege.
called “fire and plant”: they burn large parts of the rainforest
and then cultivate the deforested area for four-five years. Af- Today the situation isn’t much better. The city has undoubt-
ter this period, the soil is depleted, so the area is abandoned edly recovered some of its order and still is the major trad-
and a new village is founded somewhere else. ing center of the northeast. Heavily guarded caravans arrive
from and depart for Faberterra and Ekul weekly, while mas-
The Verdant Belt tribes are fiercely independent, but in the sive ships transport their cargo across the Drowned King
last few years some of them have been subjugated by the Sea. But the wealth isn’t evenly distributed: the immensely
White King of the Ivory Savannah. They pay tribute in ex- rich merchants control all the revenues from trade, while
change for the King’s protection and are starting to trade the masses starve. Even the King of Jalizar, nicknamed the
vegetables for cattle, a business that is mutually profitable. Ragamuffin King, is forced to beg the merchants for gold to
Obviously, Caldeia doesn’t look kindly on the new peace preserve a semblance of order in the city.
spreading across the Belt and, wherever possible, it tries to
bring war to the area. Besides the merchants, the major force in the city is the
thieves. At least three major guilds of criminals exist, and
Flesh Eaters. There is a legend among the Belt Tribes they exert strong control over the territory. Even the mer-
about a cursed race of Jaguar Men, who live in the thick of chant houses are forced to do business with them. Life in
the Lush Jungles and leave only to hunt the Ivory Tribes. Jalizar is corrupt and almost everything, love and faith in-
There is no evidence of their existence, but lately entire vil- cluded, is for sale. But it is also a place of great opportuni-
lages along the border have been found empty of their in- ties for those with a sharp mind and a quick sword.
habitants. Is the legend true or is something even darker
stretching its fingers over the Belt?
Zandor
Zandor is the rotten remnant of what was once the flower
of the eastern Iron Empire. Before the Valk Invasion, Jali-
zar, its capital, was the biggest city in the world, rivaling
Faberterra in beauty and riches. During the Empire, the
Governor of Jalizar had a power greater than that of most
kings.
31
Heroic Concepts
The world of Beasts and Barbarians is full of interesting
characters, but you might be a little overwhelmed or simply
out of ideas, so here is a list of character types you can use
or tweak to create your outstanding hero.
Mercenary. Some fight for an ideal and some for self de- Sage. Although the world is in the hands of warriors, bar-
fense, but a mercenary fights only for loot and money. Usu- barians and other men of the sword, there are some who ac-
ally, but not always, he is a skilled warrior. A big mouth tively seek, protect, and preserve knowledge, in all its forms.
and impressive appearance might be the only weapons a These individuals are Sages. They might be archivists at the
mercenary possesses and it is difficult to understand before Library of Syranthia or enlightened aristocrats with a pas-
the battle if the man you hired is a real fighter or just a sion for books. Whatever their origin, knowledge is what
windbag. But remember, regardless of his skill, a mercenary they seek and protect.
is first and foremost loyal to his purse.
Sailor. A wanderer of the seas, a sailor feels more at his ease
Monk. Monks are people in search of enlightenment and on the deck of a ship than on solid ground. He has seen a
self perfection. Through meditation and contemplation lot of places and kissed women of very different complex-
they learn how to perform amazing feats impossible for the ions, and he wants more of both. He isn’t against a little
common man. Some of them can endure thirst and hun- piracy if it keeps his purse fat, but mainly he is a traveler
ger for months, while others can kill a man and an adventurer.
with a single bare-handed blow. The most
famous monks come from faraway
Lhoban, but several other monastic
groups exist, like the Stylites of the
Land of Idols. Some of them are
pacifists, philosophers, sages, and
men of knowledge, while others,
usually martial artists of great prow-
ess, actively fight the evil of the world.
34
Heroic Concepts
Slave. Sadly, slavery is very common, so it is no surprise if a van guard or whatever you want, but his main feature is his
hero is born in chains or made a slave. Slaves come from all ability in the art of war.
social classes, and a slave, or an ex-slave, can be a very moti-
vated character and have a very wide array of skills. He can
be a lowly servant, but also a warrior slave of the Tricarnian Tweaking and Mixing Concepts
army, or a sage or a scribe kept alive for his unusual abilities. Characters, like real people, have a past and
Remember, anyone can fall into slavery. are the result of their past experiences. This is
particularly true for sword and sorcery heroes.
Sorcerer. Magic is a dangerous business that requires con-
So you can create a more vivid hero by mix-
stant application and a strong mind. The very soul of the
ing and tweaking the concepts. For example,
practitioner is involved in the dark rituals necessary to bind
by merging together a Monk and a Bandit,
the arcane forces to the caster’s will. So mages of all types
you can create a hero that, grown up as a monk in faraway
must be aware of the risks they run when they whisper their
Lhoban, has become corrupted by vice while traveling in the
forgotten spells. A sorcerer is a generic term for all those
western countries and turned to bandit life to satisfy his new
wizards, warlocks and petty practitioners involved in magic.
needs. He could be trying to regain his former purity or fully
Although many of them are only charlatans, the few in-
enjoy his current state.
dividuals truly gifted with magical powers are among the
most powerful, and most dangerous, individuals of all the Whatever his choice, this hero can make for an interesting
Dominions. character.
Thief. Wherever there is wealth, there is someone ready to Similarly, you can combine a Barbarian and a Slave. Your
snatch it. A thief is an expert in stealing property, and no hero is a former Ivory Tribe barbarian who was
safe, wall, or guard can stop him. She can be a member of captured by Caldeian slave hunters and sold as
a powerful thieves’ guild, like those of Jalizar, or a freelance, a slave in Tricarnia. When the adventure starts,
but her skills are not in question when it comes to stealth he has just managed to free himself and is trying
and break-ins. to return south to his land…
When you grasp the technique, it is easy to create
Warrior. The sword rules the world in this troubled age. interesting characters in no time.
This individual can be a clan warrior from the savage north,
a slave fighter of Tricarnia, an elegant cataphracts knight of
Syranthia, a member of the Iron Phalanxes, a simple cara-
35
Character Driving
This skill is used to drive chariots, carts, and other similar
vehicles.
Creation Stealth
The creation of a playing character for Beasts and Barbarians Beside its other uses, Stealth is used to deliver venom while
follows the standard Savage Worlds rules. All the playable going unnoticed. Pouring poison into a tankard while no
races are humans, so the heroes begin with a free Edge. one is looking, for example at a feast or in a crowded tavern,
requires a Stealth roll. In case of failure, someone notices
Normally, Beasts and Barbarians heroes are more experi- the attempt. In a one-to-one situation (like two people
enced than standard fantasy adventurers and start the game drinking together) or when someone is explicitly paying at-
at Seasoned Rank (20 Experience Points). tention, delivering poison requires an opposed roll between
the poisoners’s Stealth and the observer’s Notice.
Skills
The following skills are modified or extended to fit the set-
ting.
New Hindrances
Some new Hindrances are available in this setting.
Knowledge
The following are the most useful areas of knowledge Skills Carouser (Minor)
in this setting. The hero usually puts himself in danger while relaxing and
feasting. Whenever he decides to draw a card for the After
Arcana. It covers the vast field of magic, the occult and the the Adventure Events, he draws two cards and the Game
supernatural. Master chooses which of the two is to be considered (usu-
ally the worst).
Battle. Useful for mass combats.
36
Forbidden Edges
Forbidden Edges
These Edges aren’t used in this setting: MacGyver, Mental-
ist, Mr. Fix It, and Wizard.
New Edges
Modified Edges Background Edges
Ace
This Edge is slightly modified to work on chariots (Driv- Brute
ing), ships (Boating) and mounts (Riding). Each of these Requirements: Novice, Strength d6+, Vigor d6+
“vehicles” requires a related Edge (to be taken only once).
Said Edges are: Charioteer (Driving), Quartermaster This Edge represents the bad side of barbarism (while Sav-
(Boating), or Born in the Saddle (Riding). age represents its good side). This hero has the strong, feral
attributes of a beast and looks with open disdain at the dec-
A hero with one of these Edges adds +2 to Driving, Boat- adence of civilization. His philosophy is simple and clear:
ing or Riding rolls. In addition, he may also spend Bennies the strong survive, the weak succumb.
on soak rolls for any vehicle, vessel or mount he controls.
This is a Driving, Boating or Riding roll at –2 (canceling In combat, he unleashes his primitive nature; this causes
the usual +2). Each success and raise soaks a wound and any all melee attacks to be made at an additional +1 to damage
critical hit that would have resulted from it. rolls.
37
CharacterCreation
Former Gladiator
Requirements: Novice, Agility d6+, Fighting d8+, Intimi-
Combat Edges
dation d6+
Armor Use
The hero is a veteran of the sun scorched arenas of the Requirements: Wild Card, Novice, Fighting d6+, Vigor
Dread Sea Dominion – he doesn`t know the meaning of d8+
the words “fair fight”, but he knows how to scare opponent’s
to death. If he succeeds in an Intimidation test against an This hero is very skilled in using armor to absorb the impact
adjaced opponent, he receives a free Fighting attack. This of blows. Before rolling to soak a wound, he can activate
attack does not incur a Multiaction penalty. this Edge. In this case, the current Armor value is added to
the Soak roll. To keep the game fast, furious and fun, the
torso armor value is always considered, regardless of called
Ghoulblood shots targeting specific body parts of the character.
Requirements: Vigor d6+, Must be a Cairnlander
This rough treatment ruins the armor and it loses one Ar-
During long and moonless nights, Ancestors sometimes mor point after each use of this Edge, but a warrior consid-
visit the beds of young Cairnlander women. Children born ers it a good bargain, if it helps him stay alive!
of these strange unions have grayish complexion and are
not totally human. They have +2 to any rolls against undead Damaged armor can be fixed with a Repair roll. Each roll
magic powers and undead creatures don’t generally threaten requires 1d4 hours and returns a single Armor point, two
them, unless attacked. In gaming terms, a Ghoulblood hero with a raise.
can make a Reaction roll when meeting an undead. With
a Neutral or better result he isn’t attacked. In addition, a Armor dropped to zero Armor Bonus becomes useless junk
Ghoulblood hero tends to heal very fast. He is allowed a and cannot be repaired.
Natural Healing roll every two days0.
38
Combat Edges
39
CharacterCreation
Binding Ritual The owner of the Vessel gains a special Bennie that can
Requirements: Heroic, Knowledge (Arcana) d10+, Sorcery be used only against creatures with the Undead or Demon
d10+, Smarts d10+ Monstrous Ability. This Bennie is conserved between ses-
sions, until it is spent. Once the Bennie is spent, the trapped
Through long incantations, a sorcerer with this Edge can demon’s energy is used and the vessel loses all its supernatu-
make the effect of a spell of his choice permanent. He must ral powers.
choose a spell that can be maintained, like summon ally, ar-
mor or Boost trait, and then perform a Sorcery (–4) roll to A Demon Hunter can bind a single imprisoned soul at any
successfully cast and bind the spell. He pays twice the basic given time, plus one every two Ranks above Seasoned (so,
cost of the spell. Casting such a spell is a very long proce- two souls at the Heroic Rank).
dure, requiring one hour per Power Point of the spell. Also,
if the caster is interrupted, he must start from scratch.
Impressive Aura
The bound spell is considered permanent until the caster Requirements: Seasoned, Sorcery d6+, Spirit d6+
dies or decides to drop it. It isn’t dropped when the caster
loses concentration, falls unconscious or sleeps. As long as Sorcery is widely feared in the Dread Sea Dominions and
the Ritual of Binding is active, the caster doesn’t recover the the simple threat of evoking the dark forces is often enough
Power Points used to cast the spell. A sorcerer can have only to make a strong warrior tremble.
one actively bound spell at any given time.
40
Professional Edges
A character with this Edge can let her magical powers An Amazon has +1 Parry and, whenever an opponent at-
emerge for a brief moment, in order to scare an enemy. For tacking her rolls 1 on the Fighting die, regardless of the
example, her eyes might glow or she might cast a curse in Wild Die, she is entitled an immediate free Fighting attack
the name of old, forbidden gods. The character is encour- against him. The additional attack can only be used once
aged to describe how her magic nature surfaces and how per round.
she uses it to scare others.
These advantages only work against male opponents and
In gaming terms, whenever she wants, she can use Sorcery this Edge can only be taken by women.
instead of Intimidation but, if a 1 is rolled on the skill die,
regardless of the Wild Die, the action costs 1 Power Point. The GM has the final judgment on when this Edge applies.
Note that the skill substitution only refers to actual rolls, it For example, it can work against a giant ape but not against
doesn’t affect Edge requirements. So, if an Edge requires a man-shaped living statue, because the statue isn’t a real
Intimidation d6+, the character must have that Intimida- “male” and doesn’t consider women as being weaker.
tion skill level in order to take the new Edge.
Dancing Witch/Warlock
Improved Impressive Aura Requirements: Novice, Agility d8+, Arcane Background
Requirements: Heroic, Impressive Aura, Sorcery d8+, (Sorcery), Vigor d6+, must be of Ivory Tribes origin
Spirit d8+
Rhythm runs in the veins of the ebony skinned people from
The curses of the sorcerer and the sheer force of her ma- the south of the Dominions. A dancing witch (or warlock)
levolence are now strong enough to affect the world and is capable of fueling her magic with the rapture of her savage
to actually harm enemies. When winning an Intimidation- dance. In gaming terms, instead of paying the Power Point
based Test of Will with a raise, the Shaken result inflicted cost of maintaining a spell, she can dance. In this case, danc-
is considered as actual damage (so two Shaken results cause ing counts as an action (causing a multiaction penalty to
a Wound). The use of this Edge always costs a Power Point, every other action performed in the meantime) and adds the
but only if she manages to win the opposed roll with a raise “the caster must dance” trapping to the Power. A Dancing
(or rolls 1 on the Sorcery die, as per the Impressive Aura Witch can only dance to maintain a single Power at a given
Edge). time. The dance can last indefinitely but it is usually very
tiring, so a Dancing Witch must make a Vigor roll when
she stops dancing and for every hour of continuous dancing.
Lotus Reserve In case of failure, she suffers a level of Fatigue. When she
Requirements: Seasoned, Knowledge (Arcana) d6+, Lo- becomes Exhausted, the spell is obviously broken.
tusmastery d8+, Smarts d8+
Once per session, a Lotus master can spend a Bennie and Lowlife
declare that he has “just the right potion” for the situation. Requirements: Novice, Smarts d4+, Streetwise d6+, Stealth
In gaming terms, it means he can create a Lotus concoction d4+, Persuasion d4+
as a free action and ignoring the normal preparation time.
In story terms, he has prepared the potion before and he This character is a professional criminal. He can be a thief,
only has to take it out of his bag. a beggar, a smuggler, an assassin or whatever other type of
criminal. He always knows where to find the right people,
He performs the arcane roll when activating the Edge and, information, or pieces of equipment in the shady world of
if the Power doesn’t work or he fumbles, the effects are ap- crime. He gains +2 to Streetwise and Persuasion rolls in
plied immediately (the potion seemed good when prepared, a criminal environment. In addition, he can look for two
but it turns out to be faulty or dangerous when used). The additional Rare Items instead of one between sessions (see
hero spends no Power Points for the potion and the Power Gear section).
only has the basic duration. This Edge cannot be combined
with the Chemical Tradition Edge.
Monk
Requirements: Novice, Enlightment d8+, Spirit d8+
Professional Edges Monks are men of faith and humble followers of the Path
of Enlightenment. They take vows of poverty, so a character
taking this Edge automatically acquires the Poverty Hin-
Amazon drance. Monks are usually respected, gaining +1 to Persua-
Requirements: Novice, Fighting d6+, Notice d6+, Strength sion rolls.
d6+, Must be female
Monks can embrace either the contemplative philosophy or
A woman is usually physically weaker than a man and this the militant philosophy. A character taking this Edge must
is why she is underestimated by men in close combat. This is choose a philosophy and cannot change it later.
the first lesson an Amazon learns, and the most important
one: be opportunistic and turn your apparent weakness into Contemplative. To these monks violence is the last resort
strength, using all the opportunities your opponent gives. of the incompetents and they shun it in all its forms. They
automatically receive the Pacifism (Major) Hindrance. If
duly followed, their beliefs give them strong and pure souls.
41
CharacterCreation
Contemplative monks gain +2 to the Dispel and Banish So, a Seasoned hero with Smarts d8 has 4+2=6 Power
Powers. Their deep wisdom also allows them to use Spirit Points, which can only be used for the poison Power.
instead of Smarts for Common Knowledge rolls and Spirit
instead of Vigor for Soak rolls.
Sage
Militant. A militant monk works exactly as an Adept Edge Requirements: Novice, Scholar, Investigation d8+, Smarts
from Savage Worlds, but it works with Monk weapons and d8+, must be literate
unarmed.
This hero spent years studying in the Great Library of Sy-
ranthia or another great center of learning, where he read a
Priest/Philosopher lot of books and became acquainted with various fields of
Requirements: Novice, Knowledge (Religion) d8+, Smarts knowledge, including very obscure ones.
d6+, Spirit d6+
When fighting a creature, he can make a Common Knowl-
Priests are ministers of the gods. They are very different, edge roll to remember one of her Special Abilities.
depending on the divinities they worship. A wicked priest-
ess of Hordan, for example, has nothing in common with In addition, once per session, the player can invent a use-
a pious follower of the Divine Couple or a militant Iron ful piece of knowledge, remembered from her studies, that
Priest of Hulian. helps her or the group in the current situation. This knowl-
edge cannot contradict the consolidated background.
A character must choose a specific deity when taking this
Edge. The deity can be one of the major gods described in If the piece of information is accepted by the Game Master
the Book of Lore or a minor one invented by the player. In and doesn’t disrupt the plot, it grants a bonus of +4 to a
the latter case, the player must provide the Game Master single roll or automatically solves a specific problem (GM’s
with a brief description of the cult, but this is only back- decision). Particularly good ideas should be rewarded with
ground information, as the type of god doesn’t affect the a Bennie too.
Edge’s mechanics.
Example 1. Clamides of Askerios, a Sage woman, is in the thick
A follower of the Path of Enlightenment can also take this of the jungle with her close friend, Shangor the Barbarian.
Edge. He doesn’t worship a specific deity but is a sincere Shangor is Incapacitated, due to various wounds suffered while
disciple of the ancient doctrine. He is called a Philosopher fighting a giant snake. Clamides has a meager Healing d4 skill
and his Edge works in the same way. and no adequate equipment, so she fears she won’t be able to
patch up her friend up.
Whatever faith they follow, priests share some similarities.
They are well versed in theology, so they have +2 to Knowl- This is the time to remember some useful knowledge. Martha,
edge (Religion) rolls and, as they are respected figures, they who plays as Clamides, states that her heroine has spotted a
have +1 to Persuasion rolls. patch of violet mushrooms, that, as she remembers from her past
studies, are perfect for healing wounds. The Game Master ac-
As said before, the gods don’t grant their worshippers su- cepts the statement, and Clamides receives +4 to a single Heal-
pernatural abilities. To possess such abilities, they must take ing roll.
the dangerous path of sorcery. Yet, prayer itself might prove
useful. Maybe the gods really exist and sometimes hear the Example 2. Clamides and Shangor are travelling in the south-
pleas of their followers or, even if they don’t exist, the act of ern deserts, when some hostile Red Nomads appear on the ho-
praying brings consolation and inspiration to the mortals. rizon. There are a dozen of them; surely too many even for the
mighty barbarian. So it is time to make another statement.
As a free action, a Priest can pray his god for help. This re- Martha declares that Clamides knows that Red Nomads con-
quires a Spirit roll. In case of success, he is rewarded with a sider blind men holy figures. So the learned woman quickly tells
Bennie. This can be done as many times as the caster wants, Shangor to tear a piece of his loincloth and cover his eyes with it,
but every attempt after the first, in the same session, suffers pretending to be blind. The Game Master deems the stratagem
a cumulative –4. If a 1 is rolled on the Spirit die, regardless worthy of resolving the situation, avoiding a dangerous fight
of the Wild Die, the gods are annoyed by the prayers: the that isn’t fundamental for the plot. The nomads approach the
character immediately loses a Bennie and cannot use this heroes and, spotting an apparently blind man, leave an offering
Edge again during the current session. Also, the gods don’t of water and food, before departing quickly. Martha receives a
forget: if the hero has no Bennie left and owes the gods one, Bennie too.
he starts the next session with one Bennie less.
Trained Thrower
Poisoner Requirements: Novice, Agility d6+, Shooting or Throwing
Requirements: Novice, Healing d6+, Smarts d6+, Stealth d8+, Vigor d6+
d6+, Streetwise d6+
Crossbows aren’t a common weapon in the Dread Sea Do-
This character isn’t a real Lotustmaster but he studied al- minions, so the standard ranged troops are bowmen, sling-
chemy enough to be able to make poisons. He can use the ers, and javelin throwers. The effective use of these weap-
poison Power with Smarts as arcane skill, and has a number ons requires long and intensive training and can be usually
of Power Points equal to half his Smarts die plus 1/Rank. learnt only by professional militaries.
42
Weird Edges
If the Helper rolls 1 on the Notice roll, she gives bad advice
or simply her clever remarks unnerve the friend, who has
–2 to his next action.
43
The Lotus cannot be used in its pure form: it is toxic and,
Arcane Skill: Lotusmastery (Smarts) Touch needs a Touch Attack (+2 to the Fighting roll).
Starting Power Points: 10 Despite being more difficult to accomplish, ingestion or in-
jection are more potent, especially for offensive Powers. The
Starting Powers: 3 skill roll receives a +2, but only on opposed rolls.
Available Powers: barrier, blast, blind, boost/lower trait, The exact mode of administration is decided by the Lotus
burst, confusion, detect/conceal arcana, dispel, entangle, envi- master upon creating the concoction.
ronmental protection, fear, healing, invisibility, light, obscure,
poison (N), puppet, slow, slumber, smite, succor, stun, warrior Powers with range brackets mean that the Lotus must be
gift, zombie. put into a vial to be thrown at the target. It is done with a
Throwing roll and the ranges are reduced to 3/6/12. Alter-
Lotus masters are skilled men who spend their life studying natively, a concentrated quantity of Lotus can be delivered
the incredible effects of Lotus, the strange plant appeared with a blowgun dart (a Shooting roll using the blowgun
in the Dominions after the fall of the Dread Star. Many ranges: 5/10/20).
Lotus varieties exist: Gray, Red, Green and so on. The color
usually identifies a particular type, but different parts of the Duration: Extra Points can be spent as usual to increase
plant (flower, root, pollen and so on) are used in potions to duration.
achieve different effects, allowing a virtually endless num-
ber of combinations. Laboratory: A Lotus master with access to a good labora-
tory, something bigger and better stocked than his basic
45
Magic
Backlash: A Lotus master rolling 1 on the skill die dur- Starting Power Points: 10
ing the creation of his concoction inhales dangerous fumes
or poisons himself in some way. He suffers an automatic Starting Powers: 2
Wound.
Available Powers: armor, barrier, beast friend, blast, boost/
Hero’s Journal: lower trait, bolt, confusion, darksight, deflection, disguise, drain
power points, draining touch(N), detect/conceal arcana, divi-
Lotus Concoctions nation, entangle, fear, havoc, intangibility, invisibility, obscure,
The Pharmacologia Segreta, the traditional puppet, slumber, smite, speak language, stun, summon ally.
book of Lotus recipes studied by every Lotus
master, states the names of concoctions accord- Sorcery is a very dangerous type of magic. The sorcerer,
ing to the standard convention: “Color Lotus of through arcane invocations and unholy rites, asks the in-
Something”, e.g. Orange Lotus of the Phoenix, tervention of forgotten divinities and powers that man
Violet Lotus of the Wailing Widow, and so on. isn’t meant to know. These entities are usually generous to-
This is the common way to define Lotus potions, ward the sorcerer, but they are also very demanding. Many
but several outstanding Lotus masters deliberately give non- of those who meddle with dark magic end up with their
standard names to their elixirs to leave their mark. So there minds destroyed and their souls eaten by creatures of un-
might be potions called Giscamon’s Vendetta or Food for the imaginable horror.
Orphans.
Savage Worlds’ use of trapping lets you create a virtually lim- Evil entities are always eager for nourishment, so a sorcerer
itless number of Lotus potions. Here are some examples but can decide to willingly give them a little of his living energy
the players and Game Masters can obviously create their own. in exchange for extra power. This is done by self inflicting a
Wound to gain 2 Power Points or +1 to a Sorcery roll. These
Mode of Delivery. Ingestion, injection, and touch are the wounds represent energy sacrificed to dark powers, cannot
most common ways. See the Lotusmastery description for be Soaked and can only be healed naturally. The penalty
further details. caused by these wounds applies after the Sorcery roll they
Inhalation. An inhaled power must be breathed in. It affects are inflicted for.
all targets in a Small Burst Template. Holding your breath is
usually enough to avoid it, so opposed rolls to resist it have +1. Sorcerers also have access to the Soul Drain Edge, with
lower requirements than usual.
Venom based. Venom based concoctions are very subtle, but
don’t affect non-living targets. For example a venom based Backlash: A sorcerer who rolls 1 on the Sorcery roll has
Blast can’t be used to destroy door. somehow displeased the evil entities he works with to gain
Explosive. A Lotus concoction can be explosive, dealing +1 his powers. He must roll on the Sorcery Critical Failures
damage or acquiring the Heavy Weapon Special Ability. Table to discover what happens to him.
However, it is quite dangerous to handle. If a roll is required
to deliver it (for example a Throwing roll for a vial) and a 1 is
rolled on the skill die, regardless of the Wild Die, the concoc- Sorcery Critical Failures Table (d20)
tion explodes before use causing damage to the user. 1 Evil Twist. The character’s body is permanently twisted.
His nails become long and claw-like, his teeth elongated
Examples of Lotusmastery Trappings Use and sharp, or whatever the Game Master decides. He
Smite (Yellow Lotus of the Demons). When poured onto a permanently loses 1 Charisma point. On the plus side,
weapon’s blade, this foul-smelling liquid covers it in a persis- his unarmed attacks deal +1 damage from now on. If the
tent flame. hero is exposed to this effect more than once, he only loses
another Charisma point, but receives no further damage
Burst (Purple Lotus of Pain). This dangerous powder, made bonus.
to be thrown at targets, is a strong acid that, when in contact
with the skin, lungs or other organic material, corrodes it. 2-4 Dark Energies. The caster’s body is overwhelmed by an
otherworldly force. He is Shaken for 1d6 rounds and loses
Dispel (Gray Lotus of Panacea). This sweet potion can one step of the Sorcery die for 24 hours.
eliminate almost all the effects of other Lotus concoctions and
foul magic, if drunk in time. 5-8 Energy Sap. The caster must make a Vigor roll or be
Incapacitated. Even in case of success, he suffers a level of
Lower trait (Smarts) (Wine of the Merchant). An odorless Fatigue, which is recovered after an hour.
and tasteless liquid. The merchants from Jalizor
mix it with wine and give it to potential custom- 9-12 Not For The Human Mind. The caster has a brief
ers during transactions. glimpse of what the entity he is contacting REALLY is,
and this can shatter the hardest of minds. He must make a
Warrior gift (Berserk) (Blood Lotus of the Sa- Fear (–4) roll.
vannah Warriors). A foul-tasting potion made
by the Lotus masters of the Ivory Tribes before a 13-15 Devils’ Joke. The spell works as if cast with a raise,
major battle. but the evil entities change target: a positive spell affects
an enemy; a negative one affects the caster or an ally.
46
Arcane Backgrounds
16-17 Manifestation of Unholy Gods. The evil gods ap- devoured by insects. The air from the mage’s lungs turns into a
pear in all their terrible might, releasing a wave of pain swarm of hungry locusts (a small Swarm).
and terror! Put a Large Burst Template on the caster.
Boost/lower Trait (Corrupt). The sorcerer can temporary
Whoever is within the template, caster included, suffers
infect the target with the dark taint of the supernatural
3d6 damage and must make a Fear roll.
creatures he serves. Every boosted or lowered trait manifests
19 Satiate My Hunger! One of the evil forces the sorcerer is itself as a horrid physical mutation (such as bulging muscles
contacting decides to take away some of the character’s liv- for raised Strength, suckers on the hands for raised Climbing,
ing energy. His Vigor die drops by one step. Every week the festering wounds for lowered Vigor, and so on). This causes the
sorcerer is allowed a Vigor (–4) roll to regain it. In case of target to receive the Ugly Hindrance while under the effect of
critical failure on one of these rolls, the loss is permanent. the spell.
20 Soul Drain. A part of the sorcerer’s soul is snatched and Entangle (Hands of the Dead). The sorcerer encourages the
devoured by evil entities. His Spirit die drops perma- spirits of the dead to bring the poor victims of this spell to their
nently by one step. dark kingdom. Cold arms surface from the ground and grab
the targets, restraining them. Their touch is so cold and ter-
Hero’s Journal: The Art of Sorcery rifying that the victims suffer an additional –1 to Spirit rolls
Sorcery powers, usually spells or incantations for the duration of the spell.
of some sort, tend to be quite different from one
Deflection (I am not here!). The sorcerer using this spell
another, depending on the source of the magic.
seems to have been hit by his enemy’s blow but he is actually
A Tricarnian demon evoker’s Bolt, for example,
a yard away, staring at the attacker with magnetic eyes. It
is quite different from the Bolt of a Ivory Tribe
is a sort of hypnotic suggestion that prevents the attackers
dancer witch. For this reason, trappings are
from hitting the target. After each failed attack, the target
very important in defining sorcery spells.
can freely move 1” away from the attacker. As a drawback,
Always consider the basic rule of sorcery: the evil entities that the power has only a Self range and can be avoided by simply
grant their power to the warlock ask for something backing closing one’s eyes (so, the Blind Hindrance applies). As it isn’t
return (adoration, pain, entertainment or sacrifices) and their a “real” Deflection, the defensive bonus doesn’t count as armor
gifts always have a hidden cost. bonus against area attacks.
As a rule of thumb, every sorcerer knows a single trapping Fear (Unspeakable Name of Hordan). The
for each of his spells. New trappings for known spells are good caster knows the real name of the evil deity Hor-
rewards for sorcerer player characters. A hero can master a dan, so abominable that hearing it is enough for
new trapping of a spell he already knows with a Smarts roll, the people to fall into an abyss of primeval fear.
if he finds a teacher or a book of some sort explaining it. If the caster cannot speak or the name cannot be
heard, the spell doesn’t work.
Here are some examples of trappings fitting the sword and
sorcery style as well as related rule modifications, when
needed. You should feel free to add others of your creation.
Dark Taint. The power is inherently evil and somehow
Path of Enlightenment
corrupts the recipient. In addition to the normal effects, the Arcane Skill: Enlightment (Spirit)
target suffers a Minor Hindrance for the duration of the spell.
Starting Power Points: 15
Fearful. Simply seeing the spell in action can make a strong
man tremble. The target and all those witnessing the spell suf- Starting Powers: 1
fer –1 to Spirit rolls for the duration of the spell.
It is Only a Clever Trick. For primitive cultures, as those of Available Powers: analyze foe(N), armor, banish, Boost trait,
the Dread Sea Dominions, anything unknown is classified as darksight, deflection, detect arcana/conceal arcana, dispel, envi-
magic. This is why ventriloquism, hypnosis, higher technology ronmental protection, farsight, fly, invisibility, legerdemain(N),
and very good sleight of hand are usually considered super- pummel, quickness, smite, speed, telekinesis, wall walker, war-
natural powers. A power that is only a clever trick usually has rior’s gift.
a weak point of some type.
The followers of the Path of Enlightenment are usually
Object Required. The power is linked to an object of some monks from the far country of Lhoban. Through discipline,
type. The object must be quite easy to replace (maximum cost: intensive training and meditation, they are capable of in-
10 Moons/Power Rank) and without it the spell cannot be credible feats. They maintain that their powers aren’t truly
cast. As compensation, spells that require an object have their magical and any man, with the right training and true de-
basic duration increased by one round. votion to self improvement, can achieve the same abilities.
Verbal. The magic requires the caster to speak. So, the spell
cannot be used if the sorcerer cannot speak or wants to remain But, in truth, many years of training are necessary to follow
inconspicuous. the Path of Enlightenment. That’s why very few of these
skilled individuals exist.
Examples of Sorcery Trappings in Use The Path of Enlightenment Powers usually manifest them-
Here follow some examples of Powers with their trappings. selves as personal abilities, not as true spells. So, all the
powers, except banish, detect arcana, dispel and pummel have
Summon ally (Call of the Eaters). This evil spell requires
a range of Self.
the sorcerer to blow into a horn made with the bone of a beast
47
Backlash: An Enlightened One who rolls 1 on the En- by simply stomping his foot. Before releasing this terrible
lightment Skill dies, regardless of the Wild Die, tempo- blow, the Enlightened One must concentrate for a full round.
rarily loses his spiritual balance. He is Shaken and all his
Enlightenment rolls suffer –2 for an hour.
48
Magic
Trappings: Mystical sense, spiritual advice,gestalt knowl- Legerdemain allows the character to perform a single action
edge. at range he would normally be capable of doing in person.
If the action would require a Trait roll, then the caster rolls
Knowledge is power. Being able to judge the strength of a the lower of that Trait or his arcane skill to both activate
foe before engaging him in combat can be highly advanta- the power and determine the results of the action. If the
geous. action does not require a Trait roll, then his arcane skill is
used normally.
The character makes an arcane skill roll opposed by the tar-
get’s Spirit. On a success, he gains a +1 bonus to Trait rolls Casting legerdemain is a normal action, but the action per-
to directly affect the target, and the target suffers a –1 pen- formed through the use of it is considered a free action (ex-
alty to Trait rolls to directly affect the caster. With a raise, isting free actions like speaking are unchanged). However
the effect is increased to +2 and –2 for both. In addition, the caster is still limited to not duplicating the same action
for 2 Power Points, a success allows the caster to learn of a in a round, so it is impossible to cast another spell via leg-
single Immunity, Invulnerability, or Weakness of the target erdemain.
(if one exists), and araise allows the knowledge of two.
The power does not create or duplicate the effects of any
gear or magical effects upon the caster, but in all other ways,
the action is treated exactly as if the caster were performing
the action himself at the location.
50
New Powers
Duration: Special Non lethal poisons: The caster can decide that the poison is
non lethal, causing Fatigue instead of a Wound. Fatigue is
Trappings: Lotus potion. recovered as normal.
Poisons are the most notorious and probably most insidious Healing: A skilled medic can help a poisoned friend. First,
weapon of the Lotus masters. A poisoned target must make he must recognize the venom used, with a Lotusmastery or
a Vigor roll, opposed to the Arcane Skill of the poison Healing (–4) roll. If he is successful, the rolls to contrast the
maker, for every Time Interval (see below). If the Arcane poison can be made using the highest between the victim’s
skill roll is higher, the victim suffers a Wound and, in case Vigor and the medic’s Healing skill.
of a raise, he suffers two.
Example. Kurasta, wicked poisoner with Lotusmastery d10,
If the victim wins the roll, he suffers no damage but the decides to create a powerful poison to kill his hated cousin. He
venom continues to work and he must repeat the procedure wants to be sure that nobody can blame him for the man’s death,
for the next Time Interval. If he wins with a raise or more, so he prepares a concoction with Very Slow Time Interval,
he manages to defeat the poison, which ceases to cause which must be ingested to take effect (+2 to opposed rolls).
damage.
It costs him 2 Power Points.
Time Interval: This is the frequency of the roll to check for
the poison’s effect. It can be Very Fast (1 round), Fast (1 Then he puts the concoction, the Black Milk of the Widow, into
minute), Normal (1 hour), Slow (1 day), and Very Slow (1 his poisoner’s ring and goes to a banquet with his hated relative.
week). The poisoner assigns a Time Interval to his concoc- He spikes his cousin’s wine and, seven days after, when Kurasta
tion when he creates it. is far away, his cousin starts feeling ill. A few weeks later, he
dies of a mysterious fever, leaving Kurasta the only heir of the
family’s wealth.
51
Gear
The common currency of the Dread Sea Dominions is the
Syranthian Moon. A Moon is equal to $1, so you can pick
items from the Savage Worlds core rules without any need
to do mathematical conversions.
The characters start with 500 Moons, plus 100 for every
rank above Novice.
Unarmed
Blades
Dagger Str+d4 1 25
Club Str+d4 2 5
Maul Str+d10 20 400 AP 2 vs. rigid armor, AP 1, Parry –1, 2 hands
Exotic Weapons
Flails
Three-Piece Rod Str+d6 8 200 Monk Weapon, Ignores Shield Parry and Cover Bonus
Pole Arms
Barbed Spear Str+d6+1 5 250 +1 Parry, Reach 1, 2 hands, see notes
Buffalo Lance Str+d8 10 300 AP 2 when charging, Reach 2, 2 hands when
used while dismounted
Sorcerer’s Staff Str+d4 8 500 +1 Parry, Reach 1, 2 hands, see Notes, Rare
Whispering Staff Str+d4 8 400 Monk Weapon, +1 Parry, Reach 1, 2 hands, see notes
54
Gear
Ammunition Table
Ammo Weight Cost Notes
Sling stone 1/10 1/20 Stones can also be found for free with a Notice
roll and 1d10 minutes
Armor Table
Type Armor Weight Cost Notes
55
Gear
Shields
Healer Kit 50 3
56
Weapons Descriptions
Saddle, Common 10 -
Special
Vehicles Table
Vehicle Acc/TS Tough. Crew Cost Notes
57
Blowgun. A hollow pipe, up to three feet long, used to touching the target. The wielder is considered to be armed
shoot small darts. The projectiles are too small to deal any when dealing Touch Attacks.
real damage and are normally used to deliver poisons or
other Lotus concoctions, where a mere scratch is enough to Severed Head. One of the wickedest habits of the Cairn-
poison the target. Hence, a Shooting roll is enough against landers is to cut the heads of their fallen enemies. These
an unarmored target to deliver the poison (no damage roll prized trophies are then mummified and several metal
is required), while against armored ones (+1 armor or bet- spikes are stuck through them, turning them into spiked
ter) a called shot (–4) is required to pierce exposed skin, but balls, used with a length of rope to hurl them. They are usu-
also in this case no damage roll is needed. ally thrown at enemies to provoke fear. Besides damage,
hitting someone with a Severed Head allows a free Intimi-
Buffalo Lance. This bronze-tipped heavy spear is used dation roll. Luckily, these items cannot be found outside
by the feared buffalo riders of the Ivory Savannah as they the Cairn Lands, where they are fairly common.
charge their enemies. It is quite cumbersome in dismount-
ed combat, so it must be used with two hands. Sling, War. This weapon is a longer version of the typi-
cal hunting sling and it is used in battle. It requires more
Chakram. A Chakram is a flat hoop, from five to twelve strength than a normal sling but, in the hands of a skilled
inches wide, with a sharp edge. It is usually made of met- user, it is potentially deadlier than a bow.
al, but bone and polished wood are also used. It is both
a weapon and art object. The women of the Ivory Tribes Spear. This entry applies to spears, tridents, and other simi-
often wear engraved Chakrams as bracers, so that they are lar weapons. You can use a spear one handed, taking ad-
always armed against the unwanted attentions of potential vantage of its long reach, or you can use it two handed for
suitors. It is mainly a throwing weapon, used like a Frisbee, enhanced defense.
but it can also be used in melee with –1 to Fighting rolls. In
the hands of a skilled user, it can be thrown with an arced Sorcerer’s Staff. These staves are usually carved and deco-
trajectory to hit targets concealed around corners or behind rated in strange ways. Some of them are topped with skulls,
partial cover. Hence, when a Chakram hits with a raise, it gems, or other weird amulets. Each is crafted in a peculiar
gains AP 2 against targets in Cover, as the disk hits the way — for example from the wood of an ancient tree and
target from an unusual angle. It is Rare outside the Ivory soaked in the blood of a virgin during a Moonless night —
Savannah and the Verdant Belt. which explains its very high price. When it is bought, the
player must invent a background story for the staff in order
Composite Bow. The composite bow is usually made of to obtain it. It has minor magical power: in the hands of a
laminated wood and sinew, and it is stronger than the com- character with the Sorcery Arcane Background it can deliv-
mon bow known in the western countries. Composite bows er a Touch Attack, exactly as if the caster touched the target
are actually copies made by the civilized races of the Valk with his bare hands. Sorcerer’s staffs can also be shorter, in
Composite Bows but they are by no means comparable to which case they are called rods (treated as a club).
the traditional weapon of the steppe nomads. They are Rare
in all the Dominions, except in Ekul, Valkheim, and Zan- Staff. A long wooden stick, the most humble weapon a
dor. man can imagine. Given its length, in Beasts and Barbarians,
a staff wielder is considered as having two separate weapons
Combat Net. This heavy net, usually fitted with tiny metal dealing Str+d4 each. It means he can use his staff for two
hooks and little weights, is a gladiatorial weapon. It grants attacks, one with his main hand and the other with his off
+2 to Grapple rolls and it is usually used off-hand, with a hand, as per the standard rules, but in this case he lose the
trident (treat as a spear) in the main hand. +1 Parry bonus.
Iron Fists. This definition includes brass knuckles, cestus, Three-Piece Rod. This peculiar weapon is made from three
the infamous Elephant Horn used by Syranthian gladia- pieces of reinforced wood, connected by two lengths of
tors, and any other similar weapons for unarmed combat. chain. It was originally a farming implement used to beat
It also includes special fist weapons used by Monks, like grain, but the monks found a martial application for it.
metal prayer beads (in this case, the item is considered a
Monk Weapon). Characters with the Martial Artist Edge Valk Composite Bow. The main weapon of the Valk no-
granting Str+d4 damage add +1 to their unarmed damage. mads. This curved bow made of bone, sinews and wood is
Fist weapons deal lethal damage. the best ranged weapon in the known world. Young war-
riors construct their bows with their own hands, usually
Lhoban Sword. This highly decorated sword is typical of under the guidance of an uncle or another relative skilled
the monk warriors of Lhoban. It is made with particularly in this craft. A Valk bow is stronger and has a greater range
flexible metal that makes it ideal for parrying blows. It is than any other composite bow. They cannot be bought and
very Rare outside Lhoban, and Streetwise rolls to locate it losing one’s bow is always considered shameful (–2 to Cha-
suffer and additional –2. risma), inferior only to losing one’s horse. Valk bows are
always Rare outside the Valk tribes. The listed cost is for a
Moon Blade. A staff ending with a long, moon-shaped Valk character and refers to the raw materials rather than to
blade. This elegant weapon, something in between a spear the finished product. The Valk never sell them and buying
and a halberd, is also called the Blade of the Maiden, for one from third parties costs three times the listed cost. Only
reasons unknown in the western countries. Valk heroes can start the game with a Valk Composite Bow.
Poisoner Glove. This heavy leather glove is usually coated War Club. This nasty weapon is a heavy club reinforced
with poison, and is used to deliver Lotus concoctions by with sharp pieces of wood, stone, or even metal. It is as ef-
58
Ammo Descriptions
fective as a battle axe in the right hands, but considerably Medium Armor. So many types of armor designs exist in
cheaper and heavier. It is usually found among the Ivory the Dread Sea Dominions that it’s impossible to list all
Tribes warriors, the most primitive Cairnlander clans, and of them, so broad definitions are used here. Medium ar-
the Nandals. mor usually has a layer of leather, stiff cloth or, more rarely,
wood, covered by plates or disks of metal, usually bronze.
Whispering Staff. This strange weapon, only used by It is the most common armor among professional soldiers.
trained monks, is a fighting staff with two carved fissures
at both ends. Quickly moving the staff produces a strange Reinforced Armor. Armor can have extra layers of protec-
sound, like a whisper. Those skilled in wielding this weapon tion, additional plates and so on. It costs much more and
(must have Fighting d8+ or the Monk (Militant) Edge) can is more cumbersome to use, but it has its advantages. If a
produce an intense, high-pitched sound that stuns nearby character doesn’t have the Armor Use Edge, he can use the
enemies. It counts a Smarts Trick affecting all the targets in Edge once for free. After the use, the armor deteriorates as
a Small Burst Template centered on the wielder of the staff. usual. Only if the Repair roll to patch up the armor is made
with a raise, the free Armor Use Edge is restored, otherwise
it is lost forever.
Ammo Descriptions A character that already possesses the Edge has more ad-
vantages from the reinforced armor. The first time he uses
Sling Bullet, Lead. Metal sling bullets are very deadly be- the Armor Use Edge, its use is free and doesn’t reduce the
cause they deform on impact without losing their momen- Armor value of the cuirass. Every following use is handled
tum. in the normal way. As for the untrained use described be-
fore, if the roll to Repair the armor scores a raise, the free
Sling Bullet, Hollow. These peculiar bullets are made of use of the Reinforced armor is restored. Every type of ar-
very thin earthenware and can hold a single dose of a Lotus mor suit can be bought in the Reinforced version. Armor
concoction. They are used to deliver poison from a distance. cannot be both Reinforced and Half Armor. Reinforced
They are only produced in Gis and are issued to the Red Armor is a Rare item.
Slingers, the elite mercenary troops protecting the City
of Alchemists. They are quite big, so the shot tends to be Tribal Shield. The members of the Ivory Tribes are used to
less precise (–2 to Shooting rolls). They are Rare items. A painting and decorating their shields with demon faces or
Streetwise roll allows finding a batch of five. even with the skins of their enemies. Alternatively, some of
them use the hides of the fiercest beasts they hunt (usually
lions or rhinos). A tribal warrior can choose how to paint
his shield. It gives him a +1 bonus to one of these rolls:
Armor Descriptions Intimidation, Taunt or Persuasion. The modifier is decided
when the shield is built. This object is Rare outside the Ivo-
Armor can be bought in full suits (a faster option) or in ry Savannah and the Verdant Belt.
parts, for players who want to choose their gear more ac-
curately. Usually the sum of the parts is equivalent, in price
and weight, to a full suit.
59
Gear
Lotus master Bag. This is the bag that every Lotus master available in the Ivory Savannah and it is never sold. A hero
carries to brew his potions. A character with the Lotusmas- must have the Buffalo Rider Edge to own one of these
tery Arcane Background has it for free, and can replace it mighty beasts.
for free between adventures. It must be bought only if the
character loses it during a scenario and wants to replace it
before the start of the next one.
Fighting Bird Barding. This light but protective harness Chariot, War. A chariot built for battle. It is driven by a
covers the bird’s throat and chest, granting a little extra pro- charioteer and has space for a passenger, usually an archer
tection. or a slinger. War chariots follow the same rules as chariots,
but they usually don’t have more than four horses. When a
Fighting Bird Talons. These minuscule, sharp metal talons horse pulling a chariot is killed, the driver must immedi-
are usually applied onto the fighting bird’s own talons to ately roll on the Out of Control table. Ranged attacks from
deal extra damage. Fighting birds are trained from birth in a chariot suffer the Unstable Platform modifier but, if the
using these special “gauntlets”. driver has both the Steady Hands and Charioteer Edge,
the Steady Hands Edge applies to the passenger too. War
Horse, Cheap. A standard horse, with the same stats as chariots are commonly used in Syranthia, Kyros and among
a common horse, but Vigor decreased by a die step, or –2 the Cairnlanders (where they are pulled by trained goats
Pace, or a single Hindrance decided by the Game Master. instead of horses).
Identifying a cheap horse requires a Riding roll.
Galley. The biggest ship of the Dread Sea Dominions,
Horse, Common. A standard riding horse, as for the Sav- propelled by oars. The most common ones are triremes, so
age Worlds core rules. called because they have three rows of oars. Galleys are very
common and used mostly as slave ships. The most impres-
Horse, Good. A worthy beast. It can be a War horse or a sive fleets of galleys are those of Tricarnia and Syranthia,
common horse with +2 Pace, Vigor increased by a die step, followed by those of Caldeia and Kyros. Many galleys are
or a useful Edge. armed with catapults, ballistae, or similar weapons.
Steppe Pony. An ugly, furry pony of Valk breeds. It might Merchant ships. The most common type of ship, used by
not be very pretty, but it is gifted with incredible stamina sailors all over the world. It usually has a lateen sail.
(see Game Master Appendix for Stats). It is a Rare item
outside Valk controlled lands. Scythed Wheels. A chariot can be fitted with a set of two
scythed blades. On the tabletop, any target within 3” of the
War Buffalo. A mighty buffalo trained as a mount for chariot suffers 2d8+1 damage unless he makes an Agility
combat (see Game Master Appendix for Stats). It is only roll. When using the Chase rules, a scythed chariot gains
60
Vehicles
+4 to Force attempts (in truth, it is only skimming the A weapon made of steel has AP 2, while armor
enemy chariot). gains +1 Armor and weighs 25% less. They are
almost priceless but, as a general guide, steel
Hero’s Journal: Quality of Material weapons and armor cost from ten to twenty
times their standard cost, provided that the hero
In the Dread Sea Dominions the science of met- can find some for sale.
allurgy is still in its infancy and many cultures
use primitive materials to build weapons and
other tools.
The most common materials, in descending
order of hardness, are: steel (see below), iron,
bronze, stone, bone, wood.
Iron weapons and armor are common only in the Iron Em-
pire (Faberterra and Zan-
dor). In the other lands they
are Rare and cost double.
Bronze is common in the
most of the Dominions.
Only in the Caledlands,
Lush Jungle, and Ivory
Savannah it is Rare and
cost double.
A character buying a tool
made of a material weaker
than the current standard
in that land (so, for example
a bronze dagger in Faber-
terra) pays 20% less.
The effects of having weap-
ons of different grades of
hardness are the following:
When a fighter rolls 1 on
the Fighting Die, regard-
less of the Wild Die, and
his opponent is using a
weapon, shield or armor of
harder material, the fighter’s
weapon breaks. The Game
Master should not abuse this
rule and use it only when it
fits the story.
Hero’s Journal:
The Magic of Steel
Steel, in truth high-carbon
iron, is the magical metal
of Beasts and Barbarians.
Steel was produced in small
quantities at the height of
the Empire by the priest
smiths of Hulian, but the
technique to smelt it is lost
today, especially because
very few forges can achieve
the necessary temperatures.
So, steel objects are prized
relics and treasures.
61
Setting Rules
In this section you’ll find the specific rules to make Beasts After the Adventure Events
and Barbarians a setting of real sword and sorcery action. After calculating her Savings but before making any pur-
This setting use Blood and Guts, Born a Hero and Joker`s chases, each player can draw a card from the Action Deck
Wild rules from Savage Worlds Deluxe. to check how she has passed her time after the last adven-
ture, by consulting the After the Adventure Events Table.
A word of advice: despite fitting the setting well, the fol- At the Game Master’s discretion, some characters, or even
lowing rules might not be suited to all groups of players. the whole group, can decide to share the same card and
They can be ignored and the Game Master will simply re- face the same consequences, but this decision must be
duce the loot of the various adventures to keep the game’s made before drawing the card.
economy balanced.
After the Adventure Events Table
62
After the Adventure
all the requirements. If the card is black, she has ac- hero has lost the most valuable item in her posses-
quired a bad habit or gotten into trouble. She gains sion, with the exclusion of Valuable Possessions (see
an additional Minor Hindrance. Alternatively, she the Joker entry) and Trademark Weapons. Recover-
can take a Major Hindrance, gaining an extra Ben- ing them might be the aim of an adventure.
nie as compensation. Both the Edge and the Hin-
drance last till the end of the next adventure. 10 I Am Rich! Strangely the hero has managed not
only to keep his saving but also to increase them.
8 Enemy/Friend. The character has done something Maybe he has had a stroke of luck at the gambling
that has earned him the friendship or hate of some- table or wisely decided to invest them in some lucra-
one. If the card drawn is red, the hero has acquired a tive business. Whatever the reason, the hero imme-
new friend. He gains the Connections Edge, limited diately doubles his total Savings!
to three uses. If the card is black, he has displeased
someone and suffers the Enemy Hindrance, in the J Blessed/Cursed. The hero has, willingly or unwill-
Minor version, for the next adventure. ingly, done something that has displeased or ap-
peased the supernatural powers. Alternatively, he has
9 Item. The character has managed to put her hands received a particularly good or bad omen. Whatever
on a valuable object or, alternatively, lost a precious the way, this affects his destiny. If the card drawn is
possession. If the card drawn is red, she acquires a red, the effect is positive and the character gains the
single mundane item (taken from the Gear section) Luck Edge for the next adventure. If it is black, a
that can cost no more than twice her current Sav- malevolent curse of some type lingers on him and he
ings. It can be a Rare item. Note that she acquires it suffers the Bad Luck Hindrance for the following
without spending any money. If the card is black, the
63
Setting Rules
adventure or until he manages to lift it during the skills by one step, up to d6, to represent the experi-
game. ence he has gathered in his sabbatical period. But,
on the flipside, his adventuring skills are quite rusty.
Q Fame. Thanks to his heroic feats during the last ad- The GM picks up to one skill per Rank of the hero
venture or in the downtime, the hero has acquired a and marks it with a dot on the character sheet. Until
certain reputation. If the card drawn is red, his repu- the player spends a Bennie on a roll on that skill, he
tation is positive, granting him +2 Charisma. If the doesn’t have the Wild Die on it.
card is black, his reputation is negative and he suf-
fers –2 to Charisma. The modifier lasts for the entire Joker A Worthy Possession. The hero has invested all her
duration of the upcoming scenario. money (so his Savings drop to zero) in an excep-
tional product. Depending on the character’s Rank
K “I have heard of you.” A follower joins the hero. It and background, it can be a weapon, a set of clothes,
may be a slave the hero has freed, an old friend or a horse, a ship, a laboratory or even a minor magi-
relative or even an animal companion. It is an Extra cal relic, decided by the Game Master. She is totally
and its stats are decided by the Game Master. When enamored of it and persuaded of its goodness. The
this card is dealt, the Game Master draws another object is actually good and bestows +2 to one of the
card and doesn’t show it to the players. If it is red, following: an attribute roll, a skill roll, Damage, Ar-
the follower is truly loyal to the character; if it is mor, Pace or Charisma. Alternatively, it grants +1 to
black he has a hidden agenda or brings some dan- Toughness or Parry, or a free Edge!
ger with him. To avoid having too many followers, if
this card is dealt when another follower is already in Example. Shangor the Barbarian, a Seasoned hero, finished his
the group, the player who draws it can choose to use last adventure with a bag full of opals (2,000 Moons value).
it to promote a current follower to Henchman status After finding a replacement for his trusted battle axe, lost dur-
or to give him a free advancement. ing a battle (for free), he decides to relax for a while in Kyros
City, to get a taste of the fabled pleasures of civilization.
Ace Taken a Break. The hero has temporarily quit the
adventuring life. He might have married, gone Daniel, Shangor’s player, decides to draw a card for the After
through a religious crisis, or simply decided to get the Adventure Events table and picks the Eight of Diamonds.
another, more stable job for a while. But adventure
runs in his blood and so, in the end, he comes back The Game Master informs him that Shangor earned a Connec-
to action in the incoming scenario. He gains a free tion Edge that can be used up to three times.
d4 in one skill of his choice or can raise one of his
Daniel decides that Shangor met and fell in love with Symiria,
the favorite courtesan of a powerful noble. He spent all his mon-
ey on gifts (except a single opal well concealed in his right boot,
value: 200 Moons) for the capricious girl and, in the end, his
manly charm won her over.
Symiria will use her connections to get favors for her new bar-
barian lover, but she is a very fickle girl, so this romance will not
last for very long.
Symiria is a new NPC that the Game Master can use. For ex-
ample, he might decide that the next scenario starts with the
kidnapping of the fascinating courtesan…
64
Setting the Mood
This last chapter is a small guide for the Game Master to Not Only Combat: Exploration
run Beasts and Barbarians, so the players should not read it. Many places the heroes will visit are extremely dangerous:
temples full of traps, deep jungles, merciless deserts, haunt-
ed forests, and so on. Exploring and understanding them is
a nice thing for many players and sometimes finding water
Setting the Mood and food in a desolate place or avoiding a lethal trap with
skill and brains is more rewarding than bashing monsters
Beasts and Barbarians is explicitly a Sword and Sorcery set- with sword and bow.
ting, quite different from the standard high fantasy worlds.
Here follow some keywords related to the main features of
this world. Not Only Combat: Interaction
The world doesn’t include only people who kill and peo-
ple who sell weapons. The heroes should meet at least one
Pulp interesting personality in each adventure. And remember,
Bare-chested heroes fighting ugly, multi-eyed monsters! these characters have their motivations and feelings. For
Beasts and Barbarians is a setting that falls squarely into the example, a prince who hires the heroes to stop a bandit lord
pulp genre, complete with larger than life heroes. It should will not be happy at all if, when the group comes back with
be visual and colorful. the severed head of the outlaw, he discovers that the bandit
chief is in truth his son, bewitched by evil magic. He might
condemn the heroes to death, creating an unsuspected twist
Heroic in the adventure.
Pulp worlds and characters tend to be magnificent, with
great dangers and equally great rewards. So the heroes don’t Swords and Sorcery personalities tend to be excessive: an
explore a small goblin cave to find 12 copper coins. Instead, evil tyrant is extremely evil, a charming courtesan is incred-
they venture through an ancient, moss covered temple, ibly fascinating, a vengeful warrior is obsessively vindictive.
where frog-shaped worshippers of a forgotten god guard
a gold idol big enough to pay the ransom of a king! It can In addition, don’t forget the characters’ background: some-
be worth 10 thousand Moons, but it really doesn’t matter: time an NPC coming back from the hero’s past can add a
the characters will spend most of their money on booze, so lot to the story.
there is no need to be stingy.
Similarly, don’t forget to use the NPCs the players create
during the After the Adventure phase and, if you think your
Gritty players are responsible enough, give them some control over
Beasts and Barbarians is a harsh word. So, don’t be soft on their NPCs.
your heroes: slavery, treachery and being stripped of every-
thing are common occurrences.
Combat! Combat! Combat!
When combat breaks out, it must be interesting. Even if
you don’t use miniatures (but we suggest you do it), try to
put a twist in every fight.
Not Only Combat: Chases Also remember that not every combat must be won, and
Fighting monsters is important in Sword and Sorcery, but not all victories come from pure strength in battle. Some
it must not be abused. There are a lot of other interesting monsters have immunities the heroes must discover, or
things to do, while remaining focused on the action. must be tricked in some way to be overcome.
65
Game Master Appendix
ries have a very humble beginning and setting and are very 2. The heroes automatically benefit from the Common
limited in space and time. Imagine the heroes stopping at Bond Edge
an inn in a remote area. One of them chats with a boy, the
local stable hand. During supper, a terrible scream is heard 3. Use the Heroic Healing rule (see below).
coming from the stable. The innkeeper, customers and
heroes run to the stable and find that some rotten planks If you use these rules for published scenarios, consider the
broke, revealing an old well, into which the young boy has group as made of four characters in order to determine the
fallen. Nobody knew about it. The boy is wounded, but still number of opponents.
alive. The heroes are about to fetch their ropes to save him
when the lad screams in terror! What is happening below,
in the darkness? The Lone Wolf
The lone barbarian hero is a staple of many heroic fantasy
It is a very humble and minimal situation, but nevertheless stories. So, a Game Master and a single player can play a
interesting. satisfying game even in a one-to-one situation, with the
following rule changes:
Non Linear 4. The Lone Wolf begins his career with 20 extra Experi-
There is nothing more boring than replaying the same ence Points (usually 40 Experience Points).
adventure over and over again. If the last scenario was a
fight to defend a village from Valk raiders, don’t propose 5. The Lone Wolf starts each session with an additional
a second battle adventure, unless there is a strong hook in Bennie.
it, but try something different. So, for example, if the Valk
raiders were successfully driven out, start the next adven- 6. Halve (rounding down) gang up bonuses against the
ture with the heroes taken prisoners by a Valk warlord, who Lone Wolf.
ambushed them as they were leaving the village.
7. Use the Really Heroic Healing rule (see below).
To punish them for interfering with his campaign, the evil
warlord leaves the party chained and stripped of all their If you use these rules for published scenarios, consider the
equipment in an old ruin by the sea, which is flooded by group as made of three characters in order to determine the
the tide every day. Then, with an evil laugh he bids them number of opponents.
farewell and leads his horde to the village, to finally destroy
it. The heroes must free themselves before the tide rises and
run back as fast as possible to save the village once again. Alternative Healing Rules
The following Healing rules should be used only
Also, if you feel the players are annoyed by the Savings rule, in really cinematic games or when the size of
allow them to keep all the money after an adventure and the group is very small.
propose a very strange purchase, such as a merchant ship or
Heroic Healing
a remote estate, totally changing the mood of the campaign.
After a fight, each hero is allowed an unmodi-
Whatever the way, try to be non linear. fied Vigor roll. With a success, he recovers a
Wound (or a Fatigue level, player’s choice), two with a raise.
This represents the character “shrugging off ” wounds and acts
in addition to the normal Healing rolls.
Group Size Really Heroic Healing
The best number of players to play a RPG is usually be- Like the Heroic Healing, but the character
tween four and six players with a Game Master, and four is automatically recovers one Wound with a failure,
often seen as the “perfect” number. If you play the scenarios two with a success, and three with a Raise. Only
proposed in the next installments of this series, you’ll find with a critical failure he recovers no wounds.
they are designed for a group of four characters, but easily
scalable for bigger or smaller groups, because the number of
opponents is usually presented in the “X bandits per hero”
format, where X is a number.
Tweaking the
Nonetheless, very small groups require a little more tweak-
ing, detailed below. Setting
If played “out-of-the-box”, Beasts and Barbarians is a dark
The Heroic Duo Sword and Sorcery world, with low magic. If you want, you
Sword and Sorcery works very well with only two play- can tweak the setting to fit your party’s taste and gaming
ing characters. To keep the game balanced but heroic at style. Here are two examples of how to tweak the setting.
the same time, if your group includes only two heroes, you
might consider doing the following:
66
Relics
But, besides true magical items, a hero can find various mi-
Law of The Sword nor objects, such as trusted swords, masterwork armor, and
This is the “hardcore” mode of Beasts and Barbarians for so on.
players who like a hard game and dark, pseudo-horror sto-
ries. The main difference is magic. No playing character is Not every relic is magical — sometimes it is only a very
allowed to take Arcane Backgrounds and the pure sight of peculiar object. The players won’t find relics easily; ideally, a
magic — good as well as evil — is so strange and alien that single relic for each rank of the hero is enough. Remember,
the heroes must make a Fear roll every time they witness a the real stars of Beasts and Barbarians are the heroes and
spell or other supernatural act. In this version of the game their mighty muscles, not the shiny trinkets they wear!
the Brave Edge can be taken even after character creation.
After these general guidelines, let’s look at some basic rules
for relic creation.
Humorous Game
This is the most lighthearted type of gameplay. It is mostly
a question of setting and general attitude: evil characters Relic Idea
aren’t that evil or, if they are, they have very stupid reasons You should start with a general idea of the item, and of
for being so. The Imperials are lazy and snobbish, while the what its peculiarities are. Is it a sword, a book, a hat? Write
barbarians are rowdy fellows who only like drinking a lot a brief description of what it looks like and of its powers
and mixing with women of ill repute. The Amazons are and background story.
hysterical ladies and the wizards are lecherous old coots.
With these small modifications you can play the game as Relic Rules
it is, or you might consider adding a couple of “silly” Edges One or more of these bonuses can be applied to a relic:
that set the mood of the campaign, like the ones listed in
the sidebar. • +2 on an Attribute or Skill roll
• +1 Parry or Toughness
• +2 Pace
Silly Campaigns Edges • +2 Charisma
The following are example Edges only used in • +1 Armor Penetration
Humorous Games. There is no need for a full • +1 Damage
plethora of silly Edges; a couple are usually • One additional Edge
enough to set the mood of a campaign.
• One or more powers, used with arcane skill of d6
Barbarian Belch (Combat Edge) and 10 Power Points
Prerequisite: Novice, Vigor d8+ • A single ability devised by the Game Master
The listed bonuses are more or less equivalent, except the
Many barbarians have a soft spot for alcohol, but this hero is a unique ability invented by the Game Master. When creat-
true professional at swallowing enormous quantities of booze. ing a weak relic choose one bonus, two for an average relic,
This causes him some digestion problems, but also grants him three or more for a very powerful item. Remember that
a powerful belch, very similar in sound and intensity to the Savage Worlds is a low numbers system, so a +2 modifier is
love call of the Northeim elks. As an action, the hero can belch a very good one, and +4 almost secures automatic success,
at a nearby enemy, stunning him with the powerful fumes so it should be avoided. When you create relics, try to give
of his alcoholic belly. This is an opposed Vigor roll, and if the them circumstantial bonuses (so they work only in certain
hero wins the enemy is Shaken. The hero has +2 to the roll if he cases) or give them low bonuses in different fields. The table
drank at least a tankard of alcohol in the last ten minutes. below shows some examples of relics suited to a Beasts and
Running in High Heels (Combat Edge) Barbarians campaign.
Prerequisite: Novice, Agility d8+, Charisma 1+ Cursed Relics. Magic is inherently dark and evil. So, it
This Edge is the female warriors’ favorite, since is no surprise that, instead of granting advantages, some
they always want to look their best. And what magical items limits and hinders a character by giving her
looks better than exploring dangerous ruins in a penalty (use the same list before changing the sign of the
high heels? The character gains +1 Pace and +1 modifiers). You can push this concept further and decide
to the running die but, if she rolls 1 or 2 on the that certain relics give the wielder a positive modifier in
running die, she trips and falls. In addition, certain fields and a negative one in others.
she can make nasty kick attacks dealing Str+d4
damage.
Give them a Twist
Relics, especially powerful ones, should not work like mass-
produced high tech gadgets — after all they are imbued
Relics with magic. So, give them a twist, an interesting trait, or a
narrative feature that makes them unique.
67
Game Master Appendix
need a quick item to be given to the heroes. Some of these which can be kept between adventures. When the
objects are actually magical, others are simply remarkable. Bennie is spent, the money disappears.
8. Imp’s Mandible. This scary mandible bone full of
Roll a d20 and read the following table: strange, sharp teeth, belongs to Xarigas, one of the
1. Helm of Koramos. This elegant metal helm is very most powerful Keronian Imps of the past. While in
ancient. It belonged to Koramos, a famous general possession of this item, a sorcerer gains the summon
who died in a terrible way, and now his spirit haunts ally power, cast with Sorcery d8 and 15 Power Points.
this relic. The possessor constantly hears the general’s The power only allows summoning a specific Keronian
voice whispering in his mind, providing advice and Imp, Xarigas, a Wild Card. Characters that already
teaching. It grants the Knowledge (Battle) skill at know the summon ally power can choose, instead of
d8, Command, and another Leadership Edge (Game Sorcery d8, a +2 to the arcane roll to summon Xarigas.
Master’s choice). But, in stressful situations, the When Xarigas is banished or killed, the mandible
possessor can be overwhelmed by the strength of the crumbles to dust.
general’s mind and experience flashbacks of Koramos’s 9. Cup of Sacrifice. This old cup of polished bronze
memories. Whenever the character is dealt a deuce belonged to an old Cairnlander priest. Once a month,
from the Action Deck, he must make a Spirit (–2) roll the owner can spill some of his own blood into the cup
or be Shaken. and drink it as a sacrifice to the Ancestors. If he does
2. Blood of Kalephon. A legend says that a rider went so, he can use the divination Power, with arcane skill
from Kenaton to Kyros City in a single day to warn d10. The only cost of the spell is the spilling of blood,
the king of an attack by the Ivory Tribes. The rider’s which cause a Wound that cannot be soaked and heals
name is forgotten, but not that of his incredible only with natural recovery.
mount: Kalephon, the white horse of the Savannah. 10. Armor Plate. This ancient and sturdy metal plating,
This horse (cannot be a pony) has some of Kalephon’s engraved with strange runes, can be added to an
blood in its veins and gallops like the wind. It receives individual’s armor with a Repair roll. The user of the
+2 Pace and its running die is increased by one step. In armor can decide to add +4 to a Soak roll. The decision
addition, the rider can spend Bennies for the horse, as can be taken after the roll. After one use, the armor
for the Beast Bond Edge. plate breaks and becomes useless.
3. Blood Tear. This strange deep red crystal comes from 11. Steel Short Sword. This old, plain sword is made of
the Red Desert. When held in the hand, in contact the strongest material civilized men know: steel! It
with bare skin, it seems to come alive and emanates deals Str+d6+2 damage and has AP 2.
a faint, red luminescence, as for the light spell. The 12. Tome of Forbidden Secrets. This ancient book of lore
strange glow lasts indefinitely until the crystal stays in contains magical knowledge (usually a single Power
contact with the skin. Every hour of use, a Vigor roll is
required and, in case of failure, the individual holding
it suffers a level of Fatigue.
4. Holy Quipus of Lhoban. These strange ropes full
of minuscule knots, were made with the hair of old,
sage monks and are true books, written in the strange
secret language of Lhoban. They contain aphorisms,
metaphors and religious teachings that are always
a point of meditation for monks. An Enlightened
character, with Smarts d8+ and capable of reading
them, gains the Rapid Recharge Edge when wearing
these Quipus.
5. Noble Garment. This remarkable piece of clothing,
typical of the higher echelons of the society, makes its
wearer (man or woman) look very fine. It grants +2 to
Charisma as long as the character behaves in a way
appropriate to his standing.
6. Ring of Xaladu. This beautiful ring, with a black stone
encased in it, belonged to the famous Syranthian lord
Xaladu, also known as the Bane of the Alchemists, for
the ruthless repression enacted against practitioners
of Lotusmastery during his reign. This ring grants
excellent protection from poisons. The wearer gains +2
to Vigor rolls when contrasting the effects of poison,
both natural and magical. As a minor drawback, the
wearer receives –2 to all Lotusmastery rolls.
7. Lucky Money. A very ancient coin which has passed
through so many hands that is impossible to discern
the engravings on it. It isn’t an obvious magical object,
so a Spirit roll is required the first time a character
puts her hands on it. If the roll is successful, the
character perceives something particular in this
object; otherwise she discards it as worthless junk. She
receives an additional Bennie as per the Luck Edge,
68
Relics
from the Sorcery arcane background list). A mage Mastiff appear and attack him within a week. Even if
reading it risks his very soul, because the dusty pages the mastiff is killed, it continues to appear and, at every
hold secrets not intended for a human mind. He must additional apparition, it brings along an additional
devote at least a full day to studying the book to gain Mastiff (an Extra). The curse stops if the wielder gives
some advantage. At the end of this period, he must back the ring to the Mastiff.
make a Fear (–2) roll. If successful, he is allowed a 15. Colorless Lotus of Past Dreams. This transparent
Smarts roll. If he succeeds in this roll too, he learns Lotus concoction is one of the most feared, as well
the Power contained in the book. If he fails any of the as sought-after, potions in the entire world. It has the
rolls, he is allowed to try again once he gains a new power of letting a person remember his past lives! The
Rank. drinker falls into a strong lethargy that leaves him
13. Metal Scales Bikini. Nobody knows who crafted unconscious for three days, after which he wakes up
this strange metal bikini but, although all barbarians and makes a Spirit roll. In case of success, the past
say it is completely worthless, warrior women with memories aid him by permanently increasing an
Charisma 2+ can wear it, gaining +2 Armor, without Attribute by one step. In case of failure, his mind is
renouncing the use of the Bikini Heroine Edge. broken and he permanently loses a Spirit die step.
14. Ring of the Mastiff. This ring is made of a strange 16. Bronze Staff. This fighting staff is made of bronze and
bone and has bizarre engravings on it. After a few days, its construction dates back to a very ancient era. It
its wielder feels his senses, especially smell, becoming has passed through the hands of many Lhoban monk
sharper. In gaming terms, an Extra gains the Wild warriors who have used it to defeat demons and other
Die on Notice rolls, while a Wild Card has his Wild terrible creatures. It has the same stats as a standard
Die increased by one step. But this item is cursed! It staff but deals Str+d8 damage. It is very heavy (40 lbs)
is made with the tooth of a Demonic Mastiff (a Wild but in the hands of a character with Enlightenment
Card beast, see page 70) that wants it back! Every time d8+ it weights like a normal staff.
the user rolls 1 on the Notice roll, the GM can let the 17. Valkyria’s Bowstring. This bowstring was made with
69
Game Master Appendix
70
Creatures Primer
Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength • Claws: Str+d4.
d12+3, Vigor d10 • Spooky: Characters seeing a Shadow Bat for the first time
Skills: Climbing d12+2, Fighting d8, Intimidation d8, No- must make a Fear roll.
tice d6, Stealth d8. • Flight: Shadow Bats fly at a rate of 6”, with a Climb rate
Pace: 7; Parry: 5; Toughness: 10 of 2”.
Special Abilities • Size +2: Shadow Bats are equivalent in size to a warhorse.
• Fangs: Str+d6. • Weakness (Light and Sound): Shadow Bats are very sus-
• Fists: Str+d4. Fanged Apes usually attack by smashing ceptible to strong sounds and flashes of light. They sub-
their enemies with their massive fists. When they hit with tract 2 to opposed rolls against light or sound based attacks
a raise, it means they grab their opponent with both hands and have the same penalty to recover from Shaken effects
and give him a massive bite, gaining a free attack with caused by light or sound.
Fangs.
• Jungle Lord: While among tree branches or on rooftops,
the Fanged Ape can move like on normal ground, as long as
it has something to grab onto (at most 3” from one branch Singer Demon
to the next). A totally alien creature, a Singer Demon resembles a gi-
• Size +3: Fanged Apes are 12 feet tall. ant scorpion, with a human face of incredible beauty and a
strange, resonating stinger. Both sexes exist but males seem
to be very rare.
Fighting Bird
This name applies to several creatures: combat and hunt- Differently from normal scorpions, Singer Demons’ sting-
ing hawks, giant crows, fighting vultures, and all the other ers are hollow and make a strange hypnotic sound when
small-sized birds used for hunting or war in the Dread Sea shaken, like a snake’s rattle. Singer demons are highly intel-
Dominions. They are sometimes evoked by sorcerers for de- ligent and love being surrounded by a plethora of adoring
fense, as scouts, or to deliver small packages. Fighting Birds slaves that double up as a tasty snack when they are bored.
evoked via the summon ally spell have Smarts d8(A) and Sorcerers are rarely willing to evoke Singer Demons, be-
can speak a rudimentary language that only their evoker cause these creatures always try to remain in our world and
can understand. subdue their evoker.
Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength Attributes: Agility d6, Smarts d10, Spirit d10, Strength
d4, Vigor d6 d10, Vigor d8
Skills: Fighting d8, Notice d10, Stealth d8. Skills: Fighting d8, Knowledge (Arcana) d10, Notice d6,
Pace: -; Parry: 5; Toughness: 3 Persuasion d10, Stealth d6.
Special Abilities Pace: 6; Parry: 6; Toughness: 9
• Flight: Fighting Birds fly at a Pace of 12 and have a Climb Special Abilities
rate of 4. • Claws: Str+d4
• Size -2: Fighting Birds are quite small. • Demon: +2 to recover from being Shaken; Immune to
poison and disease;
• Small: Attack rolls against these creatures suffer –2 due to • Rattle: A Singer Demon’s stinger rattles, making an en-
their diminutive size. thralling sound. It counts as the stun Power and uses the
• Talons or Beak: Str+d4. Demon’s Spirit as arcane skill. The Demon can use the rat-
• Threaten: Fighting Birds are trained to fly around enemies tle any time he isn’t attacking with the Stinger.
to hinder and distract them. This counts as an Agility Trick • Size +3: Singer Demons are the size of a horse.
with a +2 modifier. • Stinger: Str+d6. The stinger of a Singer Demon contains
• In the eyes! A fighting bird that scores a raise on a Fight- highly toxic poison. Any character who suffers a Wound
ing attack hits its target in the eyes. The target must make from the stinger must make an opposed roll against the
an Agility roll. In case of failure, he suffers the One Eye Demon’s Spirit or be controlled as for the puppet spell. The
Hindrance. If he scores a 1 on the Fighting die, regard- effect lasts until the Demon is banished or slain. A Singer
less of the Wild Die, he is affected by the Blind Hindrance Demon can control a number of creatures not higher than
instead. his Smarts die (so, usually ten). Extras who fail the Spirit
roll aren’t Incapacitated but only Shaken, and under the
control of the Demon.
Shadow Bat • Supernatural Beauty: Singer Demons have extremely
Shadow Bats are huge beasts, reaching twelve yards in beautiful faces and voices. They have +4 Charisma.
wingspan. They live in abandoned ruins and wherever there • Tricky Creature: An evoked Singer Demon actually wants
is enough food (they are omnivores). Sorcerers sometime to stay in the Dread Sea Dominions, so she tries in every
evoke them as mounts. A Shadow Bat can travel up to one way to break free of her evoker’s control. If evoked for more
hundred miles per night but must rest in a dark place dur- days, she is allowed an opposed roll between her Spirit and
ing day. They can be evoked only outdoors and at nighttime. the evoker’s Arcane skill to free herself immediately after
being summmoned. She makes the same roll when the evo-
Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength cation ends.
d12+3, Vigor d8
Skills: Fighting d6, Notice d6
Pace: 3; Parry: 5; Toughness: 8 Spirit of the Betrayer
Special Abilities According to a belief shared by many cultures, from the
• Bat Sight: Shadow Bats ignore all darkness penalties. Cairnlanders to the Ivory Tribes, a man who betrays and
71
Game Master Appendix
kills a friend cannot find his way to the afterlife when he • Mutated Aspect: Twisted Servants are truly
dies until he has saved the life of another human to repay hideous to look upon, so they have the Ugly
his debts. Such creatures actually exist and appear as gray- Hindrance.
ish humanoids dressed in ragged cloths and armed with
old weapons, bearing insignia of forgotten realms. Sorcerers • Size +1: Twisted Servants are bigger and more
summon them to use them as bodyguards. muscular than men.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6,
Vigor d6 Keronian Imp
Skills: Fighting d8, Notice d6, Stealth d6.
Pace: 6; Parry: 8(2); Toughness: 7 These small demons were kept as pets by great sorcerers of
Gear: Short Sword (St+d6), Large Shield (+2 Parry, +2 the Keronian Empire. After the fall of the Dread Star, the
Toughness vs. ranged attacks). rituals to perpetually bind them to their masters were lost,
Special Abilities but they can still be summoned and controlled for a short
• Guardian: Spirits of the Betrayer can intercept a blow time. Keronian Imps are servile and apparently respectful
aimed at a friend within 3” from her. In this case, the Spir- towards the master, but, in truth, they have a twisted mind,
it suffers the damage instead of the original target. If the ready to betray as soon as the chance arises. They are perfect
Spirit of the Betrayer suffers a Wound saving a friend, it is for spying purposes and they know a lot about magic and
freed and disappears forever, his debt repaid. the old traditions of the Keronian Empire.
• Hovering Pace: Spirits of the Betrayer don’t really walk,
rather they hover over the ground. So, they are never hin- Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4,
dered by difficult ground and gain +2 to Stealth rolls; Vigor d8
• Protector: The Spirit of the Betrayer can use the Total Skills: Fighting d6, Knowledge (Arcana) d8, Knowledge
Defense action to protect a friend within 3” of him. The (Ancient History) d8, Notice d8, Stealth d8, Taunt d10.
action works as normal, but the friend benefits from the Pace: 3; Parry: 5; Toughness: 5
Spirit’s Parry, shield bonus included. Special Abilities:
• Undead: +2 Toughness; +2 to recovering from being • Demon: +2 to recover from being Shaken; Immune to
Shaken; immune to poison, disease and called shots. poison and disease;
• Flight: Keronian Imps fly with leathery, bat-like wings at
a rate of 6” with a Climb rate of 4”.
Steppe Pony • Size -1: Keronian Imps are quite small, the size of a cat.
An ugly, furry, but extremely resistant pony of the steppe. • Small: Attack rolls against these creatures suffer –2 due
The favorite mount of Valk warriors. their diminutive size.
• Tail Stinger: Str+d4.
Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength • Try to Impress: Keronian Imps always try to impress their
d12, Vigor d10 masters with their awesome abilities. For this reason, they
Skills: Fighting d4, Notice d6 have the Helper Edge.
Pace: 8; Parry: 4; Toughness: 8
Special Abilities
• Fleet Footed: Steppe Ponies roll a d8 instead of a d6 when War Buffalo
running. War buffalos are the most impressive battle mounts of the
• Kick: Str. Dread Sea Dominions. Only the Buffalo Riders, brave war-
• Run all The Day: Steppe Ponies gain +2 to Vigor rolls to riors from the Ivory Savannah, are bold enough to ride
resist fatigue. them. The taming of a war buffalo starts by capturing a
• Size +1: Steppe Ponies are smaller than normal horses. wild specimen, when it is only a calf, and the process lasts
for several years. War buffalos are extremely intelligent and
loyal to their master. They let nobody else ride them and,
Twisted Servant when the master dies, the mount usually follows his fate.
Twisted Servants are primitive humanoids, somehow They are trained to fight and attack with their horns every
similar to Nandals, whose bodies and minds have been round their riders do not perform a Trick maneuver.
deformed and mutated by evil magic. They are the typical
creatures summoned by sorcerers. The sages have a strange Attributes: Agility d6, Smarts d6(A), Spirit d8, Strength
theory about them: they might have been ancient slaves of d12+3, Vigor d12
the Keronians, snatched from their age to the present era by Skills: Fighting d8, , Notice d6
the power of magic. Twisted servants aren’t very intelligent, Pace: 7; Parry: 6; Toughness: 11
but they are perfect when the only requirement is killing Special Abilities
people or doing heavy physical work. • Faithful Steeds: War buffalos have the Loyal and Death
Wish Hindrances toward their master. If their rider dies,
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, they stop eating and let themselves starve to death in
Vigor d8 1d10+10 days.
Skills: Fighting d6, Intimidation d6, Notice d6, Stealth d4. • Gore: War buffalos charge to gore their opponent. If they
Pace: 6; Parry: 5; Toughness: 7 can move at least 6” before attacking, they add +4 to their
Gear: Stone axe (Str+d8). damage total.
Special Abilities: • Horns: Str+d6.
• Claws: Str+d4. • Size +3: War buffalos are very large creatures.
72
Index
After the Adventure 36, 62, 64-65, 73, 76 Etu 18, 24, 34, 73
Alchemist 46, 73 Faberterra 2, 7-8, 10-12, 14, 16, 18-19, 21,
Alchemists of Gis 16-17, 73 23-26, 28-31, 61, 73, 75
Amazon 9, 20, 33, 41, 54-55, 57, 60, 73 Fallen Kingdom of Keron 23-24, 28, 73, 75
Amazons’ Island 19-20, 73, 75 Felantium 10, 12, 21, 23, 73
Ancestor 14, 21, 50, 70, 73, 76 Fingers’ Islands 24-25, 73, 75
Animals 56, 60, 73, 76 Ganymedes II 26, 73
Arcane Backgrounds 45, 67, 73, 76 Gear 41, 53-56, 63, 72-73, 76
Ascaia 8-9, 12, 19-20, 28, 33, 57, 73, 75 Greenmelt 25, 73
Askerios 23, 28-29, 42, 73 Group Size 66, 73, 76
Aurica 28, 73 Healing 38, 42, 48, 51, 59, 66, 73
Ivory Tribes 8, 12-13, 18, 22, 25-26, Henchmen 62, 73, 76
28, 31, 34, 37, 41, 46, 58-59, 68, 71, 73, 75 Heroic Concepts 33, 73, 75
Borderlands 11-12, 16, 20-22, 30, 73, 75 Heroic Duo 66, 73
Brokenchain Mountains 19, 29, 73 Hindrances 36, 72-73, 76
Caldeia 15-16, 19, 21-22, 25-26, 31, Hordan 8-9, 18, 29, 34, 42, 47, 73
60, 73, 75 Hulian 6-10, 12, 18, 28, 42, 61, 70, 73
Caled 12, 18, 73 Humorous Game 67, 73
Cannibals Islands 22, 73, 75 Imperial 9-10, 14-18, 20, 22-23, 26, 28, 33, 73
City of Princes 9, 15, 23, 73 Independent Cities 15-16, 22, 24-25, 28, 73, 75
Collana 11-12, 23, 73 Iron Empire 6-15, 23-26, 29, 31, 33, 61, 73, 75
Cove 24, 73 Iron Phalanx 12, 73
Cows 30, 73 Islands of the Maimed Ones 25, 73, 75
Creatures 70, 73, 76 Ivory Savannah 7-8, 13, 16, 19, 22, 25-26,
Currency 16, 73 28, 31, 34, 37-38, 57-61, 72-73, 75
Demon 40, 50, 70-73, 76 Jalizar 10-12, 19, 21, 23, 31, 33, 35, 60, 73
Dhaar 2, 11-12, 16, 23, 25, 30-31, 73 Kenaton 68, 73
Divine Couple 9-10, 18, 23, 34, 42, 73 Keronian Empire 6, 12-13, 18, 23-24, 29, 60, 72-73
Domestan I 9, 12, 73 Khav 21-22, 73
Domestan II 12, 73 Khav Wars 22, 73
Domestan X 12, 73 Kyros 8-17, 19, 23, 25-26, 60, 64, 68, 74-75
Domestan XII 12, 20, 73 Land of Idols 19, 34, 74
Dread Sea 2, 5-8, 11-12, 14, 16-17, 19-20, Languages 17-18, 74
22, 25, 30, 33-34, 36-38, 40, Lhoban 7, 10, 14, 16, 18-19, 22-24,
42, 45, 47, 53, 59-61, 71-73, 75 26, 31, 34-35, 47, 53-54, 58, 68-69, 74-75
Dread Sea Dominions 2, 5-6, 11-12, 14, Library of Syranthia 34, 42, 74
16-17, 19-20, 22, 30, 33-34, Literacy 16, 36, 74
36-37, 40, 42, 45, 47, 53, 59-61, 71-73, 75 Lord of Thunder 18, 74
Dread Star 6-7, 12, 23-25, 27-30, 45, 72-73, 75 Lotus 7, 16, 21, 24, 28, 34, 37, 40-41,
Drowned King 10, 19, 21, 24, 30-31, 73 45-46, 50-51, 56, 58-60, 62, 69-70, 74
Edges 2, 37-41, 43, 67, 70, 73, 76 Lotus Concoctions 46, 74
Eku 11-12, 23, 26, 73 Lotusmastery 2, 15, 37, 40-41, 45-46,
Ekul 12, 19, 22-23, 26, 31, 58, 73, 75 51, 59-60, 68, 74, 76
Elephant 20, 58, 73 Lush Jungle 19, 27, 38, 61, 70, 74-75
Enlightment 37, 40-41, 47-48, 73-74 Magic 35, 37, 45, 61, 65, 67, 74, 76
73
Index
74
Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . 5 Caledland . . . . . . . . . . . . . . . . . . . . . 22
Jademen . . . . . . . . . . . . . . . . . . . . . . 14 Lhoban . . . . . . . . . . . . . . . . . . . . . . 26
Tricarnians . . . . . . . . . . . . . . . . . . . . 15 Northeim . . . . . . . . . . . . . . . . . . . . . 28
Technology . . . . . . . . . . . . . . . . . . . . 16 Tricarnia . . . . . . . . . . . . . . . . . . . . . 29
Climate . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Valkheim . . . . . . . . . . . . . . . . . . . . . 30
Borderlands . . . . . . . . . . . . . . . . . . . . 20 Zandor . . . . . . . . . . . . . . . . . . . . . . 31
75
Table of Contents
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . 60
Animals . . . . . . . . . . . . . . . . . . . . . . . . 60
76