Blackstar Death & Decay Creature Codex
Blackstar Death & Decay Creature Codex
BLACKSTAR
TAR
®
BLACKSTAR
creature codex
1
credits
creature codex
Authors:
Elisabetta Albini, Fabio Passamonti,
Robert Schwalb, Massimo Cranchi
Contributing Authors: Davide Arcadio, Giovanni Castelletti, Bruce Cordell, Dave Harrison,
Denis Orlandini, Margherita Tramontano
Editing: Tom Cadorette, Jennifer Clarke Wilkes, Dave Harrison and Robert Schwalb
Proofreading: Tom Cadorette
Art Direction and Graphic Design: BlackStar Studio
Cover Illustrator: Katerina Ladon
Interior Illustrations: Biagio D'Alessandro, Alberto Dal Lago, Andrea Guardino,
Katerina Ladon, Stefano Moroni, Mirco Paganessi, Angelo Peluso,
Riccardo Rullo, Melissa Spandri, Matteo Spirito
Death & Decay: Creature Codex is an official licensed product for Shadow of the Demon Lord.
Death & Decay: Creature Codex is © 2020 HBD Games. BlackStar and its logo are trademarks of HBD Games in the U.S.A. and other countries. All HBD
Games characters and character names, and the distinctive likenesses thereof, are trademarks of HBD Games.
Shadow of the Demon Lord is © 2020 Schwalb Entertainment. All rights reserved.
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table of contents
Introduction............................................ 5 Delirium................................................ 50
Creatures on Urth................................... 5 Infusus................................................... 54
The Creature Box.................................. 6 Malageminaria.................................... 58
Basic Information................................. 5 Missoverso............................................ 62
Characteristics and Attributes........... 6 Simulacrum.......................................... 66
Insanity and Corruption..................... 7 Tormentor............................................70
Attack Options....................................... 7 Vaesparium........................................... 74
Special Actions...................................... 7
Customizing Creatures..........................8 Chapter 2 Undead ................................ 78
Characteristics and Attributes........... 9 Desacratus............................................80
Equipment.............................................. 9 Dracharius............................................84
Attack Options....................................... 9 Gelidus..................................................88
Special Options..................................... 9 Hexia...................................................... 92
Magic................................................................. 1 Kainarex................................................ 96
Role......................................................... 11 Legio.................................................... 100
Auras and Influence........................... 14 Pupa..................................................... 104
Senectarium....................................... 108
Chapter 1: Abominii..............................18 Tanatochimera................................... 112
Macabre Remains...............................20 Viscera.................................................. 116
Horde of the Black Star..................... 22
Builders..................................................25 Chapter 3 Spirits .................................120
Ravagers.................................................25 Crux...................................................... 122
Impregnator......................................... 26 Eucuva..................................................126
Lurchling.............................................. 28 Gramae.................................................130
Abomination........................................ 28 Grimorio..............................................134
Tetherbarb........................................... 29 Influx....................................................138
Impaler..................................................30 Loculus.................................................142
Render....................................................31 Necrolimbo........................................ 146
Fleshshaper...........................................31 Oculus...................................................150
Marshal................................................. 32 Susurrus...............................................154
Annihilation........................................ 32 Sacellum...............................................158
Amalgama............................................. 34 Vanaglorica..........................................162
Aracraneo............................................. 38
Callaria Genitrix................................. 42 Epilogue.................................................166
Corruptus.............................................46
3
creatures on urth Life abounds in the world. The darkest woods and highest
mountains, the ocean depths and poisonous moors,
the badland coasts and trackless plains are all home to
creatures both familiar and strange. Urth is home to all
kinds of creatures, from the tiniest insects to enormous
whales, found in our own world, and so much of the
things characters see and interact with should be familiar.
But the world is also home to many other creatures,
some benign, most malevolent, some alive, others
incorporeal and unliving. The supernatural and magical
energies suffusing the world and the influence of
otherwordly dimensions spawn mutations in ordinary
creatures and enable wholly new and interesting things
to exist as well. This manual merely scratches the surface
of the kinds of dangerous and evil creatures at large in
the lands of Rûl: spirits, undead, twisted abominations of
nature itself and nightmares created by the encounters
of psychic energies and the powers of the Void and the
Abysses beyond the reality we know.
Creatures are organized according to the classification
given by Etheria in her manuscripts: dirus, exanimis,
incubes, infandus, mortui corps, spiritus only to
distinguish some of the most macabre and gloomy
creatures that populate tombs, mausoleums, ancient
laboratories or lands contaminated by evil. These
classifications are purely descriptive and are not relevant
for the purposes of descriptors or other game rules.
The dirus are the result of the dark evil influence that
permeates the world of Urth due to the magical and
dimensional energies suffused that generate monstrous
and aberrant offspring of normal creatures. Sometimes
even degenerated forms of plants are created, endowed
with an appearance of life driven by pure instinct of
survival and destruction that characterizes nature itself.
Some examples are amphisbaenas, basilisks and other
monsters, rot maidens and the generator bulb with its
multiform natural germinations.
The exanimis are in fact unliving creatures, which
return from death and that exist in the limbo of psychic
faculties persistence together with their physical
body's decadence, continuing to weave their plans
and accumulate power and knowledge; their personal
eternity depends on the balance given by the death of
other creatures. An example is vampires, revenants,
mummies, or holy bodies.
The incubes are the creative result of the thousands
of insane minds from which evil visions and terrifying
dreams germinate. Corruption and madness open gaps
with the cosmic horror that lurks in the Void and beyond,
allowing creative emissions to give shape and substance
to their own mortal thoughts. The incubes feed on the
health of their victims, slowly leading them to delirium
in a descent into the depths of the mind from which it
will be impossible to ascend. The horror will strike those
who are already corrupt and insane even more terribly
so that they can give life to new forms of nightmares and
4
perpetuate the very existence of corruption and madness. If a creature knows any languages, they’re noted in its
Sometimes confused with corrupted fairies or demons entry. Otherwise, it does not speak or understand spoken
of the Void, incubes are entities that cannot be traced language.
back to either of them, such as the corrupt custodian, as
their appearance and persistence in the mortal world are A Statistics Box
given by the mental birth of a living being. The statistics box is a standard format for presenting a
The infandus are the result of secret experiments on life creature’s game information. It contains both descriptive
and death carried out in the shadows of moldy dungeons material and numerical entries for how to use the
and isolated towers, where notorious maddened minds creature in the game.
act as gods of creation with forbidden magic and Numerical entries are for a typical example of the
dark sacrifices while implementing pseudo-scientific creature. You can adjust these numbers to make a
processes and methods to nurture new forms of life. variant. Variants:
Constructs, golems, homunculi, and animals infused with Customizing
shadow are examples of these new recreated horrors. basic Information Creatures, page 7
The mortui corpi are undead bodies that constitute The first two lines of the box state basic information
the flesh and hate of the Demon Lord towards the about the creature.
world of the living. Contaminated corpses lifted by
impious cultists to generate horror and destruction name
or to carry out evil plans of revenge, but also cannon The creature’s common name. A creature might be
fodder for unscrupulous necromancers who put them known by other names in different areas or by other
to guard important places. Whatever the cause, mortui cultures.
corpi can become hordes of horrors so powerful that
they can no longer be stopped or that allow their Difficulty
masters to decide the fate of entire peoples, as for A creature’s Difficulty rating represents its overall power.
example the mummified. When creating encounters simply add up the Difficulty See Combat
The spiritus are incorporeal undead who pursue and rating of all the creatures or groups of creatures present Encounters in
fuel evil, feeding on the pain they cause in their victims. to determine the threat for that encounter. Corebook,
Poltergeists, ghosts, shadows in the fog the spiritus Chapter 9)
appear everywhere, in forgotten tombs or in the crypts
Creature Recommended
of old churches. A particular form, the malevolens are Difficulty Group Tier
not only incorporeal but have no apparent form. They
1 Starting
can infest objects, such as dolls, or be whispers in
darkness, echoes of battles or cursed crypts infused with 5 Starting
by adding traits, talents, attacks, and actions to existing Brutal When the creature attacks with a natural weapon,
entries. such as its claws or teeth, and the total of its attack roll
5
is 20 or higher and exceeds the target number by at Genie A genie ignores the effects of deprivation and
least 5, the attack deals 1d6 extra damage. exposure, as well as any effect that would age it. When
a genie becomes incapacitated, its form loses coherency
Ferocious When the creature would become incapacita- and dissipates.
ted, roll a d6. On a 5 or 6, the creature instead heals 10
Spirit A spirit is not alive. It is never affected by deprivation
damage.
or exposure and it ignores any effect that would age
it. When it becomes incapacitated, it vanishes and
Horrifying A creature that does not have the horrifying
reappears 24 hours later in the Underworld, Hell, the
trait must make a Will challenge roll when it first sees
Void, or wherever else it came from.
one or more creatures with this trait. It makes the
roll with 1 bane if it can see four or more horrifying (Swarm) A swarm is a group of smaller creatures. It covers
creatures at once. all surfaces in its space. If it has the flier trait, it fills its
On a failure, the creature gains 1 Insanity, or 1d3 space. When moving, the swarm can move freely through
Insanity if it is already frightened. Once a creature openings large enough to permit the passage of a single
makes this roll, whether it succeeds or fails, it cannot member and through the spaces of other creatures.
again be affected by this trait of the creature or Other creatures can enter the swarm’s space and move
creatures it saw until after it completes a rest. through it. The swarm’s space counts as difficult terrain.
Regardless of the outcome of the challenge roll, A swarm takes half damage from effects that use an
creatures that lack the frightening or horrifying trait make attack roll and double damage from effects that require
attack rolls against horrifying creatures with 1 bane. it to make a challenge roll.
Undead Undead are not alive. An undead creature is never
Frightening A creature that does not have the frightening
affected by deprivation or exposure and ignores any
or horrifying trait must make a Will challenge roll when
effect that would age it. When it becomes incapacitated,
it first sees one or more creatures with this trait. It
the animating force dissipates, leaving behind dead
makes the roll with 1 bane if it can see four or more
remains.
frightening creatures at once.
Some undead creatures are nearly mindless and are
On a failure, the creature becomes frightened for
immune to many afflictions that affect thought and
a number of rounds equal to 1d3 + its Insanity total
awareness. Intelligent, self-directed undead are more
or gains 1 Insanity if it is already frightened. Once a
susceptible to such effects.
creature makes this roll, whether it succeeds or fails, it
cannot again be affected by this trait of the creature or
creatures it saw until after it completes a rest.
Characteristics and Attributes
Frightening and Horrifying: If a group of creatures con- The next few lines present numbers representing the
tains some with the frightening trait and some with creature’s characteristics and attributes.
the horrifying trait, the frightening creatures count as
if they had the horrifying trait.
Perception
This entry tells you the creature’s Perception score
Descriptor : and modifier.
This word tells you to what group the creature
belongs and gives you a sense of how it fits into the Special Senses:
game. A creature might be an undead, a costruct, a If a creature has a special sense, it is noted here. Rules for
monster, or something else. Usually, descriptors do the most common types of senses follow. Special senses
not have special rules. Those that do are summarized beyond these are described in full in the creature’s entry.
here. Special descriptors can apply to any creature
and appear in parentheses after the main entry. Shadowsight The creature can see in areas obscured by
shadows as if those areas were lit.
(Aquatic) An aquatic creature breathes water and has Darksight The creature can see in areas obscured by
the swimmer trait (see Speed, below). The creature is shadows and darkness within medium range of it as if
defenseless when it is on dry land. those areas were lit. Beyond this distance, the creature
treats darkness as shadows and shadows as lit.
Clockwork A clockwork can be a creature or an object.
While a creature, it is never affected by deprivation or Sightless The creature relies on senses other than
exposure. It ignores any effect that would age it. While sight to perceive its surroundings and can pinpoint
incapacitated, the clockwork is an object but is still the location of each creature and object within long
subject to the rules for incapacitated creatures. range of it. Creatures within the area cannot hide
from the creature, and it ignores banes imposed by
Construct A construct is not alive. It ignores the effects of obscurement on rolls to perceive things. A sightless
deprivation or exposure, as well as any effect that would creature is never subject to the blinded affliction.
age it. When it becomes incapacitated, the construct
ceases to be a creature and is an object. Truesight The creature can see in areas obscured by
shadows and darkness as if those areas were lit. The
Demon A demon ignores the effects of deprivation and creature can also see invisible creatures and objects,
exposure, as well as any effect that would age it. When and it automatically recognizes illusions it sees for
a demon becomes incapacitated, its form dissipates and what they are.
its essence returns to the Void.
Faerie A faerie is immortal and grows no older, ignoring
effects that would age it, after reaching maturity. It Defense
finds the touch of iron painful and is impaired while it This entry tells you the creature’s Defense score. A
maintains contact with the metal.
(Devils are special kinds of faerie that inhabit Hell.) creature’s Defense score might be higher than its
6
Agility, due to natural armor or intrinsic abilities. Attack Options
Creatures that wear armor or use shields note them When the creature uses an action to attack, it may
parenthetically after the score. choose from any of the listed options. Unless otherwise
noted, the creature attacks one target creature or object
Health : and makes its attack roll against the target’s Defense.
The creature’s Health score. When a creature that is
not a player character becomes incapacitated, it dies (Reach +#) Most creatures have a reach of 1 or their Size,
whichever is larger. If a creature has a longer reach,
instantly unless you decide otherwise. that is noted here.
(Range) Ranged attacks note the range (short, medium,
Attributes : long, or extreme).
The scores and modifiers for the creature’s four Natural Weapon Natural weapons can be anything a
attributes are listed here. If an attribute entry has a creature uses to hunt or to protect itself, such as teeth,
“—” instead of a number, the creature does not have claws, spines, horns, or a tail spike.
Vulnerability Magic
If the creature gains afflictions from or is otherwise This category is present only if the creature knows
harmed by certain environments or situations, they any spells.
are described here. Otherwise, this line is absent.
Power The creature’s Power score.
Other Trait or Passive Talent : Tradition and Spells The spells the creature knows are
organized alphabetically by tradition. Each tradition
If the creature has any other special trait or a talent is set out on a separate line. Each spell includes
that doesn’t require it to take an action, it is noted the number of castings available for that spell (in
here. Otherwise, this line is absent. parentheses).
7
Customizing Creatures You can modify creatures to suit your needs by changing
their Size; adjusting characteristics and attributes;
adding traits, talents, or spells; or applying roles.
Guidelines for such customization follow.
However, adjusting creatures is not an exact science,
so playtesting your creations is the best way to judge
their challenge in a game. Adding traits and talents
beyond those discussed here can produce greatly
overpowered adversaries.
Size
You can shift a Size 1 creature down a step, to Size 1/2,
without altering its other abilities or its Difficulty.
Reducing its Size further is not recommended. Likewise,
you can increase a creature’s Size to 1 if it is less than 1
with no other changes.
You can increase the Size of larger creatures by
making the following changes. Repeat these steps for
each point of Size the creature grows; an increase of
more than 2 points of Size is not recommended.
• Increase the creature’s Health by 50 percent.
• Increase the creature’s Strength by 1.
• Increase the creature’s Speed by 2.
• The creature’s attacks deal 1d6 extra damage.
• Increase the creature’s Difficulty by one step (for
example, a Difficulty 5 creature becomes Difficulty 10)
frightening or horrifying
You can add the frightening or horrifying trait to any
creature. Such a change radically alters the creature’s
appearance so that it takes a toll on the sanity of
characters who witness it.
You can assign the frightening trait to any creature
that does not have it or the horrifying trait, increasing
its Difficulty by one step.
You can assign the horrifying trait to any creature
that does not have it or the frightening trait, increasing
its Difficulty by one step and reducing its Defense by 2.
Scary
If you want to give a more horrifying look to the
encounter, you can substitute the horrifying or
frightening traits with the optional scary trait, but do
it carefully as it may give staggering results.
SPECIAL ATTACKS
Arising Horror Once per round, the scary creature can
use a triggered action on its turn to make a Will
attack roll against the Will of a target creature within
medium range. In case of success, the creature gains
1 to Insanity or 1d3 to Insanity if they are already
frightened or suffering by other mental afflictions.
8
equipment you feel is appropriate. Keep in mind,
Characteristics and Attributes though, that useful equipment such as bombs, pistols,
You can adjust a creature’s fundamental characteristics and potions might fall into the characters’ hands if the
creature doesn’t use them first.
and attributes by following these guidelines.
9
Bloated maddening gaze
In hot and humid lands, unlivings made from fresh Undead power of some unlivings could freeze their
bodies tend to blacken and bloat, reeking of decay, victims in place. In some monsters, the power runs
becoming clumsy and noisome. stronger, causing frozen creatures to experience
You can find Speed –2 nightmarish thoughts and visions that induce
examples of madness.
END OF THE ROUND
bloated, brittle,
Horrid Stench Each living and breathing creature within INCREASE BY 1 DIFFICULTY STEP
gigantic, infested, 1 yard of at least one bloated unliving must make a Health +10
maddening Strength challenge roll. The creature makes the roll
gaze and void with 1 bane for each bloated unliving within 1 yard of it ATTACK OPTIONS
beyond the first. On a failure, the creature is fatigued Maddening Gaze As soon as a target creature see the
touched creatures for 1 round. unliving, they must get a success on a Will challenge
in the scenario
roll or become immobilized until the unliving becomes
supplement incapacitated. At the end of each round a creature
"Secrets of the Brittle remains immobilized this way, it must get a success on
a Will challenge roll or gain 1 Insanity, while theri mind
Grave". Apply the following changes to unliving that are little is forced by macabre visions of death and nightmares.
more than bones. Such creatures tend to be fragile An affected creature can use an action to make a Will
and splinter when struck by force. challenge roll with 1 bane. On a success, the creature
removes the immobilized affliction. On each failure,
Health half the creature’s score the bane on the challenge roll to remove the affliction
Splinter When the brittle unliving becomes injured or is increased by 1 (maximum 3).
incapacitated, shards of bones fly from its body.
Each creature within 1 yard of it must get a success
on an Agility challenge roll or be struck by these
shards, taking 1d3 damage from a Size 1 or smaller
void touched
unliving or 1d6 damage from a Size 2 unliving plus Often the emanations of the Void can further corrupt
1d6 extra damage per point of Size above 2. the already macabre features of an unliving.
INCREASE BY 1 DIFFICULTY STEP
Add the horrifying trait
Gigantic
Most unliving stand twice as tall as humans do, gain true sight
Speed +2
but sometimes they could grow to even greater. Void Shadows Lit areas out to 3 yards around the
Gigantic unliving are tougher and more aggressive unliving become shadows
than their kin. ATTACK OPTIONS
INCREASE BY 1 DIFFICULTY STEP Dread The unliving uses an action or a triggered action
on its turn to send a wave of terror into an 8-yard-
Size increase by 1d3 + 1
long cone originating from a point it can reach. Each
Health +25 creature in the area must make a Will challenge roll. On
Strength +1, Agility –1 a failure, the creature gains 1 Insanity. If the creature
is already frightened, it also becomes stunned for 1
ATTACK OPTIONS minute. Once the unliving uses Dread, it cannot do so
Natural weapon The unliving’s bonus to the attack roll again for 1 hour.
increases by 1 due to the Strength increase, and it
END OF THE ROUND
deals 1d6 extra damage
Foment Discord Once per round, the unliving can use
a triggered action on its turn to make a Will attack
roll against the Will of one target creature within
Infested medium range of it. On a success, the target becomes
The rotting corpses of the unlivings attract all types consumed by hate for 1 round. While consumed by
of vermin. Flies and other flying insects cloud around hate, it must take the first turn it can and use an
action to charge or make an attack with a weapon
them, and their bodies crawl with maggots, worms against a target chosen by the unliving.
and other creeping parassites.
Cloud of Flies Center a sphere on a point within the
infested unlivings space. The sphere has a radius
Magic
equal to 1 + the creature’s Size. Flies partially obscure You can grant the ability to cast spells to any creature
the area. Wind disperses the cloud for 1 round. A that cannot already do so. The creature gains a
creature that attacks the infested unliving in the
cloud of flies makes the attack roll with 1 bane, unless
Power rating from 0 to 5 and a number of spells from
it has success on a Will challenge roll. one tradition depending on its difficulty, as shown
in the following table. To make a more powerful
ATTACK OPTIONS
See Templates spellcaster, you can instead add the magician or
An infested animated corpse deals half damage with its
from page 12. attacks. priest template.
10
Spells by Rank
champion
A champion is a fighter of exceptional skill and ability.
Difficulty Power 0 1 2 3 4 5 No more than one in six creatures encountered should be
5 or less 0 1 — — — — — champions. Adjust the champion creature as follows.
10 1 1 1 — — — — CHAMPION
25 2 2 2 1 — — — Defense +1; Health +5
Strength +1
50 3 2 2 2 1 — —
100 4 2 2 2 2 1 — ATTACK OPTIONS
Weapon Training When attacking with a weapon, the
250 or more 5 2 2 2 2 2 1
creature makes the attack roll with 1 boon and deals 1
extra damage on a success.
Role
Adding a role defines the way a creature fits into a hero
group or works with others. A creature should not A hero is an individual with superior training,
have more than one role. Roles are appropriate for extensive experience, or a special destiny. No more
creatures of Difficulty 50 or less. than one in twelve creatures encountered should be
heroes. Adjust the hero creature as follows.
Leader ADD 1 DIFFICULTY STEP
A leader commands a force of creatures similar to
itself. In general, there should be one leader per Perception +1 Defense +1; Health +20
Strength +2, Agility +2, Intellect +2, Will +2
group of roughly twenty creatures. To make a leader,
add the Leadership talent to the creature. ATTACK OPTIONS
Leadership Other creatures within medium range of Weapon Excellence When attacking with a weapon, the
this creature that are friendly to it and that can see it creature makes the attack roll with 1 boon and deals
make attack rolls with 1 boon. 1d6 extra damage on a success.
11
NOVICE ADD 1 DIFFICULTY STEP
Mob
A mob is a group of ten creatures, similar to a swarm. Health +4 Intellect +1, Will +1
This option is suitable for Difficulty 1 creatures of Size Talents The creature gains the Cantrip and Spell
Recovery talents from the magician path.
1 or smaller. You can group them into mobs of ten by
applying the following changes. MAGIC
Power 1
ADD 2 DIFFICULTY STEPS Spells The creature learns sense magic from the magician
path, discovers three traditions and learns four rank 0 or
Size 3
1 spells.
Health The base creature’s Health × 4
Mob A mob takes half damage from attacks that target EXPERT ADD 2 DIFFICULTY STEP
individual creatures and double damage from attacks
that affect an area. The mob acts as a single creature, Health +12 Intellect +2, Will +2
but it counts as ten creatures for the purpose of Talents The creature gains the Cantrip, Counterspell,
choosing targets. A mob makes Strength, Intellect, and Spell Recovery talents from the magician path.
and Will challenge rolls with 1 boon.
Creatures can move through a mob’s space, but MAGIC
they treat the area as difficult terrain. The mob can Power 3
squeeze through openings large enough to permit Spells The creature learns sense magic from the magician
the passage of an individual member and can move path, discovers three traditions and learns four rank 0
through spaces occupied by other creatures. or 1 spells, two rank 2 spells, and one rank 3 spell.
Spawn When the mob becomes incapacitated, it
dissipates and 1d6 base creatures that made up
the mob appear in open spaces within the space it MASTER ADD 4 DIFFICULTY STEP
formerly occupied. They can take the next available
turn. Health +18 Agility +1, Intellect +3, Will +3
Talents The creature gains the Cantrip, Counterspell,
ATTACK OPTIONS Improved Spell Recovery, and Spell Recovery
Melee The mob has the base creature’s reach. It makes
talents from the Magician path.
the base creature’s attack rolls with 2 boons. On a MAGIC
success, the attack deals 2d6 extra damage if the mob
is not injured. Power 5
Spells The creature learns sense magic from the magician
END OF THE ROUND path, discovers three traditions and learns four rank 0
Overwhelm If the mob is not injured, each creature that or 1 spells, two rank 2 spells, two rank 3 spells, two rank
isn’t a swarm or a mob that is in the mob’s space or 4 spells, and one rank 5 spell.
within 1 yard of it must make an Agility challenge roll.
On a failure, the creature takes 2d6 damage.
Priest
Character Templates Creatures with the priest template serve one or more
You can give creatures capabilities similar to those gods or similar powers. Consult the Castings table
possessed by player characters by adding templates in Chapter 7 to determine the number of castings of
based on character paths. each spell the creature knows.
Step 1: Pick a creature from this chapter. NOVICE ADD 1 DIFFICULTY STEP
Step 2: Choose one of the templates set out below, Health +8 Strength +1, Will +1
referring to the appropriate path. Talents The creature gains the Prayer and Shared
Step 3: Apply all the changes described in the Recovery talents from the priest path.
template. MAGIC
Step 4: Equip the creature as you desire. Power 1
Step 5: Name the creature and fill in any important story Spells The creature discovers two traditions and learns
three rank 0 or 1 spells.
details.
EXPERT ADD 2 DIFFICULTY STEPS
Magician
See Corebook Creatures with this template might have studied Health +24 Strength +2, Will +2
Talents The creature gains the Combat Prowess, Prayer,
Chapter 7 to magic from others, discovered magical knowledge and Shared Recovery talents from the priest path.
determine the through research, or learned to harness their inner
MAGIC
number of castings power. Consult the castings table to determine
for every spell the number of castings of each spell the creature Power 3
Spells The creature discovers two traditions and learns
learned. knows. two rank 0 or 1 spells, two rank 2 spells, and one rank
3 spell.
12
MASTER ADD 4 DIFFICULTY STEP
Health +36 Strength +3, Intellect +1, Will +3
Talents The creature gains the Combat Prowess, Greater
Prayer, Improved Shared Recovery, Prayer, and Shared
Recovery talents from the priest path.
MAGIC
Power 5
Spells The creature discovers two traditions and learns
two rank 0 or 1 spells, two rank 2 spells, two rank 3
spells, two rank 4 spells, and one rank 5 spell.
Rogue
Creatures with the rogue template might be
scoundrels, spies, killers, or tricksters.
warrior
Creatures with the warrior template have special
combat training that sets them apart from their
fellows.
13
auras and influence The grip of the Lord of the Demons has a disturbing
effect even on the creatures that are not living in the
territories under his influence. When the world be-
gins suffering the fear grip, a lot of creatures, willing
or not, will follow their new master. The wicked pact
made with these shadows beings leads creatures to
develop supernatural and strange aspects. In terms of
play, this means that some creatures under the sha-
dow of the Demon Lord will acquire a new archetype,
based on the Shadow Aspect of the Demon Lord. In
a territory under moderate influence of the Demon
Lord Aspect, for example, some creatures will be able
to acquire the archetype of the embodied, while in
territories under a strong influence of the Plague (Fa-
mine and Drought) other creatures will acquire the
archetype of the herlad of the Plague.
Usually the creatures related to the aspect are
considered Embodied, while the more powerful ones
take on the role of Heralds, Emissaries or Incarnations of
the Demon Lord aspect chosen and the evil influence that
emanates from them will give extended and strong power
depending on of their rank. To all the creatures found in
this manual can be to added the archetypes below.
These creatures manifest an aura in their
sorroundings that can harm anyone caught in it. Auras
can be different from one creature to another and can
have different strength.
Further, the Demon Lord can give to its transfigured
servants more evil influence on the territory they occupy,
altering and changing it, with the fulcrum effects.
The influence of the Demon Lord is not perceptible
to all creatures, so even if you play using the Shadow
as the reason for the campaign, the creatures may not
be affected by the Shadow and remain normal. The
transfiguration is an extra element that allows you to
recreate more macabre atmospheres, give different
elements of play that make the meeting more difficult,
and create places imbued with pure evil in which the
influence of the Demon Lord's Aspect is transfigured
into auras and fulcrum.
Embodied
The shadow embodied a creature's body and soul, tran-
sforming it in a vessel of Demon Lord. An embodied
creature has peculiar traits and abilities as shown below.
EMBODIED DIFFICULTY +1 STEP
Size +1
ATTACK OPTIONS
Melee The embodied's attacks are more powerful. When
the embodied get a success on a melee attack the
target must make a Strength challenge roll or take a -1
penalty to one attribute. This penalty lasts for 1 round.
14
END OF THE ROUND
Overwhelming Presence All creatures within 6 yards of
incarnation of the shadow
the embodied must make another challenge roll to
The incarnation is the ultimate evil mortal beings lin-
avoid the effects of the aura again (see Aura). ked to the Demon Lord. Their power is great and they
are always epic adversary. An incarnation can emana-
tes four weak auras or two moderate auras instead of
herald of the shadow one strong aura, in the same radius. Usually a Emis-
The dark grip of the Shadow gives the herald more sary has a minimum difficulty of 250. Some examples of
power and supernatural abilities. Usually a herald Embodied, Herald
INCARNATION DIFFICULTY +2 STEPS
has a minimum difficulty of 50. and Emissary
Size +2
are found in the
HERALD OF THE SHADOW DIFFICULTY +1 STEP Health As the creature base +3d6 supplements
Size +1 Aura The incarnationof the shadow emanates a 24-yard
Blightscars and
strong aura around itself (see Strong Aura).
Health As the creature base +1d6 Villains.
Territory influence The incarnation of the shadow has
Aura The herald of the shadow emanates a 12-yard weak
strong territory influence (see Influence).
aura around itself (see Weak Aura).
Territory influence The herald of the shadow has weak ATTACK OPTIONS
territory influence (see Influence).
Melee The incarnation's attacks are more powerful.
ATTACK OPTIONS When the incarnation get a success on a melee The GM can
attack the target must make a Strength challenge change the
Melee The herald's attacks are more powerful. When
roll or take a -1d3 penalty to two attributes (GM's abilities of these
the herald get a success on a melee attack the
choice). This penalty lasts for 1 minute. Further, the
target must make a Strength challenge roll or take creatures as they
target must make a Will challenge roll with 2 banes
a -1d3 penalty to one attribute (GM's choice). This prefer, to obtain a
or gain 1d6 Corruption or 1d6 Insanity.
penalty lasts for 1d6 rounds. Further, the target
perfect villain for
must make a Will challenge roll with 1 bane or gain END OF THE ROUND
1 Corruption. their scenarios.
Overwhelming Presence All creatures within 24 yards of
END OF THE ROUND the incarnation must make another challenge roll to
avoid the effects of the aura again (see Aura).
Overwhelming Presence All creatures within 12 yards of
the herald must make another challenge roll to avoid
the effects of the aura again (see Aura).
Aura
The aura of a transfigurated is usually of three
Emissary of the shadow types: weak, moderate and strong. An embodied or
The emissary is linked to the chaotic Void and the a herald of the shadow has a weak aura, while an
unnatural presences living outside the material wor- emissary has a moderate aura, and an incarnation a
ld. This grants more powerful capabilities. An emis- strong aura. Auras are usually not cumulative. Two
sary can emanates two weak auras instead of one weak auras remain as such and do not add up to-
moderate aura, in the same radius. Usually a Emis- gether to create moderate, for example, even if a cre-
sary has a minimum difficulty of 100. ature can have more than one aura.
Weak Aura: A weak aura usually has an extension of
EMISSARY OF THE SHADOW DIFFICULTY +2 STEPS
6-12 yards around the creature, and emanates continuous
Size +2
effects that apply at the beginning of the encounter
Health As the creature base +2d6 and at the end of each round the creature originating
Aura The emissary of the shadow emanates a 18-yard
moderate aura around itself (see Moderate Aura).
it is dead. Effects: Creatures in the area usually make
Territory influence The emissary of the shadow has challenge rolls to avoid the aura effects. See Type of
moderate territory influence (see Influence) Auras to determine the specific effects to apply.
ATTACK OPTIONS Moderate Aura: A moderate aura usually has an
Melee The emissary's attacks are more powerful. When
extension of 18 yards around the creature. See Weak
the herald get a success on a melee attack the target Aura. Effects: Creatures in the area usually make
must make a Strength challenge roll or take a -1d3+1 challenge rolls with 1 bane to avoid the aura effects. See
penalty to one attribute (GM's choice). This penalty Type of Auras to determine the specific effects to apply.
lasts for 1d6 rounds. Further, the target must make a
Will challenge roll with 1 bane or gain 1 Corruption or
Strong Aura: A strong aura usually has an
1 Insanity. extension of 24 meters around the creature. See
Weak Aura. Effects: Creatures in the area usually
END OF THE ROUND
make challenge rolls with 2 banes to avoid the aura
Overwhelming Presence All creatures within 18 yards
of the emissary must make another challenge roll to
effects. See Type of Auras to determine the specific
avoid the effects of the aura again (see Aura). effects to apply.
15
Types of Auras:
Here you find some types of Auras. GMs are free to despair
create, alter or modify the auras as they prefer. Fol- The creature irradiates a special aura of despair, releasing
lowing this guideline they are also able to create emanations of negative energy that can cloud the will of
everyone within the range of the aura.
their own types of aura.
attraction Aura All living creatures caught in the transfigurated's aura
(except those with the same aura) must make a Strength
The creature emanates a special aura of attraction, challenge roll. On a success, they become immune to the
compelling and drawing victims towards itself. aura of that particular transfigurated until they complete
a rest. On a failure, they suffer Will damage from based
Aura Any creatures caught in the transfigurated's aura on the strength of the aura: Weak (1d6-2), Moderate
(except those with the same aura) must make a Will (1d6-1 + fatigued until the end of the round), Strong (1d6
challenge roll. On a success, they become immune to + fatigued and slowed until the end of the round).
the aura of that particular transfigurated until they
complete a rest. On a failure the creature is compelled END OF THE ROUND
until the end of the round. Weak: The creature moves Permanence Victims make another Strength challenge
also up to half its speed towards the transfigurated; roll. On a success, creatures become immune to
Moderate: The creature moves also up to its speed the aura of that particular transfigurated until they
towards the transfigurated; Strong: The creature complete a rest. On a failure, they still suffer the aura
moves also up to its speed towards the transfigurated effect for another round.
and is forced to make another action (GM's choice).
16
Aura All creatures caught in the transfigurated's aura its challenge. On a success, they halve the damage suffered.
aura (except those with the same aura) must make a Will On a failure, they suffer damage from skeleton hands
challenge roll. On a success, they become immune to the and biting skull that come out from the ground. The
aura of that particular transfigurated until they complete ground becomes difficult terrain. The damage depends
a rest. On a failure they suffer effects similar to a shadow on the strength of the aura: Weak (1d6), Moderate (2d6),
monster spell. Only who failed the roll will see the monster. Strong (2d6 + 1 bane to all rolls made for 1 round).
If more than one creature failed the roll, they could see
monsters with different traits. The size of the monster END OF THE ROUND
depends on the strength of the aura: Weak (Small plus Permanence Victims make another Strength challenge
flying), Moderate (Medium), Strong (Medium plus flying). roll. On a failure, they still suffer the effects of the aura
for another round (halving them if they halved at the
END OF THE ROUND beginning of the round). On a success, creatures halve
Permanence Victims make another Will challenge roll. the aura effects, or become immune to the aura of
On a success, creatures become immune to the aura that particular transfigurated until they complete a rest
of that particular transfigurated until they complete a if they already halve the aura effects in the previous
rest. On a failure, they still suffer the effects of the aura rounds. Even in case a creature becomes immune to the
for another round. aura effects, they still suffer the effect of difficult terrain.
imprisonment
The creature emanates a special aura on earth capable tragedy
of creating spikes from the ground to immobilize anyone The creature emanates a special aura of damnation,
within the range of the aura. releasing emanations of negative energy that can curse
Aura All creatures caught in the transfigurated's aura anyone within the range of the aura.
(except those with the same aura) must make an Agility Aura All creatures caught in the transfigurated's aura
challenge roll. On a success, they halve the damage (except those with the same aura) must make a
suffered. On a failure spikes protrude from the ground Strength challenge roll. On a success, they halve the
that is considered difficult terrain and inflicting damage extra damage suffered. On a failure, each time during
based the strength of the aura: Weak (1d6), Moderate the round the victims take damage inside the aura, they
(1d6 + target is prone), Strong (2d6 + target is prone). take extra damage based on the strength of the aura:
Weak (1d3), Moderate (1d6), Strong (1d6 + dazed up to
END OF THE ROUND
the end of the round).
Permanence Victims make another Strength challenge
roll. On a failure, they still suffer the effects of the aura END OF THE ROUND
for another round (halving them if they halved at the Permanence Victims make another Strength challenge
beginning of the round). On a success, creatures halve roll. On a failure, they still suffer the effects of the aura
the aura effects, or become immune to the aura of for another round (halving them if they halved at the
that particular transfigurated until they complete a rest beginning of the round). On a success, creatures halve
if they already halve the aura effects in the previous the aura effects, or become immune to the aura of that
rounds. Even in case a creature becomes immune to the particular transfigurated until they complete a rest if they
aura effects, they still suffer the effect of difficult terrain. already halve the aura effects in the previous rounds.
poisonous mist
The creature emanates a special aura of fog, releasing Influence
hazy and poisonous scents against anyone within the The Demon Lord can also grant to its servants an influen-
range of the aura.
ce on the territory they live in, as indicated below. This
Aura All living creatures that breathe caught in the influence emanates from a Fulcrum of power, the place
transfigurated's aura (except those with the same aura)
must make a Strength challenge roll. On a success, where the servant lives, which can be an object, a relic or
they halve the damage suffered. On a failure, the simply the den or building in which it lives. The influence
poisonous fog inflict damage based on the strength on the territory has three ranks, as detailed below. You can take a
of the aura: Weak (1d6 plus poisoned), Moderate
(2d6 plus poisoned), Strong (2d6 plus poisoned and Weak Influence: At this level of influence, a territory look to Blightscars
slowed). Afflictions last 1 round. acquires an atmosphere that seems to change it slightly. to more details
17
18
18
CHAPTER 1
ABOMINII AND INCUBI
19
19
macabre remains
I hold in my hands the yellowed sheet on which on my small, unfinished map. I advance in the dark,
Nimrod has traced a few strokes with his last strength. in the only light of words, enough for my alien eyes to
While uncertain and unfinished, those traits have distinguish the road.
guided me so far. In front of me, I finally see the rusty gate. Tilted
At first, I didn’t know what I would find. Then, at to follow the vague inclination of the corridor, the
each step, I had a more and more precise idea, which slabs of the ceiling crushed and deformed by the
turned out to be more sinister with each piece that I weight of the buildings built above, conceal what is
recomposed of what had been my mother’s dark life. hidden below. Many of them are cracked by the roars
Every victim, every secret she hid in her blood, that of the occasional destruction generated by many
she poured in my blood, had led me to the edge of that events never concluded between palaces of Caecras.
precipice where I, stubbornly, refused to jump. Yes, all However, the gate is still sufficiently closed and I
my travel and all my study, all that I had accomplished, am unable to pass. Its lock is intact, a complicated
against my nature, against my hopes, had been led by mechanism that has endured the centuries. No
that woman who had given me life for a purpose that magic or alchemy is needed, and the strength I could
did not belong to me, and that she wanted to own until employ would be insufficient – I suspect it would still
the end. Now, in the corridor that exudes water and trigger some insidious defense. So I am going to use
cadaver wax in the lower rooms, I think I know what I the knowledge on its mechanical teeth, which are
will find. And, unfortunately, I can’t avoid it. closed like a puzzle of the past, an arcane code that, in
It was not necessary to inspect the arcane tower. I my long years of study I learned and set aside to make
wouldn’t have found what I needed there. I was sure room for other knowledge, waiting to recall it just on
because I had spent almost 4 months with Nimrod, occasions like this.
convincing him that I felt something for him, trying So it’s done: with one click, the mechanism opens
to force me to feel it without that, due to my nature, and falls to the ground. I listen, nothing else moves.
I could not even succeed once, despite his strength Nothing breathes. A rotten smell exhales, slow, from
and his courage, his intelligence, and its beauty. But, the bottom of the rooms that I guess beyond that gate,
for him, it was real, and it was enough. Even when still hiding in the darkness. I move forward.
I realized that perhaps he was the most sincere and The smell becomes acrider. It does not seem old,
upright person I had ever known in my long life and it smells like something is still rotting. I distinguish
confessed the truth, he did not change his mind nor hints of metals and meat, substances that I begin to
wavered his intention to help me - it was his illusion classify and compare to understand their purpose
that led him to his death, and I have nothing to and composition, smell of electricity in the air,
reproach myself with. ionized gas, dust, poisons ... I have other information
Finally, he managed to put the path in my hands. on the map. The text, on the back, is also part of a
Holding this page in my hands, I realized that what chronology and in one point reads:
I was looking for was not in the arcane tower. There
were hidden underground vaults. They contained Cum tandem curatores saxorum pondere monstrum oppressissent,
nothing but bones and memories of the past, cruorem ex corpore manavit qui aqua ex putea ac villae proximas veneno
machines that nobody knew how to repair or operate adeo infecit, ut cavea inde movere coacti sint.
with for the purpose they were designed, because
that purpose had been forgotten or concealed. I was This ancient language, in its purest form, is not
looking for more, perhaps samples, perhaps remains found in the texts of Urth. But it is not very dissimilar.
of what lived once, connected with that great secret The page Nimrod copied was in the secret library
erased in order to erase guilt, the purpose for which it of the Arcane Tower. There are references about a
had been attempted. monster. There was a fight, so sudden that many died.
Traced on this page of yellowed papyrus, blood and The keepers of the tower tried to stop the thing with
tears as ink, I hold Nimrod’s unrequited love for me. many magical means but, in the end, the monster
And maybe, right now, for the first time, I realize what could be stopped only with a major destruction: it
I may have lost. The page is precious: on the back, the was buried and dismembered by a pile of boulders.
words, crippled by the ancient language which no Once it happened, its stench and poison were so
one really knows despite affirming the contrary, shine massive that they corrupted the water in the wells
in the dark like snail slime that traces the path; on the and poisoned those who occupied the buildings in
front of the page, the blood marks borders and steps the area, so the whole debris was moved elsewhere.
20
by E. Albini
The monster is just what I hope to find. Its remains, ORDA: CONSTRUCTOR
its blood. Because what is believed to be dead is not ORDA: DILANIATOR
always dead, and its poison can remain active for a
long, long time. The gate, still closed, makes me hope And then again: Concrezio, inseminator, lubricus, and
that my mother has not yet come this far. I know she so on, so on... And below, in small, the principle they
too is looking for something from the distant past. carry is indicated: the mutagen.
My mother. Self-relegated to the opulent estates I am frantically looking for more information. This
of the man whom I believed my father after a is a vast laboratory, a prison, a safe. There are human
sinister part of her life of which I have been able to corpses among the boulders, I observe them. Their
reconstruct a few disturbing fragments, surrounded skulls are pierced by spears, and their heads have
by her sister tenebrists and secret correspondents, she been cut off by blades. Some have their robes burnt
has planned and plotted for almost a century on my with magical energy. I guess what happened here, I
existence. Her consort, buried long ahead of his time, tell myself, and then I’m sure. I pick up the pendant
left her substantial wealth, which she has exploited under a man’s body lying under a carved walnut
widely and, at the same time, increased with the most table - a large desk. The pendant bears my mother’s
sinister means. In my education, she made sure that monogram. I’ve never seen her wearing it, but I
I learned arcane arts, necromancy, the arts of life and know it’s hers. And this is definitely a problem: she
death. And I secretly studied philosophy, history, has already been here, over fifty years ago, and she
alchemy, secret languages. I have been pretending, took something from here. Something that is now in
for all my life with her and her court, to believe me. I correct myself: something that is in many of the
and support her purposes, her plans. I let her think monsters that haunt Urth.
that I was also willing to sacrifice myself for her, as I try to sit down, but I fall heavily while my legs
I exhausted myself to understand who I was, what give way. I recognized the reason for the familiarity
my sacrifice was really intended for. And, when the of these creatures, who share many of their traits with
time came, I refused. Not out of cowardice, not out of the monsters that I have learned to eradicate. It is no
rebellion. Simply because I wasn’t told the truth. A coincidence: it is a contamination.
truth that, since then, over half a century ago, I have My hand squeezes one of the coils, involuntarily.
not stopped looking. To which I am now close. My mind is pierced by a penetrating vision. I hear
My mother was in the Arcane Tower on the the voices of the World Eaters, and I am there: in their
day of the Black Star. A day nobody talks about. I universe. That universe that the Magicians of the
believe that she took something with her that day, Arcane Tower have violated.
something that is in my blood, and that has made I just have time to generate the shield, and then it
me what I am. starts ...
I move forward, I keep going. The halls have
grooved and collapsed ceilings, boulders reduced
to rubble, crumbled over time. The smell becomes
more acrid and concentrated. I see them now. Not
one, but… two… seven… cages! There is something
inside, broken creatures, teeth and fangs slumped on
the floor, claws, hooves ... I try to classify them, but
there seems to be something completely different
about them, yet similar, familiar. Budding of the
same basic formulation, possible development of a
primordial blend that has followed different paths and
specializations of growth, for distinct purposes. Did
they starve? Were they killed? Are they ... really dead?
I approach. I need more light. I activate the stone.
The faint greenish glow spreads from my hand, no
more than three arms ahead. It is enough to allow me
to avoid the oozing bubbles on the floor, almost eggs
that suppurate fluids and water. A plaque is affixed to
each cage: a description of its contents.
21
Horde of the blackstar The multiverse contains an infinity of universes, each
containing countless worlds, some empty, others
teeming with life. Few people have ever left their
reality and ventured across the Void’s yawning gulfs
of darkness to explore a different one, and fewer still
have returned to tell of what they found. But the
madmen and lunatics who claim to have traveled
beyond shout their findings to any and all to hear,
for what they discovered was death. Endless death,
worlds become graveyards of bones and rot and ruin.
The cause of these catastrophes? One might point
to the Demon Lord, but these dead worlds exist in
otherwise living universes. When the Demon Lord
shatters the boundaries, all and everything in that
universe dies. What then could this menace be?
World Eaters
Three years ago, the Red Wizard of the Tower
Arcane completed his work on a magical device
that would prove that other realities existed. He
believed that beyond the bounds of Urth’s universe
lay countless other realities, each separated by the
Void. More than a few wizards had fretted over the
idea of any experiment that promised to pierce
reality’s walls and reach through the endless dark
to some unknown destination, as any such attempt
would risk creating an opening through which the
demons could enter. The Red Wizard, however,
had the trust and support of the White Wizard, the
highest authority of the Tower Arcane and none
dared question his judgment.
Armed with the Tower’s approval, the Red Wizard
set up his device—the World-Borer—atop the
Tower Arcane’s highest spire. The device was a loop
of copper etched with mystic runes that was held
perpendicular to the ground by a lead cradle. Eight
heavy cables connected the loop to eight lightning
rods, which were arranged in a circle around the
device. The Viridian Mage, a skilled user of Storm
magic, then called a powerful storm from the north,
which brought rain, hail, and lightning. As the storm
raged and thunder boomed, lightning struck each
rod and the captured energy traveled through the
cables to power the device. Reality inside the loop
distorted, as if twisted by some invisible force, and
then tore open, the frayed edges pulling apart to
offers glimpses of the demons’ monstrous visages
who clamored to be free. But before they could
escape, the loop sealed off the Void as it opened a
hole into an entirely different reality.
"Ropes of blood fly as the ravagers rip Whatever the Red Wizard hoped he would find on
bloody chunks from their victims and stuff the other side of the portal was nothing like what
the quivering flesh into their eager maws." was actually there. The hole revealed a world in
its death throes. A fiery sky illuminated a heaving
landscape, alien structures crumbling into ruin,
22
bodies flung about. Worse, the entire place was Aborted Creations
alive with monstrous things, creeping, crawling, In the earliest time of all creation, the Demon References:
screeching their madness as they tore each other Lord wasted no time in striking back against the There are a lot of
apart. Their bodies defied nature. Some were raw genies after they sundered his body for the divine supplements that
things, the flesh stripped away until exposed muscle substance, they used to create the universes. Before can give you more
and bone remained. Others possessed too many or the genies could secure their realities from invasion, details on the
too few body parts, tentacles, a confusion of eyeballs, innumerable hosts of demons spilled into universe Urth history. Here
sucking mouths as worse. Titans of chitin and after universe to undo the genies’ labors. Each some samples:
muscle moved among them, trampling the lesser world destroyed restored some portion of the stolen SotDL corebook,
creatures with each step. All of the vast menagerie of substance to their master. Lands in Shadows
awfulness engaged in voraciously eating or rutting Most of these realities had not yet sprang forth life line: Caecras,
with each other, or both simultaneously, a veritable from their verdant worlds, but at least one did and Bordeland of Tear,
sea of mind-blasting horror. the beings that inhabited the worlds were not quite Freeholds of Nar,
Frantic calls to close the portal sounded from fully formed. They were unfinished, incomplete. Kingdom of God,
the assembled wizards, their cries growing shriller They tumbled into the Void as their reality unraveled Low Country and
as they noticed the monsters beyond the gate had around them, but rather than face oblivion as do so on.
taken notice of the opening and were moving toward most who fall afoul of the Demon Lord’s attention,
it. The Red Wizard, nearly paralyzed by dread, failed they thrived in the darkness, and adapted to their
to heed the cries of his fellows and stood unmoving new environment, a Horde of entities whose evil and
as the four barbed tentacles of a tetherbarb shot out insanity knew no bounds.
of the opening to pierce his body. He didn’t even The Demon Lord’s hatred bled into them, filling
have time to scream before he was hauled in, his them with an unnatural hunger that could never be
body ripped apart in mid-air, blood raining down sated. With that hunger came a terrible lust, the primal
on the gathered monsters. The host screamed their need to reproduce. Driven by these two interests, the
approval and surged toward the gate. Horde set its sights on the distant lights sparkling in
Slithering, creeping things spilled out of the rift the endless night and, one after the other, began to
in reality as if birthed from an unclean womb. They pass through them to lay waste to whatever they found.
splashed the ground with their foul excretions in None can say how many worlds have fallen to the
their eagerness to destroy the ones who intruded Horde, but the few cosmologists who have ventured
on their grand feast. The monsters tore into the into other realms have found entire worlds empty of
assembled wizards, rending their flesh, shoving it all but bones and ruins, long silent after enduring
into their slathering mouth, all the while violating some catastrophe. Many supposed the doom such
their victims’ bodies with phallic appendages. Had places found might have come from the people who
it not been for the White Wizard’s intervention, lived there, the Hunger in the Void, or some other
the monsters would have overwhelmed the catastrophe, but with the knowledge gleaned from
overwhelmed assembly of mages and, likely, the
entirety of the Tower Arcane. The White Wizard
used a spell of ending and sealed the portal shut,
destroying the Red Wizard’s device in the process.
Of the monsters trapped in this world, the wizards
bound them in adamantine chains and sealed them encounters with Horde of the blackstar
in bubbles of magical force, all to preserve them O Maddened by what he saw inside an abandoned temple, Aldonso the hermit
so they could be studied in the safety of their most travels around the world raving that the end of the world is near, and that the
guarded vaults. apocalypse will come as a Horde during the next new moon. It would sound
Although shaken by what they had witnessed, like a fool’s word except for the fact that many unsuspecting people are leaving
the wizards believed the threat had passed, the their homes and gathered at the abandoned temple.
danger to themselves and their world over. Even O A violent storm arrived in the region, devastating towns and villages. Now it’s
wizards can be great fools, though. The world the gone, but the woods around the region are changed: among the trees, ponds
portal reached was but one of many victimized by of putrid and milky water were formed in which unknown insects and vermin
the Horde. And now that the wizards had gained the are reproducing quickly.
Horde’s attention, it is but a matter of time before the O The docks of Ruka closed after a relict was recovered off the coast, and taken to
hordelings find Urth and invade it as they have done the port. The strange silky cocoons on the inner walls of the lower decks started
to countless others. It might not happen this year or to grow and open, causing a wave of deaths between sailors and workers. It
even this century, but the Horde is coming and when would need an investigation in order to stop the creatures that are still roaming
it does, the doom of all things shall follow. and protecting the newborn cocoons.
23
the specimens taken by the Tower Arcane, some, if Foul Excretions
not all, of those worlds died at the hands of the Horde. Hordelings make sounds, awful, terrible noises
that sound of shrieks, hoots, and barking, but these
Unchecked Violencea utterances are mere expressions of excitement and
The Horde has no purpose other than to feed and opportunity and not a language as some might think.
procreate. It perpetuates its existence by plundering The hordeling has no concept of tongues, spoken
worlds of their living resources. The invading or written, so they ignore their victims’ desperate
hordelings crash across the landscape like a wave, pleas, ripping into their bodies no matter how much
assaulting and killing everything in their path. The they beg or what they offer. The hordelings cannot
violent orgy pauses just long enough for the hordelings be reasoned with and want nothing more than do
to stuff themselves to near bursting, but satiation never what they were made to do.
lasts long and soon after they resume to hunt. Even though they do not have a language of their
Breeders mix in with the hordelings and leap and own, they communicate with one another. They do
run with their fellows, eating along with the rest. so through their excretions. Hordelings have special
However, they have a far darker purpose than the glands around their anuses and can spray musk from
other members; they aim to spill their seed into them. A hordeling’s particular state of mind alters
whatever creature they can catch. The breeders’ the scent of their spray so that fear smells different
ejaculate fertilizes itself in living and dead meat. from lust which smells different from pain. The
The foul, black slime permeates the flesh and excretions retain their odor for days, so hordelings
transforms the victim into a new member of the communicate what they find to the ones who follow
horde. them. It might be possible to replicate the odors and
thus confuse hordelings, such that a hunger scent
Of One Purpose might suggest that no food is nearby and thus divert
Although individual hordelings make up the Horde, the hordeling to search elsewhere.
they have no sense of individuality and no objective
beyond the horde’s greater purpose. Like a flock of Polymorphic
birds, the hordelings move as one, an expanding The mages of the Tower Arcane believed, at first,
sea of nightmares that threatens to envelop the that the Horde consisted of several different species,
world. Cooperation arises not from a shared sense of but their experiments revealed that they are but a
identity, but rather from an innate understand that single species with polymorphic traits. Hordelings
to be a hordeling is to be part of something greater. can alter their physiology to respond to the Horde’s
Thus, each hordeling gladly sacrifices itself for the needs. If a marshal is destroyed, a lesser hordeling
good of the Horde and fight without regard to the can transform itself into a new marshal to replace
risks or dangers it might face. the dead one.
Like any organism, the Horde seeks survival and The Horde responds to its needs in a frugal manner,
all it does it does to perpetuate itself. The Horde so no extra hordelings transform in response. When
cares nothing for its victims, much in the same way an important role is unfulfilled, a random hordeling
that a bear doesn’t spare a thought for the fish it begins the transformative process. It suddenly stops
catches in a river. The Horde sees other creatures as moving, even if it was doing something at the time.
so much meat and breeding material. Its features go blank and it does not respond to any
The hordelings comprising the Horde display stimuli while its body begins to produce a thick
great variety in form and function, even though all slime that bubbles up from its pores and creases. As
members belong to the same species. Hordelings soon as the slime covers the creature completely, it
possess the physical traits they need to carry out hardens into a shell. Inside the chrysalis, the body
their specific purpose. Ravagers, for example, have liquefies and rebuilds itself over a period of one to
claws and teeth perfect for rending flesh from the six hours, at which point the new hordeling breaks
bone, while marshals, who lead, possess great free as a completely different creature.
intelligence and can psychically influence other A chrysalis is a Size 1 object with Defense 5 and
hordelings around them. Health 20. If destroyed, the exterior cracks open to
The specialization that gives hordelings their release a gooey, stinking mess that spread across
motivation makes them wholly unsuitable for tasks the ground in a 2-yard radius centered on a point
outside their essential functions, however. Ravagers in its former space. Any creature within short
are murderous brutes and can be easily deceived and range of the mess must get a success on a Strength
misled. Similarly, marshals are fragile and depend challenge roll or become impaired for 1 round from
on the larger and tougher hordelings for protection. the foul odor.
24
Horde Gates Second, they use their bodies to build the Horde
Hordelings enter realities by way of the cracks that gate, which allows the Horde to escape the Void
appear along its edges. As these fissures rarely stay and invade.
open for long, hordelings are limited on how many Called builders, these hordelings can alter
can slip through at a time. Often, bands of three to their physical forms to resemble creatures they
ten come spilling out before the way closes behind encounter. Doing so lets them work without
them and, as dangerous as even a few can be, such arousing suspicion. In their true forms, they
small numbers pose no serious risk to the worlds appear as misshapen, vaguely humanoid lumps of
they invade. soft clay, with black eyes being the only features
To release the entirety of the Horde, certain on their faces. Their doughy arms end in three-
specialized hordelings, called builders, enter at fingered hands, like the three-toed feet at the ends
different places around the target world and set out of their stumpy legs.
to construct gateways. As it takes at least six builders Builders are not in themselves dangerous. They
to create a gate, multiple teams working at different can defend themselves, but cannot withstand a
locations ensure the success of at least one group. serious assault, even if when working together.
If none manage to construct a gate, though, the Builders scatter when they meet opponents, but
Horde typically moves on to find an easier world to invariably come back together so they can carry
conquer. out their purpose.
A Horde gate has the consistency of bone, but an It takes six builders to construct a Horde gate.
odd fleshy appearance. The gate captures one of the Two builders stand some distance apart, while
reality rifts, stabilizes it so that it stays open, and another pair climbs on their shoulders. Finally,
then widens it to allow multiple hordelings to pass the last pair climbs on the shoulders of the second
through at a time. The gates are always Size 5 objects and then join hands. Once they have arranged
with Defense 5 and Health 50. Destroying the gate themselves in this way, their bodies join and harden
closes the hole, but there’s a 1 in 6 chance that the tear to form the gate. Soon after, the energy releases
becomes a breach, in which case nearby non-Horde from their transformation tears open a hole to the
demons might avail themselves of the opening for Void appears inside, from which hordelings and
as long as it remains open. For more information on even demons can invade the world.
Void breaches, see Hunger in the Void.
Even if the Horde exhausts a world of all of its living Size 1 hordeling
resource, it still hungers. With nothing left to eat, the Perception 11 (+1); darksight
hordelings turn on each other, killing with the same Defense 10; Health 11; Insanity —; Corruption 0
Strength 11 (+1), Agility 10 (+0), Intellect 9 (–1), Will 11
glee and excitement they showed when they were (+1)
rampaging across the world’s surface. The fighting Speed 8
continues for some time, gradually diminishing Immune frightened
their numbers, until only a fraction remains. The ATTACK OPTIONS
self-destruction impulse winnows out the weak and Fist (melee) +1 (1d6)
injured hordelings while giving the survivors enough
SPECIAL ACTIONS
sustenance to survive in the darkness of the Void until
Alter Form The builder can use an action to alter
they come to another world to despoil. its form so that it appears to be a member of the
ancestry of one living creature it can see within short
Creatures of the Horde range. The builder remains in this form until it uses
The creatures of the Horde belong to a single this action again or until it becomes incapacitated.
The builder’s statistics are unchanged. Any creature
species, but their polymorphic nature allows them that sees the builder while it’s in a different form can
to become whatever the Horde needs. The following make a Perception challenge roll and identifies its
entries offer a sample of the various forms they appearance as being false on a success.
might take.
Builders Ravager
The first hordelings to invade a world have two A tide of glistening meat armed with claws and teeth
functions. First, they scout the landscape, learning rushes out from the Horde gate, each one chuffing as
what they can about the world they have invaded it scents the air for flesh to tear and grind. The mere
and where best to construct the Horde gate. whiff of another living creature excites the mob and
25
Ravagers and their shrieks fill the air, alerting their fellows to the RAVAGER MOB DIFFICULTY 50
impregnators presence of prey. As one, they speed toward their Size 3 frightening hordeling
are the origin of victims, running on two legs or four. Perception 12 (+2); sightless
many monsters Once they close the distance, they go wild with Defense 13; Health 96; Insanity —; Corruption 9
Strength 12 (+2), Agility 13 (+3), Intellect 8 (–2), Will 15
catalogued in savage glee. Ropes of blood fly as the ravagers rip (+5)
this book. In bloody chunks from their victims and stuff the Speed 12
theory, this quivering flesh into their eager maws. And when Immune blinded, frightened
Mob A mob takes half damage from attacks that target
tome is thought finished, they spray the ground with their stinking individual creatures and double damage from attacks
to be read as a excrement before setting off to find more to eat as that affect an area. The mob acts as a single creature,
whole universe the hunger within them never relents. but it counts as ten creatures for the purpose
of choosing targets. The mob makes Strength,
of hidden and Ravagers slouch, but when they stretch out to their Intellect, and Will challenge rolls with 1 boon.
mysterious full height, they can reach seven feet. They have Creatures can move through a mob’s space, but
knowledge. humanoid-shaped bodies but with spare frames, they treat its area as difficult Earthin. The mob can
squeeze through openings large enough to permit
wiry muscles cording their limbs exposed to the air the passage of an individual member and can move
for want of skin. A mixture of blood and oil oozes through spaces occupied by other creatures.
from their muscles coats their bodies, making them Slippery The ravager imposes 1 bane on attack rolls
made by creatures attempting to grab it and it makes
slippery and adding to their foul stink. Their hands attack rolls to escape with 1 boon.
and feet end in sharp claws. A long snout dominates Spawn Ravagers When the mob becomes incapacitated,
their eyeless heads and their mouths contain three it dissipates and 1d6 ravagers appear in open spaces
within the space the mob formerly occupied. The
rows of backwardly curving teeth. ravagers can take the next available turn.
26
26
the victim’s body, which bulges as its seed travels
down the length to spill into the horrid wound.
Thick, black, and oily, the effects of the
impregnator’s seed depend on the host. In
dead creatures, the impregnator’s seed infuses
the creature’s flesh and transforms it into an
abomination (see below). In a living creature, the
seed gathers living cells from the host to rapidly
build a new hordeling. Once the process begins,
the host is doomed to give birth to the spawn—a
lurchling, which kills the creature in the process.
Although a healthy host can retard the growth of
the new hordeling, it eventually gives birth to the
new creature unless magic is used to remove the
taint.
Impregnators stand about six feet tall and have
muscular bodies covered in pink skin bristling with
nodules. They have humanoid forms, arms ending
in long, clawed fingers. The great sucking hole
in the center of their faces provides them with a
particularly keen sense of smell.
IMPREGNATOR DIFFICULTY 10
Size 1 horrifying hordeling
Perception 11 (+1); sightless
Defense 9; Health 36; Insanity —; Corruption 12
Strength 13 (+3), Agility 9 (–1), Intellect 7 (–3), Will 15
(+5)
Speed 10
Immune blinded, frightened
ATTACK OPTIONS
Claws (melee) +3 with 1 boon (2d6)
Tentacle (melee) +3 with 1 boon (1d6 plus Grab)
Grab If the target is a creature, the impregnator can
attempt to grab the target as part of the same attack.
The impregnator can grab up to one creature at a
time and can maintain the grabbed affliction using a
triggered action on its turn.
SPECIAL ATTACKS
Double Attack The impregnator attacks with its claws
and tentacle.
Impregnate The impregnator targets one living
creature it has grabbed and punches a tentacle
into the target’s body, dealing 2d6 damage, and
releasing a flood of noxious fluid into the target’s
body. The target creature becomes poisoned. At the
end of each round, the target must get a success
on a Strength challenge roll with 1 bane or take a
–1d6 penalty to Health. If the target already has
this penalty, the penalty worsens by 1d6. When the
penalty drops the target to 0 Health, it dies and a
lurchling crawls out from its body, stands up, and can
take the next available turn. Once the impregnator
uses Impregnate, it must wait 1 hour before it can use
Impregnate or Abomination Spawn again. "Impalers strike with their forearm
Abomination Spawn The impregnator targets one dead
creature it can reach that is not a hordeling. The spikes, impaling their targets and then
impregnator rams its tentacle into the target’s body. flinging them aside."
After 1d6 rounds, the target becomes an abomination,
stands up, and can take the next available turn.
Once the impregnator uses Abomination Spawn,
it must wait 1 hour before it can use Impregnate or
Abomination Spawn again.
27
SPECIAL ACTIONS Creatures can move through a mob’s space, but they
Abominations treat its area as difficult Earthin. The mob can squeeze
Hideous Spray When the impregnator takes damage,
are the best way through openings large enough to permit the passage
it can use a triggered action to release a foul spray of an individual member and can move through spaces
to create new from its sphincter into a 3-yard cone originating occupied by other creatures.
form of living and from a point in its space. Each creature in the area Spawn Lurchling When the mob becomes incapacitated,
unliving creatures, succeed on a Strength challenge roll or become it dissipates and 1d6 lurchlings appears in open spaces
impaired for 1 round. Once the impregnator uses within the space the mob formerly occupied. The
spreading death
Hideous Spray, it must wait 1 minute before it can lurchlings can take the next available turn.
and decay. use it again. Slither A lurchling’s movement does not trigger free
attacks.
ATTACK OPTIONS
Lurchling Teeth (melee) +1 with 3 boons (3d6 or 1d6 if the mob is
Victims of impregnator attacks suffer long after the injured)
hordeling has moved on to find another victim. As END OF THE ROUND
the seed moves through the creature’s body, the
Overwhelm If the lurching mob is not injured, each
creature experiences cramps and nausea, breaking creature that isn’t a swarm or a mob that is in the
out into shakes and cold sweats. When the victim lurching mob’s space or within 1 yard of it must get
finally succumbs, a new lurchling tears itself out a success on an Agility challenge roll or take 2d6
damage.
from the corpse to slither bloodily across the
ground, issuing plaintive cries as it seeks to satisfy
its great hunger. Abomination
Lurchlings have worm-like bodies with oversized Hunger leads most hordelings to pause in their
heads free of any feature other than a toothy maw. work to feed on their victims, but from time to time
They measure about a foot in length and weigh no they leave intact bodies where they fell, drawn
more than ten pounds. Lurchlings remain in this away to kill something else. Impregnators seek out
form for a few hours before they encase themselves these remains and, if intact, violate them in the
in a chrysalis to adopt a different form. same way they do their living victims. Since the
Most times lurchlings appear singly or in small meat is already dead, the impregnator’s seed reacts
groups, but in areas where the impregnators have different. Instead of implanting a new hordeling in
been extremely active, they might band together in the host, the seed animates the corpse and pushes
mobs. In this form, they are at their most dangerous it to follow the Horde to serve as fodder when food
and can easily overwhelm creatures much larger becomes scarce, thus forming an abomination.
than themselves. Abominations have no purpose other than
to feed themselves, so they offer no resistance
LURCHLING DIFFICULTY 1 when hordelings attack them. If the abomination
Size 1/4 frightening hordeling encounters another living creature, though, it
Perception 10 (+0); sightless attempts to beat its victims to death so it they too
Defense 11; Health 6; Insanity —; Corruption 0 can be impregnated and join it as an abomination.
Strength 6 (–4), Agility 11 (+1), Intellect 10 (+0), Will
9 (–1) That something terribly wrong has happened to
Speed 8 them is evident to anyone who sees the abominations.
Immune blinded, frightened They have a deathly pallor and their bodies sport
Slither A lurchling’s movement does not trigger free
attacks. the wounds that caused their death, thought the
injuries do not appear to hamper them in any way.
ATTACK OPTIONS
Black slime, the impregnator’s seed, spills from their
Teeth (melee) +1 with 1 boon (1d6) eyes like tears, their mouths like vomit.
28
challenge roll with 1 bane or take 1d6 damage and
Agility score. become impaired for 1 round.
The creature loses its Insanity and Corruption See Introduction
ATTACK OPTIONS
scores and cannot gain Insanity or Corruption. for details on
Natural Weapon (melee) +4 (1d6)
Finally, the creature takes a –2 penalty to Speed. how to customize
Attributes: The creature increases its Strength by 1 creatures
and reduces its Agility by 2. The creature does not
have an Intellect or Will score. Tetherbarb
Immune: The creature becomes immune to damage Black shapes wheel in the sky above the horde,
from cold, disease, and poison, as well as to the looking much like carrion birds, but these are no
asleep, blinded, charmed, compelled, dazed, ordinary scavengers. These are the tetherbarbs,
deafened, diseased, fatigued, frightened, poisoned, high-flying predators whose keen eyes can spot
and stunned afflictions. the smallest movement from a mile away. When
Traits and Talents: The creature loses all traits and they detect prey, the fold in their wings and drop
talents, but gains the following trait. down until they get close enough to their targets to
Spurting Seed When the abomination becomes launch barbed cords from their mouths. If at least
injured, it sprays black seed into a 3-yard cone one punches into the target’s body, the tetherbarb
originating from a point in its space in the direction wings away, dragging its victim into the air where
from which the attack came. Each creature in the it is torn apart soon after.
area must make an Agility challenge roll with 1 bane Tetherbarbs have humanoid bodies, but with
or take 1d6 damage and become impaired for 1 long arms from which extend leathery skin that
round. they can use as wings. Bristly gray-black fur covers
their backs and fronts, and a long fleshy tail extends
Attack Options: The creature loses all attack options out from the base of their spines to terminate in
and gains the following. a two-pronged fork. Although they have clawed
Natural Weapon (melee) Strength (1d6 plus 1d6 hands and feet, their primary weapons are the
per point of Size above 1) four tetherbarbs they launch from their mouths.
Each is a flexible cord of flesh that with a barbed
Special Attacks: The creature loses all special attacks. hook at the end. The tetherbarbs can reach up to
Special Actions: The creature loses all special actions. ten feet away and by moving the muscles in their
Magic: The creature’s Power becomes 0 and loses all jaws, they can reel in whatever they happen to
spells it has learned. catch with them.
End of the Round: The creature loses all end of the
round effects.
TETHERBARB DIFFICULTY 10
ATTACK OPTIONS
ORC ABOMINATION DIFFICULTY 1 Claws (melee) +4 with 1 boon or 3 boons against a
grabbed target (2d6)
Size 1 horrifying object
Perception 5 (–5); sightless SPECIAL ATTACKS
Defense 13 (brigandine); Health 38; Insanity —; Tetherbarbs The tetherbarb launches its tendrils at one
Corruption — creature within 3 yards of it. The target must make an
Strength 14 (+4), Agility 10 (+0), Intellect 8 (–2), Will Agility challenge roll with 3 banes. On a failure, the
9 (–1) target takes 1d3 + 1 damage. If the total of the roll
Speed 10 is 0 or less, the target instead takes 1d6+ 4 damage.
Immune damage from cold, disease, poison; asleep, In either case, the target is grabbed by a number of
blinded, charmed, compelled, dazed, deafened, tetherbarbs equal to the damage taken (maximum of
diseased, fatigued, frightened, poisoned, stunned 4). The tetherbarb can have one creature grabbed at a
Spurting Seed When the abomination becomes injured, it time and the target remains grabbed until it becomes
sprays black seed into a 3-yard cone originating from a incapacitated or cuts away all the barbs that have it
point in its space in the direction from which the attack grabbed. Until the grabbed affliction is removed, a Size
came. Each creature in the area must make an Agility 1 or smaller target moves with the tetherbarb when it
29
moves and the tetherbarb cannot use this special attack.
A grabbed target can use an action to attack a
tetherbarb, which has a Defense 10 and Health 10.
Once the target has removed the last tetherbarb, it
also removes the grabbed affliction.
A tetherbarb regrows any tetherbarbs that are
destroyed at the end of each round.
SPECIAL ACTIONS
Vile Musk When the hordeling becomes injured, it
can use a triggered action to spray must from its
hindquarters into a 3-yard cone. Each creature in the
area must make an Agility challenge roll or become
impaired for 1 minute. While impaired in this way, the
creature reeks and grants 1 boon on attack rolls made
against it by hordelings.
Impaler
When the Horde crashes against its enemies without
causing them to break, the ravagers fall back and try
again. As they claw and tear at their foes, impalers
come up from the back, their footfalls crushing their
own as they rush in to join the fighting. They strike
with their forearm spikes, impaling their targets and
then flinging them aside. Even hunched as they are,
impalers dwarf their fellows. They stand upwards
of 12 feet tall and weigh many hundreds of pounds.
Thick plates of red chitin protect their bodies
everywhere except for their eyeless faces and sagging
mouths. Their arms end in long, ridged spikes and
they move about on feet with splayed toes. Impalers
are dim-witted even by hordeling standards. Their
craving for violence strips away any common sense so
even though they are larger and tougher, they often
land themselves in precarious situations. It’s not
uncommon for ravagers to set upon a dying impaler
in the thick of battle, finding it easy meat.
ATTACK OPTIONS
Spike (melee) +6 with 2 boons (3d6 plus Grab on attack
roll 20+)
Grab If the target is a creature, it becomes grabbed. The
"A dark intelligence controls the Horde, impaler can grab up to two creatures at a time.
issuing commands and amplifying its SPECIAL ATTACKS
needs and desires." Double Attack The impaler attacks makes two spike
attacks. The impaler can substitute fling for one or
both attacks.
Fling If the impaler has a creature grabbed, it flicks it
30
aside, causing the creature to fly 3d6 yards in a straight the render grabs the target, uses its other hand to rend
line away from it (1d6 + 3 yards if thrown upwards) its body for 8d6 damage, and then throws the target up
and then fall prone and drop whatever it is holding. to 4d6 yards away in a straight line away from it. The If you like to play
If the creature cannot fly the full distance because it target falls prone at the end of this movement. If the
more bloodish
encounters a solid object before then, the creature damage caused the target to become injured, it also
instead 4d6 + 2 damage. becomes stunned for 1 round. adventures and
campaigns,
SPECIAL ACTIONS SPECIAL ACTIONS
renders and
Vile Musk When the impaler becomes injured, it can use Vile Musk When the render becomes injured, it can use
Impalers are the
a triggered action to spray must from its hindquarters a triggered action to spray must from its hindquarters
into a 3-yard cone. Each creature in the area must into a 3-yard cone. Each creature in the area must best choices to
make an Agility challenge roll or become impaired for make an Agility challenge roll or become impaired for add to a ravager
1 minute. While impaired in this way, the creature reeks 1 minute. While impaired in this way, the creature reeks mobs.
and grants 1 boon on attack rolls made against it by and grants 1 boon on attack rolls made against it by
impaler. render.
Render Fleshshaper
The largest of the hordelings, renders stand twenty Violence is the way of the horde, but such horror as it
feet tall and weigh up to two tons. Bright red skin, can wreak takes many different forms. Drifting above
bristling with stiff white hairs covers their muscled the heaving crowds, trailing twitching tendrils that
bodies, the hair thickening along their limbs. A bristle with thorns are the fleshshapers. These fleshy
curving horn emerges from the center of their blobs defy gravity’s laws and hover over the mob,
foreheads, below which blink dim, moist eyes. Their lashing out with their tendrils at anything within
wide mouths hang open, drool spilling from fat lips. reach.
Renders move far slower than the ravagers, so Fleshshapers create and transmit mutagenic
they have fewer opportunities to feed as the small, venom through stingers bristling all over their trailing
swifter hordelings get to the meat first. When the tendrils. A living creature injected with the toxin
Horde meets resistance that it cannot overcome, undergoes a sudden and profound physical change to
the renders have a chance to catch up and do their render it helpless. The creature’s body blisters, limbs
grisly work. They roar in excitement, spraying their fuse, and bones reshape themselves, all while the
victims with spittle, and then hammer at them with creature shrieks and shrieks for death, an event the
their fists or picking them up and ripping them in ravagers are only too happy to produce.
half.
Nearly mindless, they fight with idiotic fury, long FLESHSHAPER DIFFICULTY 50
past the point that they should be dead. Size 1 horrifying hordeling
Perception 14 (+4); sightless
RENDER DIFFICULTY 500 Defense 13; Health 30; Insanity —; Corruption 2
Size 4 frightening hordeling Strength 8 (–2), Agility 13 (+3), Intellect 10 (+0), Will
10 (+0)
Perception 10 (+0); darksight Speed 10; flier
Defense 9; Health 350; Insanity —; Corruption 2 Immune blinded, frightened
Strength 18 (+8), Agility 9 (–1), Intellect 6 (–4), Will 15 Trailing Tendrils A dozen tendrils hang 2 yards under
(+5) the fleshshaper’s body. When the fleshshaper moves,
Speed 8 the tendrils move with it, passing through any space
Immune frightened below that is occupied by a creature. If a living
Dim Fury When the render takes damage, it makes creature is in a space through which the tendrils
attack rolls with 2 banes but its attacks deal 1d6 extra move, the creature must get a success on an Agility
damage. challenge roll with 2 banes or take 1d6 damage and
Trample When the render moves through a space be subject to fleshshaper venom, which is described
occupied by a creature smaller than it, that creature below. A creature makes this challenge roll from the
must get a success on an Agility challenge roll with same render just once per round.
1 bane or be crushed, taking 2d6 damage and falling
prone. A creature can take this damage from the same ATTACK OPTIONS
render just once per round. Tendril (melee) +3 with 1 boon (1d6 plus Fleshshaper
Too Dumb to Die If the render becomes incapacitated, Venom)
roll a d6 to determine how many rounds it withtinues Fleshshaper Venom If the target is a living creature, it must
to fight before it realizes it is dead. make a Strength challenge roll with 3 banes. A creature
takes 1d6 damage from the poison on a success, or, on a
ATTACK OPTIONS
failure, takes 3d6 damage and falls prone and becomes
Fist (melee) +8 with 3 boons (4d6) poisoned. A creature poisoned in this way is also
defenseless, gains the horrifying trait, can move only by
SPECIAL ATTACKS crawling, and takes 3d6 damage at the end of each round
Double Attack The render makes two fist attacks. as its body transforms. After the poisoned creature takes
Grab and Rend The render makes a fist attack. If the total this damage, it can make a Strength challenge roll and
of the attack roll is 15 or higher and results in a success, ends the poisoned affliction on itself with a success.
31
SPECIAL ACTIONS hordeling makes attack rolls with 3 boons and
imposes 3 banes on attack rolls made against it. In
Drift When a creature gets a failure on an attack roll
The Horde is the addition, the affected hordeling’s attacks deal 3d6
made against the fleshshaper, the fleshshaper can use
extra damage.
cause of many a triggered action to move up to half its Speed. This
degenerated movement does not trigger free attacks. END OF THE ROUND
Vile Musk When the fleshshaper becomes injured, it
things you can Epic Recovery The marshal removes one affliction from
can use a triggered action to spray must from its
encounter on Urth itself.
hindquarters into a 3-yard cone. Each creature in the
Epic Adversary Roll 1d3 + 1 to determine how many
(like Vaesparium or area must make an Agility challenge roll or become
actions the marshal can use during the next round.
Tormentor) but also impaired for 1 minute. While impaired in this way, the
The marshal can use these actions during any turn
creature reeks and grants 1 boon on attack rolls made
the source of many and can do so before its enemies act. Each time the
against it by fleshshaper.
bizarre objects marshal uses an action, it can move up to its Speed
before or after the action.
and substances.
Feel free to add maRSHAL
new and modify A dark intelligence controls the Horde, issuing
everything as you commands and amplifying its needs and desires. annihilation
need, manipulating These marshals provide both cohesion and Defeating a Horde is already a nearly impossible
life and death discipline and, when present, drive the hordelings challenge for even the greatest heroes. The
as you never to fight with greater fury. As potent as they are, maddened ranks of grinding beasts are a terrifying
done before, they are also the Horde’s greatest liability for if vision that often leads people to abandon their ow
creating a whole slain, the hordelings go crazy and turn against rivalries and conflicts to team up together and try
new plethora of each other until a new marshal can take control. to safeguard existence as they know it. Yet even a
creatures, spells, Marshals appear as severed heads whose spinal great victory leaves its mark: maddening the minds
and relics. columns trail like tails. Their facial features reflect of some people and saddening the hearts by the
the various peoples the Horde has destroyed over tremendous losses in others. The following life
the eons and remains expressive, mocking even. could only be a survival until Father Death arrives
The head moves about atop a transparent body to claim his prize.
made from solidified energy. If it was only this, it would be better. But the
evolution of the Horde and its carnage perpetrated
in the eons bring even more serious consequences
MARSHAL DIFFICULTY 750 in the world that has managed to defeat it. To
Size 1 horrifying hordeling annihilate a single ravager or a ravager mob is a
Perception 16 (+6); truesight great victory for everyone, but then you will have to
Defense 16; Health 100; Insanity —; Corruption 9 deal with what that victory entails. There are many
Strength 10 (+0), Agility 12 (+2), Intellect 12 (+2), Will
18 (+8) theories about what happens after the killing of an
Speed 12 hordeling, sometimes these remain theories, but
Immune frightened sometimes these consequences have been cataloged
Commanding Presence All hordelings within 1,000 yards
of a marshal make attack rolls with 1 boon and impose 1 and tested.
bane on attack rolls made against them. In my brief study of some hordelings captured
Chaotic Death When a marshal becomes incapacitated, and vivisected with alchemical and magical
each hordeling within 100 yards of it becomes
stunned for 1 round and impaired for 1 hour thereafter. experiments, I was able to find that, besides the fact
While impaired in this way, the hordeling treats all that the black seed could be used to generate new
creatures, including other hordelings, as enemies. mutagenic forms of plants, their killing was never
ATTACK OPTIONS definitive, but rather lead to the generation of new
Kinetic Blast (long range) +8 with 2 boons (5d6) creatures, effects or mutations of the them.
Many creatures, abominations or spirits are often
SPECIAL ATTACKS
the result of the annihilation of a Horde occurred
Concussion Burst Choose a point within extreme
range of the marshal. An explosion of force deals decades, hundreds or thousands of years before.
10d6 damage to everything inside a 5-yard radius
sphere centered on that point. A creature in the area
can make a Strength challenge roll with 2 banes and
germS
takes half the damage on a success. The marshal When a ravager or a render is killed, and his body
must wait 1 round before it can use Concussion Burst is left to rot, his flesh slowly liquefies in pools of
again. blood and oily and black fluid which then slowly
SPECIAL ACTIONS permeates the ground, multiplying and changing
Control Minion The marshal uses an action to choose all the parasitic forms that live in and generating
one hordeling within medium range. The hordeling various types of germs that will spread into the
becomes compelled for as long as the marshal
concentrates. While compelled in this way, the
air contaminating everything they encounter. An
32
example of this contamination could be the birth regula alchemica
of sovereign wasps and vaesparium (see page 74),
although it is only a theory, at the moment, it is Many secrets were hidden in the
not possible to exclude that those insects are a Tower Arcane. The wizards
consequence not of the evil of the world, but really who guard them do not really
of the furious battles against hordes of ravagers. excel in every arcane
tradition, and they only care
Germs can also influence natural elements and
to probe the inconceivable
cause elemental destructive uncontrolled effects
and ineluctable destiny
(see germs and viruses, in future Death & Decay that Urth faces every day
supplements). and night since the dawn of
time. And when they are not
Cysts wandering around the lands
The builders who consolidate the portals merge in search of ancient artifacts
together to create a tear in reality. If they are defeated from the first peoples, or new
and left to rot, their bodies liquefy like those of the creatures to study, they are
raveners, but their fluids coagulate together forming locked up in their inner
first small fleshy cysts in the ground which then rooms, in their chambers
full of books and scrolls,
gradually grow until they rejoin with those of other
bottles and test tubes,
builders or in alternative they grow to generate new
talismans and weird
builders. machines to scour the
Until their complete generation of new builders, sky and what’s beyond,
the cysts attract swarms of creatures to defend them. for days, weeks, even
Their appearance is a fleshy growth, of a contorted months. Their powers
bubo, furrowed by dark veins in which fluids and and their little servants sometimes support and help them during
sap flow. these days. Among those shadows, I lived for a long time. I know
Often, they take totemic forms that many every single place there, but nothing rather than the Night Vaults,
beastman worship as gods and from which as I called those secret rooms, made me more impressed. An
they draw strength (see Simulacrum, page 66). impossible space that contains something so macabre and crazy
that it could explain a lot of things. I extracted liquids and soaked
Sometimes the destruction of the builders who
issues with morphic lymph, I cut viscera and distilled amorphous
opened the portal can generate an astral cyst called essences. Perhaps one day I will collect all my writings and order
vortex of emptiness. them into something more understandable. For now, I report only
how a type of liquid, extracted from vile creatures, can generate
mutagens and shape life itself in a completely new way. Anyway, I really
I discovered that the seed of the impregnator and hope these new spark of life will never escape from the dark Night
the poison of the fleshwarper can be preserved. Vaults.
It would need some specimes to conserve them.
I prepared some recipes to do this in one of my AMORPHA GENITRIX (MUTAGEN, RARE)
diaries, even if I found that they do not work every The seed that the impregnator produce and release even
time. if not totally conscious, is a coagulum of vital energy able to
I myself tried the use of the seed on living and germinate normally and creating new offspring in living bodies
dead plants. I achieved surprising results (see the or abominations. Further, it seems to have effect also on the
normal cycle of plant reproduction. A seed clot distilled and
sidebar for one detailed substance discovered). crafted with alchemical substance (which I avoid transcribing
to not generate other monsters like these) can create 1d6 doses
demonics of amorpha genitrix. If applied to roots, seeds or other plant
Understanding what happens to the psychic form reproductive organs, generate a new half-sentient aberrant
species of plant creature: I called this new species, mandragora.
of a marshal when it is defeated was a difficult These creatures maintain the evil nature of the hordelings and
matter. The severed heads are like echoes of past are voracious and destructive. The fertility period of a seed clot
worlds and in the place where they are defeated, is 1d6 days, after which cease its effects, while the amorpha
with the passage of time, begins to gather a whole genitrix maintains its properties even for several years. One
dose of amorpha genitrix costs at least 50 gc.
of harrowing screams and cries, along with faces
destroyed by suffering, roaring mouths and frayed
eyes.
A macabre cloud of pain and madness that
follows its own will, for whatever astral reason (see
Tormentor, page 70).
33
AMALGAMA
-—FERAL AGGRAVATION— My friend Eidelbert from Kaerlud writes about a find
that could be essential for my studies. Eidelbert is a
scholar and a knight, and his noble family has failed to
deprive him of his desire to support me in my research.
34
origins senses and their abilities to make them able to Faeries: For
Individually taken the magic of the faeries, trace them through the sense of smell, hearing and more information
necromancy, and thirst for revenge can be very sight so that the traces left even over distances are on faeries and
dangerous, but their combination is undoubtedly considerable amplified. Their hunger for revenge their realms, see
lethal. The Amalgama seems to have originated and the fused essences of multiple creatures, almost Terrible Beauty.
in the wildest lands in the north of Urth, where a conscious memory of the last, painful moments of
the nature of mortals more often meets the faerie life, gives them a ferocious instinct and a constant
kingdoms in the most pristine and less populated force that makes them relentless hounds.
areas, where nature is still the mistress. Berserker The amorphous and continuously moving mass
hunters and hungry ferals are often the perpetrators of the Feral Aggravation makes it like a wave in
of creatures, also for reasons of survival, but the flood that rouses all that it finds in its path until
order is based on a selection so nothing is without it quenches its thirst for revenge on its flesh-
consequences. bearers. The corpses, the congealed blood, and
And if the faeries who dwell in realms hidden the decomposing meats collect feelings and dirt,
from the eyes of mortals, willing to take revenge for and, if it is not stopped, the Feral Aggravation not
the wrongs suffered in the past, decide to exploit only becomes a destructive fury but also a bearer
their powers to turn nature itself against mortals, of death, leaving a trail of degeneration and decay
they would not even stain their hands with spilled that spoils the lands, the plants, causing even worse
blood. It is said that the first origin of a Feral diseases.
Aggravation occurred due to the revenge of the king Once the Feral Aggravation identifies its prey,
of the faeries. Using his powers, he fused those it will not lose sight of it and will continue to use
massively slaughtered animals together, binding the skills and cunning of natural predators that
them to savor the ecstatic pleasure of revenge, their compose it to attack them. Some Amalgama use
hunger satisfied only with the chasing of their stealth, surprise attacks and ambushes; others will
pebbles and the natural feast on their corpses. base their hunt more on speed and aggression.
Who knows? Maybe faeries do not have any guilt Whatever the original animals that comprise The GM is free to
in diverting natural creatures in general against it, Feral Aggravation’s attacks are based on the add implements
humanity or, maybe, they have had contact with bite or claws and produce deadly consequences such as jewelry
hungry hordelings from which they have drawn, as its hunger and bloodthirstiness increases. Yet a made from the
as happened to the magicians of the Tower Arcane, Feral Aggravation’s greatest weapon is actually the bones of an
some experience that, unlike us, they used for their appearance that the faeries have given it. Its sight amalagama,
personal purposes. will instill fear in its prey, a terror that will leave the which could be a
Feral Aggravation free to launch ferocious attacks.
Appearance and Habitat Even those who have shed the blood of a predatory
good way to grant
new spells of the
Generally, the Feral Aggravation appears as a mass animal and have still soiled their hands will be Fey tradition.
of growling, biting, and limb-headed heads and afflicted by the same intense fear at first contact
appendages that strike everything they encounter
around them. Their howls and growls echo in the
darkest areas, terrorizing shepherds, hunters, and
woodsmen alike. Their hunting grounds are the
wildest places where animals live in herds and encounters with an AMALGAMA
where supremacy of the strongest reigns in the fight
O In the Balgrendian jungles, some groups of explorers have eliminated a
for survival.
colony of ravenous baboons that had settled among the ancient ruins
But cases in the seas and oceans were not unheard
they wanted to scour. The group then entered the ruins, but traces of
of, where whalers and other unscrupulous hunters
them were lost and an Amalgama of fierce monkeys formed and began
abused their abilities to hunt cetaceans, seals,
its wild hunt. Since it does not find the explorers it sought vengeance
walruses, or white bears. As a result, many tribes
upon, the Amalgama is following their tracks back to the border cities.
have disappeared, and many hunters are coming to
O The PCs are hired to escort a group of exotic fur merchants, but the
terms with their executioners in the icy northern
journey turns into a nightmare when the caravan is targeted by a
expanses, on their boats, or lost on forgotten
large Amalgama of bear corpses and wild boars.
islands.
O A group of cultists set fire to the home of a taxidermist at the center
Tactics, strengths and weaknesses' of Gateway. Furious at having lost his beloved “children”, the man
animated the fused bodies with strange magic and sent them against
Fey magic fixes the animals fused together on the
those he thought were his assailants.
search for their killers, increasing their perceptive
35
with the Amalgama, which will cause them to lose SPECIAL ACTION
These are just all the arrogance or superiority that they had, before Howl The amalgama lets ooses a grim howl. Each
some example leaving them confused and helpless. creature within medium range that can hear the
howl must get a success on a Will challenge roll or
traits that can Since a Feral Aggravation is oriented only become frightened for 1d6 rounds.
be applied to an towards a particular prey, this can be an individual
amalgama. Use or a group, and this strength can also be a weakness.
the attack and If the Amalgama can be led to believe that its prey Amalgams of wargs
defense traits of is already dead and its hunger satisfied, then the Below are the specifications to create an Amalgama
the base animal magic that strengthens it will be fulfilled and will of cruel wolves: fearsome predators from the faerie
to create those vanish, leaving a mass of animal corpses. realms that slide along the boundaries between the
of the amalgam worlds to hunt, kill and feed. The affront done to these
as you see fit. For treasure faerie creatures did not go unnoticed, and the faeries
example, if you A Feral Aggravation has no treasure or anything, plot so that their beasts return to torment those who,
want to create an but its remains could stay infused with faerie energy in their first time on Urth, they failed to kill.
amalagama from and can be used as ingredients or implements for
birds of prey, you the Fey tradition.
can add the flying DIRE WOLF AMALGAMA DIFFICULTY 500
Size 3 ,horrifying undead
or dive talents to Statistics
make the Scary You can apply the following modifications to a Perception 16 (+6); darksight
Defense 16; Health 180; Insanity —; Corruption —
Attack of the creature you would turn into an amalgama. Sample
Strength 19 (+9), Agility 17 (+7), Intellect 6 (-2), Will 9 (-1)
amalgama even amalgama follow. Speed 12
more terrifying. Immune damage from disease and poison; asleep,
blinded, charmed, dazed, deafened, diseased,
DIFFICULTY +3 STEP (MAXIMUM 1,000) fatigued, frightened, poisoned, stunned
Enhanced Senses The amalgam makes all Perception
Size +1
rolls with 1 boon and cannot be surprised.
Gains horrifying trait
iron Vulnerability A warg amalgama is impaired while it
Attributes Agility +4, Strength +4, Intellect –2, Will –2
is in contact with iron.
Perception 16 (+6)
Health The same of animal base x4 ATTACK OPTIONS
Speed The same of animal base
Teeth (melee) +9 with 2 boons (3d6 + 1 plus Trip plus
Enhanced Senses The amalgam makes all Perception
Scary Attack)
rolls with 1 boon and cannot be surprised.
Trip If the target is a reature, it must get a success on
Scary Attack Each time a creature takes damage from
a Agility challenge roll or fall prone. If the target is
the amalgama’s attack, the creature must get a
already prone, it takes 1d6 extra damage.
success on a Will challenge roll or become frightened
Scary Attack Each time a creature takes damage from
for 1 round. If the target is already frightened, it
the amalgama’s attack, the creature must get a
instead becomes stunned for 1 round. If the target
success on a Will challenge roll or become frightened
has dealt damage to the amalgama, it makes the
for 1 round. If the target is already frightened, it
challenge roll with 1 boon.
instead becomes stunned for 1 round. If the target
has dealt damage to the amalgama, it makes the
challenge roll with 1 boon.
SPECIAL ATTACKS
Darting Attack The dire wolf amalgama moves up to
half of its Speed and then attacks with its teeth. If the
Blight : Stigia Swamp:
The Blight: attack fails, he can use a triggered action to retreat.
Hunters have greatly devastated the population of crocodiles to harvest SPECIAL ACTIONS
their skins for trade, going so far as to drain much of the marshland where Howl The dire wolf amalgama looses a grim howl. Each
they live. A faerie kingdom exists beneath the waters, and they decide creature within medium range that can hear the howl
to intervene against those who perpetrated this carnage. The corpses must get a success on a Will challenge roll or become
frightened for 1d6 rounds.
of skinned crocodiles litter the dried-up marshes, left to the vultures.
Instead they have been fused together in a terrifying Amalgama that
launches terrible attacks against the humans who live on the banks, in
search of revenge until the animals’ skins are restored. An impossible
task at best, given all the skins that have already been sold throughout
the lands…
Stigia Swamp: 1 Amalgama (Emissary). Aura: Freezing (Moderate),
Spectral (Faint). Influence Moderate.
36
Amalgams of vampire bats
Below are the specifications for creating a vampire regula alchemica
bat Amalgama. This undead creature was formed Once I restored the life of a little cat to a
after a swarm of vampire bats were killed in a seriously ill child. The cat had died from the
vast cave by a mining organization that wanted to same illness that was killing the child, and I was
exploit it for its rich deposits of precious stones. still in that phase when I was satisfied to use
my knowledge to cheer someone up. But
Unfortunately for the miners, these deposits were
there was nothing to be done to save the life
a reserve for the faeries because the they kept their
of the child in her last days, long days in
Realm anchored from dissolving into the Void. Now which she faded slowly. I used substances
the bat Amalgama rage in the night to hunt down taken from the Feral Aggravation (not by
the miners who participated in the carnage and all me, which at the time I hardly left my
trespassers. father’s estate).
The Feral Aggravation could
usefully reflect a process of organic modeling
MOB OF VAMPIRE BATS AMALGAMA DIFFICULTY 1,000
and regeneration. There seems to be a magic that animates it, in
Size 4, horrifying undead addition to this biological mechanism, which flows into it partially,
Perception 16 (+6); darksight awakening only a semblance of consciousness, amplifying the
Defense 19 Health 320; Insanity —; Corruption — senses and sensations, as well as a vengeful ferocity linked to
Strength 16 (+6), Agility 19 (+9), Intellect 5 (-5), Will 9 death from which the Amalgama is unleashed. I believe, however,
(-1) that there is no precise moment of birth and death, but there is
Speed 12; flier (swoop) an ever-changing flow of energy in the universe that thickens
Immune damage from disease and poison; asleep,
blinded, charmed, dazed, deafened, diseased,
and dissipates, creating inflorescences that bloom and wither,
fatigued, frightened, poisoned, stunned temporary ganglia of compacted energy that are at the origin of
Mob A mob takes half damage from attacks that target what we rationally call birth and death. However, when, later in
individual creatures and double damage from attacks the years, I found myself faced with the awe of ferocious fauns
that affect an area. The mob acts as a single creature, that raged in the northern forests of Blotland, I had to change my
but it counts as ten creatures for the purpose of mind about the natural birth of a Feral Aggravation.
choosing targets. A mob makes Strength, Intellect,
In that case, I considered the Feral Aggravation was formed not
and Will challenge rolls with 1 boon.
Creatures can move through a mob’s space, but because of some spell of a perverse faerie, but out of nature itself.
they treat the area as difficult terrain. The mob can It was only later that I understood that in that area a kingdom had
squeeze through openings large enough to permit collapsed decades ago, and the remaining magical energies were
the passage of an individual member and can move still swarming among the trees, like fireflies visible only to those
through spaces occupied by other creatures. who could perceive them. The study of those corpses led me to
Spawn When the mob becomes incapacitated, it
discover that the magical residues continued to pervade them in
dissipates and 1d6 vampire bats appear in open
spaces within the space it formerly occupied. They
the bones and in what remained of their cerebral ganglia. I will not
can take the next available turn. describe how they can be derived, but the objects below carry in
themselves something genuinely supernatural.
ATTACK OPTIONS
HOWLING DUST (RARE)
Teeth (melee) +9 with 2 boons (1d6 plus Bleeding or
Blood Drain plus 2d6 extra damage if the mob is not Boiling and shredding the bones and marrows of the animals in
injured.) an amalgama, you can obtain 3d6 doses of a special incense. If
Bleed A living target must make a Strength challenge roll. burned, who inhalated it become wild and furious. He can loose a
On a failure, the target becomes fatigued for 1 minute grim howl for 1d6 rounds. Each creature within medium range that
or until heals any damage. At the end of each round in can hear the howl must get a success on a Will challenge roll or
which the target is fatigued, it takes 1 damage. become frightened for 1d6 rounds. Price 10 ss.
Blood Drain The vampire bat amalgama makes a
Strength attack roll against the target’s Agility with 2
boons. On a success, the target is grabbed and gets
3d6 extra damage if it is a living creature of flesh and
blood.
SPECIAL ACTIONS
Howl The vampire wolf amalgama lets looses a grim howl.
Each creature within medium range that can hear the
howl must get a success on a Will challenge roll or
become frightened for 1d6 rounds.
37
ARACrANEO
-—AVARNA HOST— I hired a couple of efficient yet unscrupulous mercenaries,
not to protect myself - which I can do on my own - but as a
support to inspect ruins on a small island that rises in a bend
in the middle of the river.
It has been raining for days, the waters have swollen
and, crushed as they are among the narrow gorges of the
mountains, they flow between the rocks with eddies and
reels. We hardly reach the bend of the river, and around us
the rocky walls seem to keep the islet in the center. While
the roar of the waters resounds in a deafening way, we
mount the field against one of the most distant rock walls,
where the rocks are covered with a scented moss that
exhales an aroma reminiscent of celery, and we wait. In a
couple of hours, the visible slice of sky becomes gray and
shiny, like an iron plate, so much that I can almost see my
reflection in the clouds. I know what it means, and this also
confirms that I’m in the right place: it’s time to enter.
I bring only Loth, chief and older brother, with me, while
the younger, Juno, remains to watch the camp. We reach
the islet; the water is fast, heavy, dark, and drags loose debris
we must watch out for. The reflection of the sky breaks into
a thousand blades as we arrive at the temple.
The temple is only a decorated passage in the center
of the islet, a door in the floor. I know how to open the
circle of carved marble beneath our feet, and there are no
inconveniences. We enter and unharmed, without having
found the globe I am looking for. Only a few hours have
passed, the semi-flooded underground complex was not too
extended, yet darkness has already fallen outside. The camp
is silent. The boy is sitting with his back to us and is eating.
We are soaking wet, and Loth trembles from the cold, so
he immediately approaches the fire to warm up, asking for
something to cover himself. Juno turns slightly and stares
at him with distracted and lost eyes. “A cloak, a blanket,
move!”, Loth orders him in an impatient voice. Instead of a
blanket, Juno passes him ... a hand. His own hand, torn away
from his forearm. It resembles wax, white as it is. At his
feet, dark in the dark, I see a pool of crimson blood whose
smell was covered by the moss that covers the rocks.
Then Juno seems to smile at Loth. When he opens his
mouth in a sneer, I see he has something between his tongue
and his teeth, something dark ... snappy, popping ... A tangle
of keratin-like, almost skeletal legs juts out from his mouth,
which seems to depart from an ovoid carapace still hidden
inside his throat.
The arachnid - so I classify it after a moment of
observation in which everything seems to stop - bends
inside the esophagus, compressing its armored bands. It
prepares to jump. A moment later, Juno’s mouth explodes
“Juicy is the fruit of passion, but it rots in a stream of acid vomit, scraps of flesh, paws, and the
quickly. Its rapid decay drives you to eat keratinoid creature, while Juno firmly grips Loth’s shoulder
it before it reveals its belly teeming with and continues to hold out his torn hand.
worms, but haste is a bad counselor. The corrosive acid jet covers Loth. Loth’s screams
Just like passion.” resonate throughout the cave, while Juno sits quietly,
grasping to his brother and watching the scene. He has no
pupils in his eyes...
38
Origins fascinating and passionate young men are always bald.
Aracraneo is a living mortal, chosen by a priestess of Sometimes they are alone, sometimes in groups of
Avarna to house a spider-like creature who dwells in three. And, always, some celebration of carnal passion
one of the faerie kingdoms it has infested and molded in is involved, whether the cult initially foresees it or not.
its image eons ago, led by the progeny of the Horde from I have identified the presence of a spider inside the
other places in the universe. The Kingdom of Avarna is host on all these occasions. The spider is a symbiont,
now a reign of fathom spiderwebs, stretched and tangled it could not survive outside the body that houses it,
among the trees that sink their roots in the earth, where and the priest sustains and protects it. The priest bears "I have studied
numerous spiders live. The creature proliferates here, symbols tattooed on his forehead that are copied by and reported
subjecting all the faeries to its will, and is venerated as many members of the sect in a sort of imitation, and that Avarna’s
a deity. The spiders periodically seed a faerie priestess some of these symbols refer to the cult of Avarna. The poison seems
who makes them grow inside her body and, when she spider establishes a relationship with the priest that somewhat similar
enters the temples of Avarna in the mortal world, which leads the host to have an unnaturally long and satisfying to fleshwarper's
are also the only entrances to the hidden Kingdom of life in exchange for few hours in which his body is poison, and that it
Avarna, she transfers the eggs inside her belly one by totally controlled by the spider, to carry out long-term could be used to
one to cultists during a special ceremony. plans that generally go unnoticed. After the goals are create mutagens."
The purpose of the spider is to destroy communities acheieved, the cult or the convent simply disappears.
and orders that could pose a danger to the faeries and,
I suppose, facilitate the expansion of the Horde in our Tactics, strengths and weaknesses'
world, annulling any possible defense. However, these The main strategy of an Aracraneo is to work in a
are only hypotheses. I can only confirm that I found closed enclave, from the inside. Through the erotic
There are no known
a correlation with the horde in the methodology of and romantic interest that it arouses, it can acquire
occurrences of
their diffusion, in the procreation of the species, in information, riches, power, and anything else until it
other ascendences,
the assimilation of the others, and in the supernatural completely vanishes the order in which it infiltrates.
although some
origin or provenience beyond Urth. Unfortunately, Love or lust relationships are the primary means by
orcs, after the
it appears that the Avarna Host follows a kind of which it makes its way.
rebellion against
natural body adaptation that mutate it to let it survive
adversities, and therefore the problem seems more PRIESTS the Empire, seem
to have inexplicably
complex and my analysis is ongoing. The members of the cult that host the spider
approached the
are always human volunteers. Priests are called
Appearance and habitat “consecrated repositories” and are beautiful novices. cult.
It is not unusual for entire ecclesiastical orders to arise Their sensitivity increased by the guest allows them to
and disappear in these difficult times. It is generally interpret the needs of the interlocutor identifying his/
believed that this is a natural cycle of development and her disposition to a love affair, the kind of propensity
decay, but some factors indicate another story. Suddenly and tastes, and behave, by instinct transmitted by the
a cult, born a few years ago in the wake of an event of spider, precisely in the way in which the interlocutor
great emotional value, begins to acquire more and more
followers with the general appeal of an enlightened
and charismatic young priest. The cult flourishes, the
ecclesiastical hierarchies are enthusiastic because it feeds
new conversions. Then the order suddenly disappears. ENCOUNTERS WITH AN ARACRANEO
The cause is unknown. Sometimes, in abandoned
O A young man asks the PCs to help him to discover what the charming
monasteries, only putrescent remains are found, and
priest of the local Nerai Cult is hiding. Nerai is a divinity who embodies
everything is covered by the scared hierarchy. Sometimes,
charity and love. The young man is rich and can pay well the PCs. The
if the cult did not depend on any main church, it is the
priest has been seen wandering around among the ruins of an ancient
local administration who purifies the former place of
tower that rises in the center of the local waterway ...
worship with flames, believing that a terrible disease
O The owner of the most important bank in the small town of Senesia
must be blamed, and determined to prevent its spread.
is a handsome man in his forty who occasionally participates in
But then everything repeats itself, far enough not to
parties and group dinners in a villa outside the city with prominent
raise doubts of contagion. Young monks, always men
representatives of the region. When one of the bank’s employees is
and always of appealing appearance, endowed with
found dead, the victim’s sister believes she has been murdered. The
an almost supernatural charisma, make proselytes in
authorities, influenced by the owner, state instead that it is suicide.
a small religious community or among the villagers,
The victim’s sister asks the PCs to investigate...
attracting men or women, without distinction, whatever
the nature of the faith they proclaim as truth. These
39
wants them to behave. engaged in a romantic act or when a victim is close enough,
Once he has stolen his lover’s unconditional trust unaware, helpless. The spider can also attack using the
Swarm
and support, the novices exploit him to acquire power their host, using the weapons that the priest knows how
Mother:
and resources within the order in which they are to use, usually blades easily hidden in the suit (see Priest)
There is no
infiltrated. Trained to manipulate and act secretly, they but, if disarmed or exasperated by hunger, he will simply
details on the
begin to take possession of resources, assets, treasures, grab the victim and pulls them forward towards the claws
swarm mother
knowledge, influence, and power and divert it to one of of the keratinoid that squirm from the priest’s mouth.
who carries the
their secret Avarna temples. Occasionally forced to kill, The claws are sharp and impregnated with poison that
spiders in its
to feed the sacred spider, they do so in the most unlikely stuns the victim by making his movements slower and
belly. Living in
way possible, devising accidents, disappearances, or clumsy. Furthermore, if the victim is within reach and well-
a faerie realm,
exploiting events favourable to hide their action. positioned, blocked by the priest’s hold, the spider spits
it is assumed
The Aracraneo can easily be mistaken for a charming out a jet of acid taken directly from the priest’s stomach
that it is a faerie
and charismatic member of the society he infiltrates, and strengthened by its secretions. The acid immediately
creature, but it is
but its needs are bound to those of the spider. When corrodes the meat it comes in contact with (and for this it
not demonstrated.
the priest is controlled by the spider, his physical must be thrown carefully and only when the victim is well-
It seems that she
characteristics are enhanced by the substances secreted positioned, or would damage the carrier), and digestion
cannot remain on
by the spider in his organism, which make him stronger, begins outside the body.
Urth for a long
faster, less sensitive to damage and pain, not influenced When the victim is unable to react, the flesh weak
time and only
by effects that involve the mind. For the rest, the priest and yielding, the priest begins to dismember them,
goes there when
has the normal vulnerabilities, depending on the and, together with the action of the spider, dissects
the gestation
host’s ascendance. The Aracraneo will always attack if them piece by piece and swallows them.
of the guests is
it is reasonably sure not to arouse unwanted attention,
complete. One
by surprise or in secluded places and without giving Treasure
thing is sure: the
warnings of this intention. A human host, depending on his level and position
mother is always
If he is discovered, or when the order has been in the hierarchy of the order, could have keys or maps
pregnant.
stripped of everything, the Aracraneo will get rid of the of deposits or documentation of loads he has already
remains of the corpse by disposal in water, wells, sewers, sent to the base and letters of credit, of the materials he
or by hiding it in the trash and making all traces of his had already taken from the order or was subtracting.
presence disappear. The spider dissolves rapidly after death, and only
the fragile cartilages that made up the carapace and
SPIDER legs remain, which deteriorate like standard biological
The spider has long keratinous paws with greenish claws substances.
and is wedged into the throat of the volunteer priest.
He must eat periodically (about every three days) fresh avarna host
partially digested meat and, if the priest takes a long time Humans are the first to yield to the lure of the Avarna
to feed it, he himself takes control. The spider kills by Host, and therefore are the most widespread on Urth.
reaching out from the priest’s mouth, when perhaps he is The human cultists of Avarna, convince themselves of
being elected and depositories of the divine, and for
this they secretly sneak into other cults and churches
to annihilate them from within.
40
ATTACK OPTIONS
Mace (melee ) +4 (1d6)
regula alchemica
SPECIAL ACTIONS My life is dedicated to an unusual
Enchanting Senses The avarna grants its host one purpose; my commitment to
casting of the charm spell from the Enchantment pursuing this goal could cause
tradition. my death. If I were not able
Insightful Recovery When the avarna host takes to distinguish between what
damage, it can use a triggered action to expend 1
is risky and what is lethal, I
insight and heal 1d6 damage.
would have only achieved the
MAGIC
victory of those who want me
to fulfil the destiny for which
Power 2
Shadow nightfall blade (2), shadow dart (1)
I was conceived. Mine is a
Destrucion ruin (2), dissolve (1), rend (1) road that I have to travel alone
because every weakness causes
pain and danger for everyone,
avarna spider not only for those who accompany
The spider that controls the host is a fae creature me. I have never entrusted my fate
bound to its realm. If forced to leave the host body to faith. Faith is the negation of
logic and knowledge and since
it will try to feed and kill, but if its host is killed, it
I am not afraid of dying and
will look for a new body to settle in, so it will always
I must remain alive, faith
leave a victim alive until it is time to quit the cult to does not serve me, and I
perpetuate its existence. do not consider it useful.
The same goes for
religious hierarchies,
AVARNA SPIDER DIFFICULTY 25
all hierarchies to be
Size 1/8, horrifying faerie precise: accepting a dogma means
Perception 16 (+6); darksight to stop thinking and put one’s life in the hands of another person,
Defense 14; Health 20; Insanity —; Corruption — who is not able or does not want to give you explanations and
Strength 12 (+2), Agility 13 (+3), Intellect 7 (-3), Will 10 (+0) therefore is not a person of value. I recognize, however, that some
Speed 14; climber
churches are capable of bringing benefits to the hearts of ignorant
Immune immobilized, slowed
Supernatural Insight At the start of combat, the avarna
and lost people, giving them the illusion and hope of being saved
spider gains 1d6 insights that last for 1 minute or until by the impending ravages of the Void. I doubt it has any effect,
expended. The host can expend an insight to grant itself but it makes no sense to die in terror if you don’t have courage.
1 boon on a challenge roll it makes or to impose 1 bane on However, these reports are not meant to console you, reader,
an attack roll made against it. as I don’t care if you live in fear. My purpose is to convey what
iron Vulnerability The avarna spider is impaired while it I have witnessed and studied so that, if I should fail before
is in contact with iron.
preventing what has to happen, I can at least try to carry on my
ATTACK OPTIONS fight. But, I warn you, do not let yourselves be carried away by
Acid Jet (melee, Reach 1) +3 with 1 boon (1d6) fear because it is useless.
Fangs (melee) +3 with 1 boon (1d6 + Compelling Poison) These creatures, the Avarna Hosts, are nothing but one of
Compelling Poison If the target is a creature, it must the many forms of the Transformation. They are cancer on the
get a success on a Strength challenge roll or take 1d6 world, which must undoubtedly be eradicated, and this must be
damage and become poisoned for 1 minute. While it
done without any fear. Their work follows scientifically refined
is poisoned in this way, the target is compelled. If the
target is already poisoned, it takes 1d6 extra damage
and valid methods, which are an expression of intelligence and
instead and must get a success on a Will challenge survival skills. They are not ‘gods’, nor ‘demons’: if they bleed, they
roll or become immobilized for 1 round. can be destroyed, one of my companions once said, and I still find
that axiom to be absolutely correct.
SPECIAL ACTIONS
Shadow Cocoon The Avarna spider wraps a defenseless
creature within its reach in shadow filaments until SKIN BANDAGE (RARE)
the creature is completely immobilized. Then it The skin of the host's skull is marked with tattoos granted by
uses a triggered action to enter the victim’s mouth the avarna host. These tattoos are magical and the scalp can be
and gets control of it, after which the shadows removed and treated to last over time. Wearing this bandage
dissipate. on the forehead grant the user the spell brand of doom (Rune)
Shadows Blend When moving in partially obscured but it is subject also to the spell rune of finding. Members of
areas, the Avarna spider can use a triggered action to the cult will start their search to enslave the bandage wearer.
hide automatically in shadows.
41
callaria genitrix
-—generator bulb—
I had heard many stories about the ghost village, the
one that stands near the pond of Aquae Limae, and I
asked Father Faber to go there as soon as he was free.
He wrote to me:
42
origins to grow and reproduce, forming new cysts that
There can be no doubt about the real nature of swell all over its body. The cysts contain glands
these horrors: the Callaria Genitrix, or “generator and pockets of spores, which permit the creature’s
bulb”, is undoubtedly the offspring of a hordeling’s continued growth. From the cysts, spiny tendrils
secretions. After studying dozens of samples and branch off to snare unsuspecting victims, awaiting Proximity:
completing a long series of magical experiments, the arrival of plant copies or, in the case of more Distances can
I can say with certainty that this “plant” belongs intelligent bulbs, to pass unlucky victims from vary from bulb
to a mutated (and particularly resistant and tendril to tendril until they are brought within to bulb and are
aggressive) species of aquatic carnivorous plants reach of the central mouth. It is not uncommon based on their
native to Rûl, the Sarraceniaceae Giganteae, which for someone to believe they have killed a strength. From
evolved due to the mutagen secreted by hordelings. generator bulb after destroying an enormous cyst some testimonies
The spores and nauseating fluids with which the and the clusters of tendrils that form from it, only it can vary from
bulbs create the “copies” of the victims previously to discover stray plant copies nearby questing for a minimum of
ever harbored doubts, it was enough for me to The true strength of a Callaria Genitrix is not so
observe the behavior of the generator bulbs I left much in its prehensile tendrils, as in the ability to
especially starved for a time sufficient to trigger an give birth, through the fleshy sac that constitutes
extreme reaction. As with all the other hordelings, its body, to almost perfect “copies” of any creature
the suicidal impulse (always to obtain resources to that the plant has devoured in the past. The
survive) pushed them to generate “copies” and then copies appear identical to the originals, but only
assimilate them in a continuous cycle, until they physically—their memories, when questioned,
wiped themselves out. are confused and fragmented, and they behave in
Horde Gate: see
Last, but not least, a detail I find particularly bizarre and repetitive ways as if they were puppets
page 25.
relevant is the presence of multiple signs—in the without will or without any desire to live. The
areas where the bulbs are rooted and develop— copies’ bodies are made from masses of rotting
that testify to an attempt by the horde to form vegetable matter, which is why they all emit the Smell: Get
a gate. This leads me to think that, perhaps, the same smell. a success on
generator bulbs are not merely specimens of a Copies created by the bulb have no need for a Perception
changed plant species, but rather that they hide food or sleep. They need only to dive in water for challenge roll
different objectives and goals, more complex and a few minutes a day. Physically weak, they have but with 2 banes
sinister than I had initially supposed. a simple purpose: to move away from the central gives you a clue
body of the bulb (never more than 1 km) and attract that all copies
Appearance and Habitat new victims to the waterway or the pool where the emit the same
The few who have come close to observe a Callaria Callaria Genitrix resides. The life and autonomy smell.
Genitrix and to have survived describe it as a
repugnant mix between a swollen necrotized cyst
and a suppurating floral growth. A generator bulb
is firmly rooted to the bottom of a lake, pond or
stream, though not too deep. Four long thorny ENCOUNTERS WITH A CALLARIA GENITRIX
tendrils extend from the central mass of its “body”, O It is night and the full moon shines placidly on the river. A beautiful
which has a mouth positioned vertically. It uses creature bathes naked in the river, an alluring shape almost too much
the tendrils to drown unwary visitors who come to resist. The creature notices a member of the group, giving them a
too close in search of relief from thirst or for a nod of greeting and an invitation to enter the water.
bath. After killing them, the bulb “opens up” O The De Carlo family moved into the old farmhouse near a lake months
and swallows them, digesting the bodies with its ago. Recently, they have been acting strangely, forgetting to look after
powerful gastric juices. their animals and the harvest. After visiting them, the local priest returned
The spores released from the bulb into the waters to the village more shaken and confused than ever by their behavior.
where it hides then create a scent living creatures O Julius, a widower and woodcutter, fears Aemilia, the eldest of his two
find captivating. Father Faber will carry out further daughters, has been bewitched by elves. The girl has not eaten for days,
investigations on this, being an expert in botany she barely drinks, and does nothing but talk about the pond half an
and having more than adequate knowledge of hour’s walk from home. To make matters worse his younger girl, Istella,
alchemy. disappeared yesterday and hasn’t been seen since. Aemilia might know
T he generator bulb, like most plants, continues something, but the father is unable to convince her to talk.
43
of these “copies”, which maintain only the ability must make a Strength challenge roll with 1 bane. On
a failure, the creature becomes poisoned for 1 round.
to speak the languages they know in life while
While poisoned in this way, the creature is also dazed
making different mistakes, is very limited. A bulb and immobilized. On a success, the creature becomes
can keep only a small number of copies active at immune to this Callaria Genitrix’s intoxicating Spores
a time, depending on the frequency with which it until completes a rest.
succeeds in feeding itself (never more than twenty, ATTACK OPTIONS
Drowning: if the monster manages to eat once a day). Branches (melee; reach +2) +5 with 2 boons (4d6 + Drag)
see Suffocation The copies are quite susceptible to fire and take Drag If the target is a creature, it must get a success on a
Shadow of the double damage from this source. They act strangely to Strength challenge roll or be dragged underwater and
starts [Link]
Demon Lord page the point that others can deduce that something seems Strangling Assault The Callaria Genitrix attacks four times
202 to be wrong with them—a success on a Perception with its Branches.
challenge roll with 2 banes reveals something is amiss.
SPECIAL ACTIONS
GM Tip: The The copies have no will of their own and respond only
Devour The Callaria Genitrix devours one defenseless,
Callaria Genitrix to the instinctive commands given by the bulb, but immobilized, unconscious, or dead creature it can
can grow in many might be compelled to attack other creatures and drag reach, which kills the target instantly.
places on Urth, them back to the body of water. Spawn Arborea Filia If the Callaria Genitrix has used
near lakes, rivers, Devour, it produces one Arborea Filia (see below for
pools, swamps or Treasure stats). Once it uses Spawn Arborea Filia, the Callaria
Genitrix must wait 1d6 rounds before it can use it
seas. A bulb can Callaria Genitrix can supply special ingredients again.
also be hidden for alchemical use. Moreover, it can contain many
among oases devoured and undigested objects that might be
in the desert or recovered from some excremental blisters rooted ARBOREA FILIA DIFFICULTY 5
even underground under the central body. Plant copies have no Size 1, dirus
where there may treasure, while sentient ones might have valuables Perception 15 (+5); sightless
be sources of as normal. Defense 8; Health 36; Insanity —; Corruption —
water. The bulb Strength 12 (+2), Agility 8 (-2), Intellect 6 (-4), Will 11 (+1)
may emerge also Speed 8, swimmer
from a breach of CALLARIA GENITRIX DIFFICULTY 500 Immune damage from disease; asleep, blinded, charmed,
Size 3, dirus (aquatic) dazed, deafened, diseased, immobilized, frightened,
emptiness as a
poisoned, stunned
sort of alien being Perception 15 (+5); sightless Amphibious The filia can breathe air and water. A filia
or constitute the Defense 15; Health 110; Insanity —; Corruption — can safely remain out of the water for 6 hours. After
Strength 16 (+6), Agility 10 (+0), Intellect 8 (-2), Will 14 (+4) this time, it takes a –6 penalty to Health for each hour
gate to a faerie
Speed 0 it spends out of water. Once it submerges itself in
realm where a Immune damage from disease; asleep, blinded, charmed, water, it removes the penalty from itself.
creature devoured dazed, deafened, diseased, frightened, immobilized, Vulnerable to Fire The Arborea Filia takes double
instead of dying poisoned, prone, stunned; forced movement damage from fire and makes challenge rolls to resist
Intoxicating Spores The water within long range of Fire spells with 1 bane.
enters a faerie
the Callaria Genitrix contains powerful toxic spores.
land... Any living creature that enters the affected water ATTACK OPTIONS
Natural Weapon (melee) +2 (1d6 + 1 plus Overwhelming
Assault)
44
priest. In these cases the magic that permeates the regula alchemica
victim's body interacts with the vegetable already
contaminated with ordal mixtures and gives life to In the past, I had secretly hired mercenaries to carry out research
in Cala Gianus. Some members of the inner circle of the Tower
a semi-sentient vegetable being.
Arcane insisted on establishing an outpost at Cala Gianus and
Another reason could be the impossibility for
this sparked a secret debate that broke off in the presence of
a soul of a victim killed by the bulb to leave Urth ‘newcomers’ like me. Some magicians supported the opportunity
and continue its journey into the Underworld. to learn more about those places; others, instead, forced them to
In this case, only a faint conscience animates the continue to keep quiet about their existence. I had read such a
vegetable which will become the host of the soul. conflict in the writings that dealt with the opportunity to eliminate
In both cases, it appears that the born creature all the memories of the Horde or to preserve some of them in the
acquires greater self-awareness and its body sustains secret rooms of the Tower. In those days the winners were the
itself to life by killing and sucking the lymphatic voices who wanted to continue the study of the Horde, even if
fluids of its victims. Growth is slow and painful that knowledge was to be kept inside the Tower, but today most
and a specific study describes that regression to of the same magicians seem to have radically changed positions
regarding every topic of knowledge, especially if they consider it
the previous stage may also occur. Once a certain
delicate and complex. They are pleased to cover themselves with
stage is reached, the subject will have to increase
the majesty of wasted opportunities and their incipient age. The
the lymph consumption to avoid regressing to a first signs were in that reluctance to grant permission for further
lower stage. It is a reflex, an instinctive action, and studies at Cala Gianus perhaps, and for that reason I decided to
gradually the need to suck new life becomes more pursue my own research.
and more pressing and irresistible. Those places, which my envoys described as mysterious and
gloomy, produced much useful material and were the scene of
events that I have already begun to tell in some of my writings.
HUMANA FILIA DIFFICULTY 25
Above all, they generated in those present a perennial disgust
Size 1 o 2, dirus plant for the scent of flowers, even the most beautiful as soon as they
Perception 15 (+5); shadowsight bloomed, and everybody had, from that moment on, feared to put
Defense 16; Health 30; Insanity —; Corruption — their feet in the clear water of a small lake in the woods.
Strength 14 (+4), Agility 10 (+0), Intellect 11 (+1), Will 12 (+2) In any case, when I went there with my traveling companion
Speed 12, swimmer, climber and teacher, Aezio, we reported spores of Callaria Genitrix.
Immune damage from disease; asleep, blinded, dazed,
Recovering the bag of spores was not a simple task, given the
deafened, diseased, fatigued, frightened, poisoned,
stunned
conditions in which we were operating, yet only one of them
Amphibious The filia can breathe air and water. A filia was sufficient for Aezio to distill an essence with a very special
can safely remain out of the water for 6 hours. After perfume, similar to the peel of a tasty exotic fruit, combined with
this time, it takes a –6 penalty to Health for each hour the oily and aromatic bark scraped from a shrub. Aezio claims that
it spends out of water. Once it submerges itself in if someone could recover a gland and spore sacs from the body of
water, it removes the penalty from itself. a Callaria Genitrix without damaging them, he could derive a more
Vulnerable to Fire The Humana Filia takes double
powerful essence that would make the user irresistible.
damage from fire and makes challenge rolls to resist
Fire spells with 1 bane. IRRESISTIBLE ESSENCE (UNCOMMON)
ATTACK OPTIONS To recover the spore bag of a generator bulb you must make an
Agility challenge roll with 1 bane. On a success one can obtain
Claws (melee) +4 with 1 boon (1d6 + 4 + Drain)
1d6 doses of an essence capable of reproducing the effects of
Drain If the target is a creature, it must get a success
Enchantment spell charm on those who use it. Price 20 ss.
on a Strength challenge roll with 1 bane or take 1d6
extra damage and become impaired from having the ATTRACTIVE ESSENCE (RARE)
liquids sucked from its body. For every full 6 damage
To recover the gland of a generator bulb you must make an Agility
the humana filia deals with Drain, the filia gains a +3
challenge roll with 2 banes and one Intellect challenge roll with
bonus to Health that lasts until it completes a rest.
1 bane. On a success one can obtain 1d3 doses of an essence
MAGIC capable of reproducing the effects of Enchantment spell allure on
those who use it. Price 10 gc.
Power 1
Primal beast within (2)
Earth earth spike (2), stone armor (1), stone blades (1),
tremor (1)
Trasformation flowing form (2), murmuration (1)
45
CORRUPTUS
-—CORRUPTED GUARDIAN—
I joined Creuso at Seiborghi. He called me to assist
him in a matter of his. I don’t care to know Creuso’s
motivations, which are never free from implications
that most people would find despicable, nevertheless
his incursions produce useful materials and this is
enough for me.
We met at The Phoenix, after a first inspection. He
made his debut almost apologetically: “Even if strange
rumors have been circulating lately, Saint Ghisberto
remains the best hospital in the whole region, the cutting
edge in the field of medical art. It offers the best and
most modern treatments: bloodletting, clean water, the
care of prepared attendants: an oasis in the dark world
of lacking healthcare that extends all around, yet you
know that few can afford a shelter; pretty much they’re
adventurers who have made a fortune and then retired,
rich eccentrics, noble with poor health and such people.
I have also heard that from time to time some
vagabond is cared for free and that sometimes some of
them have died, but this means absolutely nothing. After
all, if you think about it, they are seriously ill people, only
a step away from death. Among other things, the fact that
the bodies of these derelicts are used for the study of
anatomy is also useful to you, my dear Talisia. It is the
least they can do to repay those who have enabled them
to die so mercifully and all in all less painfully.”
-Creuso-, I told him, -this is irrelevant. I only care
about the words whispered between the walls. Shhh,
don’t cry. You’ll see, everything will be fine, we’re almost there. I
know we live in a hard world full of horrible things, but at Saint
Ghisberto you will find only love and care. Tomorrow you will
be able to hold your firstborn. Just imagine how exciting it will
be! Forget those absurdities about the phantom midwife. This
is what we heard, and, when we entered, the woman
spoke to us about the specter that suffocates the unborn
with their umbilical cord ... Now let’s move on, night
has come, and I don’t want to miss this meeting! -
The Midwife, a corruptus, is not easy to spot, but too
many testify they’ve seen it, so we can say something
new is happening. Last night we were able to talk to
a former San Ghisberto orderly, and our talk was
enlightening. Creuso blocked him in the alley, after
seeing that he had all his stuff with him - uniform,
personal effects - and the typical expression of someone
who would never return to his work in that place, even
if it was the only way to feed his family.
Creuso dragged him to the tavern and offered him
another jug. This was enough to make him blurt out
everything. The corrupted midwife has killed six
infants in the last two months, and in a way she has
been aided by the fact that the owner of the hospital
"Worse than dying without having has welcomed so many unfortunate young mothers
fulfilled your duty, there is only into the walls of San Ghisberto. It seems that he has
dying while doing it." actively acted in order to feed the children to the entity.
-And they dare to call you necromancers monsters ...
unbelievable!- Commented Creuso.
46
origins a game warden unjustly hanged by the owner of the "Although rare (or
Anyone who has died in the fulfilment of a duty, or rather estate will wear a worn-out uniform and will have simply less known
because of that duty, can return from the grave as an his neck unnaturally bent, folded into an impossible and documented),
incarnated nightmare in the form of Corruptus, a damned corner, while a ranger guarding the roads of Old there are examples
guardian. A Corruptus continues to haunt the place Edene, who died because of one of the travellers he of Corruptus related
where it was doing its job in life: labyrinthine gardens had sworn to protect, will have the appearance of a to peoples other
with plants pruned in the most disturbing shapes, dark and emaciated knight riding a steed that seems than humans,
obscure game reserves, gloomy hospitals, temples, and newly disgorged from Hell. such as dwarfs or
sinister colleges are all ideal places where a Corruptus It is said that the streets of Caecras are marred by orcs. I have heard
can find the lifeblood to sustain its immortality the Innocent Hunter, a particular Corruptus who terrifying rumors
As the unholy might of its overwhelming resentment rejoices in dragging his victims for miles and miles, indeed, speaking
created it, the sole purpose of Corruptus is to pervert the having tied them to his gaunt bay. The fact that the of the Devouring
tasks they had in life. They might, for example, torment “wounds” inflicted by Corruptus damage the psyche Darkness that lurks
and inflict pain on students and orphans, make sure of the targets, however, makes it extremely difficult to in the great mine
that the sick remains ill, and transform usually quiet and identify the areas in which they prowl. of Irongorge, killing
ordinary, if not pleasant, places into dangerous nightmarish only those who
environments. Such is the case of the Wailing Midwife, Tactics, Strengths and Weaknesses' try to extract the
whom I met in Sixton. If not disturbed, a Corruptus torments only its chosen precious metals or
I believe that the individuals who carry out their victims (the orphans or patients it had to look after, put the quarry back
task with extreme zeal, but in a strictly personal the visitors to a park or garden, the most innocent into operation."
and solitary form and with secret, and often painful or needy travelers), keeping them alive as long as
motivations, are the preferred victims of a kind of possible in order to make them suffer. Its modus operandi
energetic perversion that devastates the mind first and A Corruptus uses the mental powers at his disposal to is usually that
then the body in ways that lead me to conclude that induce confusion and fear in its adversaries, but above of a cat playing
mind and body are one thing, more interconnected all to divide larger groups and then attack individual with the mouse: a
than many healers are led to admit. These people targets one at a time, disappearing just as quickly. The terrible long-lasting
had, in life, an almost solitary existence, and perhaps “physical” manifestation of the attacks of a Corruptus and exhausting
no one had missed them, and the only places they changes according to its external appearance (sculpted game. However,
knew and to which they felt they belonged were those fingers shaped like a rusty scalpel, a sharp garrotte, a the Corruptus does
where they performed their functions. punishment wand that leaves incredibly deep marks, not hesitate to kill
and so on), but the damage that it inflicts are always of anyone who tries
appearance and Habitat a psychic nature only. Victims who go mad because of to get between it
The appearance of a Corruptus, or rather of its the accumulated insanity, therefore, end up becoming and its prey, thus
physical manifestation, varies greatly. There are no drooling and brainless idiots, lost forever in a constant threatening its
two Corruptus similar to each other because what nightmare of terror and suffering. “hunting reserve”.
they have in common is only the fact that they were
generated by a violent death or in some way linked
to a dark crime, which occurred in the fulfilment of
their duty. Even the way a guardian’s skills affect the
mind of the victims is unique. Each has a specific
category of targets and focuses its attention only on ENCOUNTERS WITH A CORRUPTUS
that ... and on those who get in the way. O Some aristocrats died during a foxhunt on the estate of Baron Eustatius.
Corruptus look like distorted and gruesome Their deaths are shrouded in mystery: the corpses were found skinned,
versions of the individuals they were when alive. hanging from the highest branches, and with fox heads sewn in place of
The guardian of an orphanage killed because of theirs. Is it possible that this sinister accident is connected to the recent
its pupils, for example, has the appearance of an departure of the young Diodoro, the stableboy who was found tortured
infernal preceptor with completely black eyes and an and brutally killed in the Baron Eustathius’s stables?
obscenely wide mouth, dilated to scream orders and O The Church of the New God reopened an old city college that had
terrifying curses. The nurse of a shelter destroyed by been burned years ago in an unfortunate accident. The fee is high, and
a disease contracted there, on the other hand, will only the wealthiest can register their children to become renowned
look like a plague victim covered with blotchy and scholars. However, some strange phenomena started immediately after
smelly gauze bandages, arms blighted by sores and its opening: some students swear to have met an old and burned-out
pierced by medical instruments (this is the case of preceptor wandering around the corridors at night, his steps resounding
the Wailing Midwife, described by witnesses and heavily on the floor like hammer blows.
observed by me at Saint Ghisberto). A gardener or
47
It is impossible to harm a Corruptus until it manifests have them. It may happen, from time to time, that the
physically. Even in this case, however, when it would bodies of the victims of a Corruptus are still rotting in
become incapacitated, the Corruptus simply vanishes, the structure that it infests. In that case, the body could
Going Mad:
transforming into a swarm of crows made of thick black have the objects the person had in life.
Shadow of the
smoke or collapsing to the ground like a filthy shroud
Demon Lord,
that rapidly decomposes. It reappears twenty-four hours
page 35 CORRUPTUS DIFFICULTY 250
later at some point in the place where its body is located
Size 1,horrifying spirit
(usually not very far from the place where he carried out
his duties in life). The only way to eliminate a Corruptus Perception 11 (+1); darksight
Transformation: Defense 16; Health 80; Insanity 0; Corruption 3
forever is to find its corpse (or what is left of it) and burn
Transformation may Strength –, Agility 13 (+3), Intellect 10 (+0), Will 15 (+5)
it on a pyre of wood in a sacred place, such as within the Speed 10
be different for each
areas of a consecrated ground from the Theurgy tradition. Immune damage from cold, disease, fire, and poison;
corruptus. The GM asleep, charmed, compelled, dazed, deafened,
could change some fatigued, frightened, immobilized, poisoned, slowed,
of its effects or even treasure stunned
create a new type Greed and avarice are often like tumors that hide in Insubstantial A corruptus takes half damage from
weapons, can move through solid objects and other
of transformation so-called mentally stable people, among the “honest” creatures, and ignores the effects of moving across
for their unique citizens who live in the streets and ignore the shadow difficult terrain.
corruptus. that falls on the world, among the “dishonest” people Eternal When a corruptus becomes incapacitated it
who feed like parasites on the lives of others, cheating dissolves into a pool of boiling darkness that dissipates
in an hour. It reforms 24 hour later if its remnants
and thieving, and among all those in between. Gold are not destroyed by means of a complex ritual (see
and money are coveted by many and give power. description).
Yet not everyone in their lives pursues the god Nighmarish Killer A corruptus is invisible to all creatures
of money, but instead base their experience on except animals, spirits and a specific category of
subjects (different according to the task the corruptus
commitment, passion and sacrifice, ideally renouncing carried out in life, and may include patients, children,
material goods for spiritual gratification. And in the nobles, religious, scholars and so on). The corruptus
end, even they don’t receive the right reward. A life can use its attack options while it’s invisible only
lived with a purpose makes a sudden death unjustified against targets that can see it.
48
covered in cloaks of rotten flesh and bones, macabre regula alchemica
remains of ancient rituals.
There are rooms in the Tower Arcane
inaccessible to most people that contain
MOTHER OF FLIES DIFFICULTY 500 writings and materials that suggest
Size 2, horrifying spirit elements about the real face of Urth
and the cosmos that contains it. I
Perception 15 (+5); truesight
Defense 16; Health 120; Insanity 0; Corruption 5 assisted magicians and alchemists
Strength –, Agility 14 (+4), Intellect 12 (+2), Will 15 (+5) in their work of extrapolating
Speed 10 energies, fluids, essences, and life
Immune damage from cold, disease, fire, and poison; force from a number of impressive
asleep, charmed, compelled, dazed, deafened, creatures, motivated by the pure
fatigued, frightened, immobilized, poisoned, slowed,
need of their human nature to probe
stunned
Intangible A mother of flies is immune to damage from
the incomprehensible, to study it
weapons unless the weapons are under the effect of a in order to control and manipulate
magical effect. The mother of flies can move through it and so reach the summit of the
solid objects and other creatures, and ignores the natural chain and go beyond the
effects moving across difficult terrain. limits of what the ancients considered
Eternal When a mother of flies becomes incapacitated only a sign of the divine. Let us leave
it dissolves into a pool of boiling cloud of flies that
the gods to their fate and concentrate instead
dissipates in one minute. It reforms 24 hour later if its
remnants are not destroyed by means of a complex on what their “immortal work” actually produces.
ritual (see description). Attending certain events marks the intelligent soul and destroys
Nighmarish Killer A mother of flies is invisible to all the man who is weak in concepts. I wish I could do without such
creatures except animals, spirits, beastmen, human extensive and sometimes reprehensible use of those arcane sciences,
related to the Void or corrupted and fairies. but when I go back to focusing my mind on my task, I realize that
ATTACK OPTIONS chemistry alone is not enough and, considering the propensities of my
Claws of Torment (melee) +5 with 1 boon against Agility
‘adorable’ mother for the dark sciences and obscure magic, I have to
(6d6 plus Psychic Torment, and the Mother makes all force myself to use them myself and then transcribe everything, every
attack rolls with 2 boons for 1 round) element I obtain. In this way I hope to reveal further aspects of the
Psychic Torment If the target is a living creature, it gains nature of the universe. Even if everything is going to be swallowed by
1 Insanity and must get a success on a Will challenge chaos in the end, I will rest secure in the knowledge that I have done
roll with 3 banes or gain 1d6 extra Insanity. everything in my power to prevent it.
SPECIAL ACTIONS
Manifestation The mother of flies uses an action, or The Cure
a triggered action on its turn, to become visible. The experiments that took place on some patients of the hospital
It remains visible until it uses an action, or a of Saint Ghisberto employed some of the terrible oddities of the
triggered action on its turn, to become invisible hordelings implanted in the brains of some patients to shape it.
once more. Initially I didn’t know what I had in my hands, and I understood
Divide the Victim A mother of flies uses an action, or a
the nature of the ‘fluid’ only after having had access to the secret
triggered action in its turn, to force any number of
living creatures that it can see to make a Will challenge
rooms of the Tower Arcane, where I found original hordeling
roll with 2 banes. On a failure, the mother of flies material. I do not know how the warden of the hospital was in
moves the target up to half its Speed to an open space possession of it, and still today I am baffled. However, of the
that has no other creatures within 1 yard of it. For 1 various unknown preparations used as medicines that I found
minute thereafter, whenever the target is within 1 yard there, two seem to me worthy of note, since they represent the fact
of another creature, the target must get a success on that, for the first time, the hordelings seem to serve to something
a Will challenge roll or gain 1 Insanity. In addition, while
other than destruction. Consider that this cure is now in fieri and
under this effect, the target cannot use an action to
defend or help. secret, also because in the long run, and in my opinion, the results
Summon Void Bull While manifested, the Mother of Flies it achieves degenerate. In reality I hypothesize that, eventually,
can summon a Void bull (see Hunger in the Void). the administration of the preparation transforms the patients into
After 1d6 rounds, a compelled Void bull appears in an genetic clones of hordelings invaders from the collective mind.
open space within 1 yard of the mother of flies.
MIND OBLIVION (RARE)
END OF THE ROUND
Injecting this liquid into the patient's brain temporarily suppress
Corrupted Spirit The Mother of Flies releases an unnatural the accumulated Insanity and madness effects for 1d3 hours. The
and terrible psychic bark. Each living creatures within patient can act and speak normally. When the effect ends the
medium range of a Mother of Flies must make a patient gain 1 Corruption and returns to the mental state he had
Will challenge roll. On a failure, the creature gains 1 before. Price 50 gc.
Corruption and becomes stunned for 1 round. Humans
with a Corruption score of 1 or higher and faeries make SOUL OBLIVION (RARE)
the roll with 1 bane. On a success, a creature becomes Injected this liquid into the patient's brain temporarily suppress
immune to the Mother of Flies’ Corrupted Spirit until it the accumulated Corruption and marks of darkness 1d3 hours.
completes a rest. The patient recovers his mental purity, acting and speaking
normally. When the effect ends the patient gain 1 Insanity and
returns to the previous corrupted state. Price 100 gc.
49
DELIRIUM
-—DELUSION OF GRANDEUR—
When great men are the ones who fall victim to the
demons of the mind, their ruin threatens to overwhelm
innocent victims, those who could have perhaps produced
great things if they had lived - since even among those
who are not scholars there can be greatness and depth of
heart. In this town, that I just freed from an abomination
whose deceptions made it very difficult for me, I took
up my temporary residence in the barber’s abandoned
house. There, I recovered these writings, which cast an
indisputable light on the facts:
I write these notes in the hope that they will be of help to someone
else. If you’re reading them ... probably my family and I had the
worst fate. It started with what looked like a joke: From now on,
in the city it is legal only to ride backwards. And the edict
of the Constable meant just upside down on the saddle! We laughed
for a week in the tavern, until the guards broke one evening into
the Modest Goose to arrest the bard. You should have seen how he
screamed as they dragged him into shackles for having, I quote:
Repeatedly offended the law, persisting in riding the old
way in the presence of reliable witnesses. And it’s not
over. We were convinced that this was a trick to get rid of the
foreigner, guilty of having taken too many liberties with some
local women, but it took only a few days until we understood that
we were wrong. It was morning when I saw one of the messengers
nail up another edict on the public notice board, the second of the
week: All the goblins in the village must be cleaned and
washed, and their clothes scented. No, it wasn’t a game.
And if for us it is quite reasonable, I assure you that convincing
a goblin to deprive himself of his crap is more complicated than
forcing a dwarf to shave his beard. It was written exactly like
that. Word by word. Needless to say, chaos broke out.
Nearby is an old iron mine, and it’s full of goblins workers there.
So, yes, things go wrong, and the Constable won’t stop at this nonsense.
I know him well, so I assure you that he is not himself: he has not
merely gone crazy, he is … different. He has changed. He is always
tired, wrung out like a rag, but his eyes burn with a glow of unhealthy
fever. He sits alone in the shadows, whispering even when he is alone.
Yesterday he looked at me and then suddenly came out with these
words, in a mischievous smile: Your daughter is left-handed, isn’t
she? My adviser, here, he wants to know. Now, I’m sure there
was no one else in the room, just him and me. Yet, for a moment, I
thought I saw a shadow crawl behind his seat. That’s why I told my
wife to pack up and leave tonight. I’m afraid to wake up tomorrow
and find out that a new law has been enacted, something like: All
left-handers have to cut off their left hands.
50
origins due to starvation and sloth: the stories of headless
A Delirium is a demon generated by the mind of nobles, hanged and religious judges lynched for
an individual worn down by a deep (if not extreme) their immoderate and senseless yearning for power
sense of responsibility, while remaining close to a are quite common, but it is not simple to distinguish
source of corruption (often this source of corruption a “common” tyrant (however domineering) from the
is the presence of some neuralgic point in which the victim of a Delirium, at least not at the beginning. Over
hordelings have plagued the earth). Regardless of the time, in fact, the display of power exercised by the sick
specific circumstances concerning its generation, I mind is so absurd and incredible that it makes clear
can argue without a doubt that a Delirium manifests the presence of a dark influence ... at least to those
itself only in those who hold a position of undisputed who are interested in trying to save the subject who is
power: bailiffs, high-ranking religious, seneschals gestating the demon inside. Delirium of different sizes
and judges, all capable of exercising (less or more) affect humans, dwarfs, changelings, and other living Obscuro: A
indiscriminately their authority over their neighbour. humanoids, but not clockworks, whose minds—for demon's slave,
Usually the genesis of these entities is preceded by unknown reasons—do not develop sufficiently acute see next page.
an extended period of latency: days, weeks, or even mental pathologies.
months in which the subject in which the demon
is incubating feels their grip on reality becoming Tactics, strengths and weaknesses
weaker and weaker. During this time, severe chest A Delirium does not fight personally even after it is
or head pains, perceptive difficulties and a general discovered and threatened; it fights through the one
sense of confusion and fatigue are not uncommon. In who generated it (now nothing but a slave totally Demon: The
some cases, the subject begins to manifest completely subservient to the suggestions of the demon) and its demon may
unusual behaviors in their way of thinking or acting, parent’s servants. The life cycle of a Delirium could not die if his
or even begin to speak alone or to absent interlocutors. turn out to be rather short, because the creature host dies, but
Unfortunately, the role that the “parent” of a is inextricably linked to those who fostered it and dissipate and
Delirium plays in society is so high and important the victims do not survive it. Killing the “parent”, then reappear
to make these oddities escape to due attention. therefore, is a simple way to stop this plague, but elsewhere.
Most often, they are interpreted as signs of fatigue often some moral hesitation prevents this or it simply
or eccentricity. When the period of latency ends, isn’t practical to kill the accused. There is a second
however, the subject experiences for a few days a way, however, one less easy, but that could avoid the
feeling of incredible self-esteem and great inner host’s death. It is a path requiring excellent dialectic
security, accompanied by a renewed physical well- ability, a quality that is scarce today in my experience.
being and an impressive lucidity. This occurs just The only way to eliminate a delirium without
before they permanently lose contact with the real killing the host is to beat the demon in a hard and
world and, above all, control of their impulses and exhausting psychological confrontation. First, those
mind. It is then that the demon emerges in the form who intend to carry out the arduous undertaking
of a thin and impalpable black smoke, usually from must have identified the presence of the creature (for
the lips or nostrils of the subject that “hatched” it,
but sometimes also with the repulsive features of
a shadow worm, which always becomes bigger as it
comes out of the “parent’s” ears.
ENCOUNTERS WITH A delirium
Description and Habitat O A high prelate, well known in the big city, has begun to issue a
The true form of a Delirium is almost invisible, an
series of clerical bulls according to which most citizens are guilty of
unnatural and grotesque shadow, with outlines that
heresy and other serious sins. A young minister, formerly close to the
become jagged and distracting when observed... but
elderly prelate, suspects that his mentor is not lost his mind, he is
still impalpable and utterly insubstantial.
under a more sinister influence, but no one seems to want to hear
The delirium establishes a parasitic bond with
it. Rumours must not be spread throughout the country, particularly
its “parent”, never leaving its side and feeding on
about a high prelate.
the negative emotions that flow from the spiral of
O For a few weeks now, a small country village has been at the mercy
madness in which the victim inexorably slips, making
of its old guardian of order, a person who had never shown signs of
all subordinates suffer. As the demon “gorges itself”,
imbalance, but who suddenly dissolved the militia and hired a band
the one who generated it becomes weaker, a pale ghost
of cutthroats “to enforce the law”. One of the inhabitants, shut up
of the victim’s previous form. Usually, however, those
at home with his children, was able to send a request for help to
who have given life to a Delirium face a sad fate and
the outside.
die long before the physical energies abandon them
51
example by getting a success on a Perception challenge spells and makes any challenge roll to resist a spell
with 1 boon. A creature attacking the delirium with a
roll with 3 banes, or by locating it with a Divination spell makes the attack roll with 1 bane.
spell). Then, in addressing the demon directly, they Demonic Shadows Lit areas out to 2 yards around the
must call it by the name of its “parent”, but letting it delirium become shadows.
For the GM:
understand subtly that they understand what they Shadow Blend A delirium can try to hide in an area
Obscuri are a great partially obscured by shadows, even if it is observed.
are dealing with. The interlocutor must diminish the
way to introduce a
Delirium’s confidence by getting a success on both an ATTACK OPTIONS
Delirium to a group
Intellect attack roll with 2 banes and Will attack roll Natural Weapon (melee) +7 with 2 boons (3d6).
of characters. You
with 2 banes, in a real verbal confrontation. If either SPECIAL ATTACKS
can use the herald
one of these result in a failure, the interlocutor gains Frenzied Assault The delirium attacks two different
or the executor
1d3 Insanity and must begin the process again. A targets with its Natural Weapon but makes each
to create other
success on both challenge rolls releases the “parent” attack roll with 1 bane.
lackeys or servants
from the Delirium and the influence of the demon, Insinuate Doubt The delirium uses an action, or a
appropriate to triggered action on its turn, to flood the mind of any
causing the Delirium to become material (and number of creatures it can see with violent images
the monster you
therefore be confronted in a fight). and delirious dreams of power. Each target must get a
have conceived.
success on a Will challenge roll with 2 banes or gain 1
For example, if Corruption and become dazed for 1 round. A creature
you want to create treasure that gets a success on the roll becomes immune to this
a delirium as a The creature is not interested in treasures except delirium’s Insinuate Doubt until it completes a rest..
Whispering Suggestions A delirium can use an action,
high prelate of a as a mere tool for inflicting pain and suffering. For
or a triggered action on its turn, to psychically give
religious order, you example, by imposing new taxes through its “puppet”, orders to up to five living creatures it can see. A target
can add fanatic it can impoverish the inhabitants of a village or pilfer must get a success on a Will challenge roll with 2
templars or insane them of precious objects and loved ones. banes, or 4 banes if it has a Corruption score of 1 or
higher, or become compelled for 1 round.
preachers, giving
them also various MAGIC
DELIRIUM [CORPOREAL] DIFFICULTY 250
character paths or Power 2
Size 1, frightening spirit Shadow wall of darkness (3), darkness (2), shadow dart (2),
some special talents
Perception 14 (+4); truesight shadow stride (1)
related to its faith
Defense 18; Health 80; Insanity —; Corruption —
(see Uncertain
Faith for more
Strength —, Agility 13 (+3), Intellect 14 (+4), Will 16 (+6)
Speed 18 obscuri
information on Immune damage from disease and poison; asleep, Obscuri are victims of the delirium. When a
religions). charmed, compelled, dazed, deafened, diseased, delirium permeates someone's mind, modify target
fatigued, frightened, immobilized, poisoned, slowed,
stunned
creature as follows.
Insubstantial A delirium takes half damage from
weapons, can move through solid objects and other Obscurus traits
creatures, and ignores the effects of moving across Attributes Strength and Agility as its host, Intellect 14 e
difficult terrain. Will 16
Spell Defense The delirium takes half damage from Immune charmed, compelled, and frightened afflictions
Corrupted Tongue An obscurus speak the Lingua Oscura.
Further, they gains 1d3 Corruption and 1 mark of
darkness.
52
Immune charmed, compelled, frightened
Joint Delirium Attack rolls made to deceive, persuade, regula arcana
or intimidate the herald are made with 3 banes. On
Many consider the psychological changes of a victim due only to the
a failure, the creature instead becomes compelled for
1d6 rounds.
madness generated by having witnessed the atrocities of the Rûl, the
Void or who knows what other horrors. Yet sometimes what creates
ATTACK OPTIONS madness is something tiny, unexpected, that creeps into a mortal’s
Dagger (melee) +1 with 1 boon (1d6 +1 o 2d6 +1 against a mind. The demon of madness not only causes terrible dysfunctions
compelled target). that no one can remedy but, at the same time, instigates events that
MAGIC can, if not stopped, lead to a very rapid ruin of entire communities.
Although some pontificate about the contrary, there is no way to
Power 2
Enchantment presence (3), command (2), mind
understand how or when this world will end. Perhaps invasions of
bondage (1) creatures from the Void will not be necessary, nor will the sudden
Divination eavesdrop (3), psychometry (2), truth ear (1) spread of pernicious diseases. It could be a secret madness, that will
creep into the minds of those who hold communities in the delicate
balance between succumbing to the laws of fate and survival. If this
is the way, then all would be lost. So far, I have had confirmation of
executor obscuro a few sporadic cases, but they have been hard to recognize, and this
Executors hide their head under a n heavy hood, suggests that they could become uncontrolled. In all the confirmed
without holes for eyes, nose and mouth. Their hands cases I have found a particular object, a symbol of what the victims’
are dirty with dried blood and essicated fluids. mind believes right, and that Delirium feeds on until it becomes a
Large cysts of putrid fat and blood move with proper source of corruption. There are codes of laws, written in
a strange vitality up and down their arms and the Dark Speech concerning the devotions required for the main
demons in the form of prayers, sacrifices, self-inflicted torture. I sent
legs, sprouting suddenly a milky fluid white and
the material to the Tower Arcane, requesting that they are studied,
stinking.
but the demonic aura of these objects makes it difficult for those
who are dedicated to their analysis, they wrote me. Nor would it be
EXECUTOR OBSCURO DIFFICULTY 50 productive to destroy the books. These wicked things are macabre
Size 1, Human gifts that a Delirium gives to its puppet, and for every gift given, the
demon becomes stronger and more difficult to eradicate.
Perception — (sight), 10 (+0) other senses; truesight
Defense 18 (full plate); Health 70; Insanity 1d6; DELIRIUM REGALIA: BELT OF PUNISHMENT
Corruption 1d6 The Delirium instills in the mind the rightness of actions and the
Strength 14 (+4), Agility 12 (+2), Intellect 8 (-2), Will 8 (-2) purity of the soul, using illusions of being devoted to good and
Speed 10 justice. Chastity is often seen as a good, against the profusion of
Immune charmed, compelled, frightened ugly and uncivilized behaviors that give space to low, deplorable
Devotee Whenever a herald within medium range takes instincts and that lower man to the level of animals.
damage, the executor’s weapon attacks deal 1d6 extra
damage for 1 minute. Corrupt Implement If you make the Belt your implement, you
Devotee Forceful Strike Whenever the total of the gain 1 Corruption. As long as you are attuned to it, you have
executor’s attack roll for a weapon attack is 20 or Power +1.
higher and beats the target number by at least 5, the Sublimation You sublimate your insticts. The effects of hunger
attack deals 1d6 extra damage. and thirst are reduced. You make challenge rolls related to
Execute Once per round, when the executor uses an this afflictions with 1 boon.
action to make an attack with a weapon against a Forbidden Magic The belt reveals 1d3 + 1 spells, chosen by the
target it can reach, it can use this talent to make the wearer, when makes the belt his or her implement. The spells
attack roll with 1 boon and deals 1d6 extra damage must be of a rank that the wearer can cast and they come
on a success. If the damage from the attack would from the Forbidden tradition. The spells can be cast only
cause the target to become injured, the target must when the belt is worn.
get a success on a Strength challenge roll or take
extra damage equal to its Health. Then, for 1 round,
the executor grants 1 boon on attack rolls made to
against it.
ATTACK OPTIONS
Greataxe (melee) +4 with 1 boon (5d6)
SPECIAL ATTACKS
Double Attack The executor can make two greataxe
attacks, each at a different target.
SPECIAL ACTIONS
Catch Your Breath The executor can use an action, or a
triggered action on its turn, to heal 17 damage. Once it
uses Catch Your Breath, it must complete a rest before
it can do so again.
53
INFUSus
-—shadow iNFUSIONS—
6th DAY OF THE YEAR - NEW MOON
We have isolated seven test subjects from the same breed, the
gray crow, similar in size and age. For an entire lunar cycle
the subjects were fed in the same way, with grains rich in fungi
and molds. Starting today and for another whole cycle, only
the worms born from the decomposition of our 5th sacrifice, a
female goblin, age 3 years, will be administered.
54
origins Have you ever wondered how the news travels so
By conducting macabre experiments in their secret quickly in some cities? Often behind the great skills of
laboratories, the alchemists of the Shadow Hand a master of street wretches, there is a discreet use of Shadow Hand:
can alter the characteristics of the animals subjected these little servants. While the rats are present in the More details
to their experiments, changing their physical inhabited centers, in the countryside it is customary to about this
arrangements, diets or minds, even the duration use snakes and foxes, while in isolated or mountainous organization
of their life. The new animal spawn will always be areas raptors and other birds are used. can be found in
unique, sometimes so strange as to appear alien or There is no limit to the choice of the best animal the supplement
monstrous to the eyes. for every occasion, since even canines and felines, Wicked Cults.
Experiments derived from forbidden knowledge which already enjoy a fair intelligence and a sense of
begin on the first day of the creature’s life, and this obedience or belonging to the master, are often the
process continues for weeks or months, depending subject of these experiments. These beasts are usually
on the type of creature. Most often the process ends created for a different purpose: as mighty guardians,
with the death of the creature, which can no longer set to watch over their masters as they sleep, or guard
sustain, either physically or mentally, the magical or precious study rooms and libraries full of treasures.
experimental energies. Infusi are firmly tied to their creators and masters,
But, if the first few days pass and the creature resists but it is possible to transfer the bond to a third
the trauma of the experiment, a new creature spawn party. This is very infrequent, and the value of such
is born, an Infusus of shadow. The creatures are alive, creatures is invaluable on the black market, just as
but with a new force that feeds their natural instincts it is extremely burdensome to hire a franchisee of
to survive and flows in their body and in their blood. the Shadow Hand to obtain such creatures. The
The alchemic substances and the arcane influences practice of transferring the constraint is obviously
that pass through them during the weeks of their not free from dangers. Shadow infusions often need
creation can infuse bones and muscles with renewed constant control and the magical energies that flow
strength, rapid coagulation of wounds, protection from within them, so as to increase their capacities, are
natural afflictions and toxins, or even change their bizarre and unpredictable at times and, in the hands
appearance, for example developing enhanced claws, of those who have no familiarity with magic, can only
bone plates, new organs or appendages and the like. be revealed lethal, as they feed the primordial needs The Blagrendian
Moreover, if the process continues safely during of the beasts: hunger, reproduction and a safe haven. Dragons usually
the growing season, the creature could prolong its life Thus, in addition to the initial experiments, use vyverns or
span or alter what it needs to sustain itself, forcing it to maintenance rituals are needed so that the instincts tamed dragons
find a new and sometimes terrible form of livelihood. remain harnessed and conveyed to the purpose of their as mounts.
These forms of experiments are rare, and only the creator; otherwise, left free to take over the animal Gryphoners use
affiliates of the Shadow Hand and the magicians of infused, in a short time they will lead to madness and griffins and other
the Tower Arcana are aware of the alchemical secrets, destruction, in a continuous and impetuous search for huge raptors.
the magic rituals that can give life to an Infusus. It is satisfaction, on those who cross the Infusus’s path.
known that many organizations throughout Urth
are in contact with the Shadow Hand, such as the
Balgrendian Dragons and the Gryphoners, who recruit
magicians and shady alchemists to shape and form
new powered winged mounts, to defend the borders of ENCOUNTERS WITH AN infusus
their lands or for other purposes not yet revealed.
O The PCs are hired to capture a large beast (panther, bear and the like) alive
Appearance and Habitat on behalf of an enchanter; as a ‘reward’ the latter will trap them so as to
sacrifice them for the rituals necessary for infusing shadow in the beast.
Shadow-infused creatures often serve as companions
O The city’s sewers are infested with large and voracious rats. When
or guardians, but sometimes due to their enhanced
the remains of the bodies of several desperate people are found in
intelligence they may be suitable for carrying
a few days, the authorities ask for help to discover the source of the
messages or even helping to perform specific spells
threat. An Infused beast is very dangerous, but here there seems to
or tasks.
be a whole pack of them!
Smaller animals, such as crows or other birds, rats
O An infused mastiff rebelled against his new master, a merchant who
and snakes, are often used as message and information
did not perform the required maintenance rituals. The beast has fled,
bearers to infiltrate places otherwise impossible to
but harbors a deep hatred for his former master. The beast hasstalked
reach, spy on and report important clues. Rituals are
him, killing or destroying what he was most attached to (a pureblood
intended to make these beasts smarter, faster and
horse, the prestigious living room, and the like. When his youngest
more furtive.
son disappears, the desperate merchant seeks help.
55
Tactics, strengths and weaknesses' can be trained to perform little tricks and commands.
It is usual for such beasts to develop greater strength They do not require much magical energy, so even a
and speed, to which is added a ferocity, even novice magician can try to cast a spell on them.
unmotivated. If left unchecked, shadow infusions
usually clash against each other, seeking supremacy CROW, ASSASSINO DIFFICULTY 5
first on their pack and then on the pack master, so as Size 1/4, brutal animal
to usurp its role. The stronger and more intelligent the
Perception 14 (+4)
host beast is, the higher the gifts it can develop, and the Defense 14; Health 6; Insanity 0; Corruption 0
greater the need and difficulty in keeping it satisfied Strength 7 (–3), Agility 14 (+4), Intellect 6 (–4), Will 8 (–2)
and subjugated through sacrifices and rituals. Speed 10; flier
Infusion of the shadow in animals does not only ATTACK OPTIONS
manifest itself with the increase of physical attributes Claws or bite (melee) +4 (1d6-3) with 1 bane
and cognitive skills, but is compensated by the major
SPECIAL ACTIONS
predatory and atavistic instincts. Greater is the power
Other excellent Assault When a creature within the crow’s reach moves
of the shadow-infused, more quickly the guests will
examples of away from it, the crow can use a triggered action to
develop distinctive and monstrous traits. Crows with move up to its Speed to follow the triggering creature.
shadow infusions
three eyes, asps with two heads, mastiffs with double For 1 round, the crow makes attack rolls with 1 boon
are all birds of
circles of fangs and bristly mantle covered with against the triggering creature.
prey and felines
spikes, and so on.
such as panthers
If the shadow infused creature dies, it may
and lynx.
Treasure spontaneously animate as undead. The necromantic
The remains of a shadow-infused animal can quickly energies awakened in the remains retain some of the
rot, as well as being particularly resistant and durable. creature's previous abilities, granting also new ones.
In this case, they are excellent for building talismans
and magical objects, and being used for the creation of
potions and for the invocation of new rituals. Owning CROW, REANIMATED DIFFICULTY 5
a shadow-infused creature is useful for those who want Size 1/2, brutal frightening undead
to procreate similar new beings. It is well known that Perception 14 (+4); darksight
the capacities are transmitted from parents to children, Defense 14; Health 3; Insanity —; Corruption —
Strength 7 (–3), Agility 13 (+3), Intellect 6 (–4), Will 8 (–2)
although, for each new generation, strength or power
Speed 6; flier
could be slightly inferior, unless the owner intervenes Immune damage from cold, disease and poison; gaining
with further maintenance. Insanity; blinded, charmed, fatigued, asleep, diseased,
deafened, poisoned, dazed, frightened, stunned
crows and other birds ATTACK OPTIONS
Crows and other small birds are sometimes chosen as Bite (melee) +4 (1d6-3) with 1 bane
test subjects because they are common in every land.
SPECIAL ACTIONS
They are simple enough to be captured or managed and
Assault When a creature within the crow reach moves away
from it, the crow can use a triggered action to move up to
its Speed toward the triggering creature. The crow makes
a attack rolls with 1 boon against that creature for 1 round.
56
talented magician, so only a wizard with an expert regula alchemica
path can train new pets. My mother had a ferret. His small quivering moustache tickled
her lovers’ chests as he scratched their soft skin with his long
MASTIFF, TRACKER DIFFICULTY 10 golden nails and sank deeper into their flesh, his scratches causing
moans and sighs. Then the ferret rested his nose on the wounds
Size 1, ferocious animal
and, purring and burrowing, began to lick at the small amounts of
Perception 12 (+2); darksight blood shed. The unique qualities of the beast were not immediately
Defense 16; Health 20; Insanity 0; Corruption 0 visible because he was infused with shadow.
Strength 15 (+5), Agility 13 (+3), Intellect 6 (–4), Will 12 (+2)
Speed 10
Shadow infusion: Each animal can receive a limited number of
Immune charmed, compelled, frightened
shadow infusions based on its size (see table). The infusions grant
ATTACK OPTIONS minor, moderate or greater abilities (see below). The descriptive
Bite (melee) +5 with 1 boon (1d6 + 5 plus Vicious Bite) aspects are left to the imagination of the caster (for example, an
Vicious Bite If the target is a creature and the mastiff increase in defense could correspond to a bone crest on the back).
deals 11 or more damage on the attack, the mastiff The supplement Evil Cults will give details on the creation of
closes its jaws on the target. The target becomes shadow infusions. In the table, the Sacrifice column indicates the
grabbed and takes 1d6 + 5 damage at the end of each
number of spells to be casted per day or week for each shadow
round that it remains grabbed in this way. A grabbed
target makes the attack roll to escape with 1 bane. infusion (for the number of weeks).
Maintenance: Infusions require maintenance over the life of
SPECIAL ATTACKS the animal (see Sacrifice).
Mournful Howl The mastiff issues a loud and mournful Transfer Bond: A particular magical bond is formed between
howl. Each creature within 50 yards of the mastiff creator and creature, and this bond can be transferred. To do this
must get a success on a Will challenge roll or become you need a specific ritual and a spell that is kept secret by the
frightened for 1 round. While frightened in this way, the
masters of the shadow (see Evil Cults).
creature is also defenseless.
Pack Fighting When more than one mastiff tracker attacks Animal Rank and # max Sacrifice Spellcaster Effects
a target within the reach of another creature with this of Infusions
trait and that is friendly to the mastiff tracker it makes
the attack roll with 1 boon. Otherwise, the creature 1 spell (0) 1/d for
Size 1/8
makes the attack roll with 1 bane. 1 1d6 weeks novice minor
to 1/4 1 spell (1) 1/w
1 spell (0 and 1)
Shadow hand Size 1/2 2 1/d for 1d6 weeks novice minor
1 spell (1 and 2)
The Shadow Hand keeps its secrets well kept on the 1/w
creations of shadow infusions. Their creatures are 2 spell (0, 1 and 2)
trained to be used as spies or guards. They are used to Size 1 3 1/d for 1d6 weeks expert medium
provide exclusive services for those who want to have 2 spell (1 and 2)
1/w
shadowy people at their side, but it is not very clear
4 spell (0, 1, 2, 3)
how the choices operate and not all requests will be 1/d for 1d6 weeks
Size 2 4 expert medium
satisfied. 4 spell (1, 2 and 3)
1/w
Some affiliates work and operate on the black
market of all the Northern Reach, selling and 6 spell (0, 1, 2, 3)
Size 3 or 1/g for 1d6 weeks
exchanging shadow-infused creatures at a very more 5 4 spell (1, 2, 3 and master major
high price. The members of the Shadow Hand are 4) 1/w
all spellcasters who are able to channel magic from
the Shadow and Alchemy traditions, learning some MINOR ABILITIES
secret spells that only shadow masters teach new Augment Attribute: Augment one attribute of 1.
members. Augment Defense: Augment Health or Defense of +5; or add Immune
Shadow infusion is usually of two types: infuse to one affliction.
Enhance Senses or Speed: The animal enhance the range of its
magical energies together with alchemical
senses or augment its Speed by 1 or 2.
experiments during the growth of the creature by
consuming spells and performing specific rituals MEDIUM ABILITIES
to give physical or intellectual enhancements (see Augment Damage: Natural Weapons deals +1d6 extra damage
New talent: Add an option to the attack (poison, disease, or similar
Sidebar).
effects)
A second type is to prepare the creature for the Attacks: Add another attack with its natural weapons.
infusion of magic so that it can reproduce magical
MAJOR ABILITIES
effects, such as making itself invisible. At the moment
New special action: The animal can make a special action or a
the reproducible magic effects seem to be only those triggered action in its turn, or another action at the end of the round.
of the Shadow tradition (see the supplement Evil New special attack: Add another type of special attack.
Cults).
57
MALAGEMINARIA
-—PARASITE HEAD— From the diary of a landowner. Further investigation
required.
Day 1
I must do something. The fact is I can’t talk to anyone about it. At best,
they would think me crazy. At worst ... well I would end up like that
little girl who used her witch powers to make the crops rot. It didn’t
take long ‘till they had her dangling by her neck, and who knows
what they could do to me. So I decided to write only in my journal
what is happening to my body, hoping not to lose my lucidity.
A strange thing has happened, a horrible and inexplicable fact.
It all started with a pernicious itch in the shoulder. An unpleasant
sensation, such as the one caused by a pustule that appears after a
night’s sleep. I tried to scratch myself, and it was like sticking a finger
in an open sore! Then I hurriedly looked for a mirror and, at that
moment, I realized the gravity of the situation. On the scapula a sort
of slit had formed. I didn’t remember hurting myself, and there was
no blood. Suddenly, as I was studying the slit, it opened with a slimy
sound, and an eye appeared underneath! The eye started to move and
I ... I threw up my breakfast. I believe I also fainted.
Day 2
I have a high fever. I feel sick. I could not sleep, and my rest was
disturbed by an incessant shouting. I managed to come up with an
excuse for not going to work this morning, but I don’t know how
long I can get away with it. I dared to look at myself again, to look at
that thing, hoping it was a figment of my imagination, the fault of a
sudden illness. Instead, it is still there. It has grown. Hair has appeared
around the eye and an obscene bulge that resembles a nose too. The
skin on my back burns to death ...
Day 3
I was awakened by a rattle, in the middle of the night, but there was
no one in the room - in fact, there is only the two of us, quiet,
going back to sleep. I don’t think I can write anything else, at
this point it’s all useless: I can’t control the pen anymore - forget it,
you’re tired. Close your eyes, I’ll take care of us - I’m likely
to be dying - you look great, you’re better than you’ve ever
been - I looked in the mirror one last time and saw ... a face, identical
to mine - it’s your silly face ...
58
origins success on a Strength challenge roll with 3 banes Otkin Adarab
The exact reasons that lead to the birth of a or gain 1d6 Insanity; if the victim goes mad before Utaalk: for other
Malageminaria are not clear, but there is no the parasitic head fully develops, the victim can no details about the
doubt it is linked to some form of magical illness longer resist and ends up succumbing to the head’s obscure book, see
or corruption. Most unfortunate victims of a control. Evil Relics.
Parasite Head, in fact, have a shared experience: Some maintain that the heads have their own
the unexpected finding of a mysterious grimoire life and that they can “uproot” from the host body
written in an unknown language and inscribed to withdraw in order to find a new suitable host
on what is undoubtedly human skin. Some found or preparing the advent of a global infestation of
it in the basement of an old abandoned house; heads. And this is the discordant element with the
others simply woke up with the book. Almost propagation of the hordeling contamination: the
everyone remembers or claims to have touched fact that the hordeling monsters act according to
or read this obscure volume, within which the a completely alien pattern of thought, while the
only distinguishable writing was the phrase: Otkin goal of a parasitic head is fundamentally that of
Adarab Utaalk (or something similar). I’m sure the forever replacing its host and take its place. I don’t
words hide a secret, but I can’t understand what it know for what purpose, but this is, in my opinion,
is. Yet they seem so familiar... an important point, the question to which it is
The second shared thing is that almost all of necessary to give an answer to confirm the aims of
the victims live near lakes, seas, and oceans. Do the creature. It would be interesting to observe in
they have any connection in their past with the the long run a Malageminaria that succeeded in
mysterious heads, or does this infestation have the its intent, to understand if it has its own agenda, Even if the
ability to see it in the future of their victims? elaborate plans that involve other Malageminaria, Malageminaria
Whatever the origin, the plague of parasitic or not. Various Malageminaria have “replaced” takes the control
heads seems strongly linked to the appearance different individuals but with a specific role in the on a character,
of the Horde. It is not a mere supposition. The same organization, or in command of a country. the PC is still
macabre grimoire, a common circumstance in all Why did they do it? Randomness? I also have not considered a
the apparitions of the Parasite Head, in fact, is part confirmation that the heads can live “outside” of a parasite.
of the same complex and rich arcane bibliography host body...
used by the Red Wizard to build the machinery
with which the door between the worlds was Tactics, strengths and weaknesses'
initially opened, the pustlent wound in the fabric It is impossible to attack a Parasite Head before it is
of reality from which the hordelings were spewed fully formed, any damage inflicted is upon the host
the first time. body instead. From total development onwards,
If I did not have this certainty of the high (and however, the head becomes a valid target and can
above all unpredictable) corruption of all that be struck with weapons and spells (the Defense
comes from the Black Star, I would try myself score is the same as the “host” body). At the
to better probe the nature of this connection.
Experiments on living subjects are recommended,
but at this time it is risky to attract the attention
of authorities and scholars not aligned with my
goals. I do not believe the presence of the grimoire encounters with a malageminaria
is mere coincidence, given that, in general, the
O After a great night of revels in the tavern, one of the PCs wakes up,
subjects in question would not seem the type of
noticing a big book on his bedside table. How did it get there? Did
cultured people inclined to keep tomes made from
the character put it there, or was one of his friends? They were drunk
human skin.
after all ...
O The group’s employer wants the characters to recover for him, from
Appearance and habitat an old auction house, a strange tome lined with human skin. If they
The Parasite Head is precisely what its name
fail to get it legally, he will pay them whatever it takes for them to
suggests: a horrendous second head, identical in
obtain it by any means necessary.
all respects to the first, which grows quickly in a
O A few days ago, one of the PCs came across a hooded stranger. The
random point in the body of a victim (usually the
man literally fell on him, scattering his personal effects on the ground,
neck, shoulders, trunk or the back), developing from
including an old worn-out journal. When the character helped him
an initial and annoying itching sensation. The head
pick them up, the stranger started sobbing, tore the journal from him,
emerges within 1d6 days of “infection”. Every day,
and ran away screaming for no apparent reason…
as this alien growth evolves, the victim must get a
59
beginning of each new day following the “birth” Treasure
of the Parasite Head, the host must get a success The creature has the same treasures as its host, and
on a Strength challenge roll with 2 banes or gain in the event of its annihilation, it will be able to count
1d6 Insanity (these points cannot be removed in on them.
any way). When the victim goes mad, his real head
Pain Tables: withers, crumbles into a heap of brown dust and
see Evil Relics falls away, while the Parasite Head takes over by MALAGEMINARIA DIFFICULTY 50
completely controlling the character (who becomes Size ¼, frightening dirus
an NPC with a personality diametrically opposed Perception 12 (+2); darksight
to the original, but always unmistakably impious Defense (see host); Health 16; Insanity 1; Corruption 1
and evil). Strength (see host), Agility (see host)), Intellect 12 (+2),
Will 13 (+3)
As long as the Parasite head has not taken control
Speed (see host)
GM Tip: The of the body, the person can still be communicated Immune gaining Insanity (plus other host’s immunities);
headrooted with. asleep
takes on the The character affected by the Parasite Head Malevolent Intuition The malageminaria always takes its
turn before all other creatures in combat. If multiple
aquatic trait and acts before all the other characters thanks to creatures have this trait, the GM decides the order in
is perfectly at incremental and supernatural readiness. At the which they act.
ease underwater; beginning of infected character’s turn, the Game Pernicious Parasite The malageminaria does not need to
therefore, it Master must roll 1d6 . On 1-3, the Parasite Head eat, drink, breathe or sleep, and if it is attacked while
the host is sleeping it wakes it up to defend itself.
does not suffer takes temporary control of the character, which
banes, damages is considered a compiled NPC in the hands of the ATTACK OPTIONS
and / or other Game Master. On a 4-6 instead, it is the player who The same of the hosts
effects connected decides the character’s actions for that turn, but in SPECIAL ACTIONS
with the this case the head will be able to use his irritating Disturbing Actions If the malageminaria does not the
permanence in disturbance. control of the host body, the malign psychic influences
this environment. Each attack against the Parasite Head has two and the ranting screams of the malageminaria force
It can also possibilities out of three (1-4 on a dedicated d6) each living creature within 10 yards of the host to
make a Will challenge roll with 2 banes. On a failure,
move without of hitting the host (one chance in two if the head the creature becomes dazed for 1 round. The already
impediments. is attacked), which is why when you fight such a confused, the creature instead gains 1 Corruption.
creature it is really difficult not to damage the
victim.
Parasitic
Those killed by a malageminaria undergo a bodily
change due to the unfathomable reasons that
underlie the origins of the parasitic heads. Parasitics
seem to share a semblance of psychic bond with
other parasitic heads (both still grafted on a host,
and those that have been eradicated) and can share
their experiences. The parasitic template can be
added to any living humanoid creature, applying the
following changes.
Blight : Medusa Islands
The Blight:
Attributes Host Strength and Agility, Intellect +2 Will +2
Off the eastern coasts of the Northern Reach there are a series of
Perception darksight
uninhabited islets protected by rocky outcrops and stacks. The islets Malevolent Intuition Always takes its turn before all
are covered with lush vegetation and seem to be the offshoots of a other creatures in combat. If multiple creatures have
vast volcanic crater now entirely submerged by the ocean waters. this trait, the GM decides the order in which they act.
Share Thoughts Parasitics are always under the effects
Among the rocks and the luxuriant vegetation, some sailors claim
of the share thoughts and sense thoughts spells from
that creatures able to turn into stone with a single glance go around. the Telepathy tradition. In addition, the parassitic
They fear them, yet they are also mysteriously attracted to them since, makes challenge rolls to resist Telepathy effects with
in their stories, those who reduce a man to stone are beautiful and 1 boon and imposes 1 bane on rolls made to attack it
with Telepathy spells.
seductive nymphs. Moreover, there is a nymph for every sailor, and
if you meet her, you do not become stone, but you can live happily SPECIAL ACTIONS
forever in those beautiful places... Disturb Actions At any time, the parassitic can use a
Medusa Islands 10 headroots (8 standard 2 embodied). Aura: Attraction triggered action to attack the mind of one creature
within medium range. Make a Will attack roll against
(Strong). Influence Moderate. the target’s Will. On a success, the parassitic imposes
60
1 bane on all attack rolls made by the target against
itself for 1 minute. The effects of Disturb Actions are regula arcana
cumulative, to a maximum of 3 banes. If the target The Paideia Familiaris contains a story that aims to instill disgust
would gain a fourth bane, it instead becomes stunned for the Old Faith in children and turn them to the New God. I
for 1 round.
recovered it and reported it because, curiously, it seems to speak
of Malageminaria.
headrooted Long ago, Urth was shrouded in darkness and cold. Only the one-eyed
If a parasite is killed, the head can literally eradicate giants of the north persisted, but the lack of food gripped them, and the
from the body. Impressive nerve filaments whip the air reserves were scarce every day. The voracious appetite of the giants did not
calm down with the large primordial cetaceans whose carcasses surfaced on
under the neck allowing the head to float and fly away
the icy oceanic coasts, and the bountiful banquet that the giants bestowed on
like an aerial jellyfish. The head is attracted to places their gods lasted less than a week. Of the enormous cetaceans, remained only
near lakes or seas "disappearing" them for a long time. the fatty masses. With that fat the giants anointed themselves, and with the
Probably, this could be a natural instinct to sustain bones they made jewellery and objects to offer to the gods so to be rewarded
itself, although I doubt that the areas chosen to with more food. Yet, every day became longer, and weeks went by without
recover are somehow linked to their appearance. the situation changing.
Maybe malageminaria could also be linked to an Then the one-eyed giants, convinced that their gods had already sent the
ancient and unknown ocean civilization. Only Men answer and that the food was there to feed them, began to turn on each other.
of Gog had depicted them centuries ago in the Pain At first, it was the weak and the most battered who become meat, sometimes
Tables, now destroyed. Anyway, some sailor's myths the less attentive ones, later the female giants with their children. Hunger
could orginated from that ancient stories. quickly gained the upper hand, and the taste of giant flesh made sudden
ecstasies and moments of divine glory to which the primordial instinct of the
giants could not resist. The tribes were killing each other, and the atavistic
HEADROOTED DIFFICULTY 5 one-eyed giants’ civilization was inexorably falling. The One saw the havoc
Size ¼, frightening dirus (aquatic) being wreaked and decided to intervene.
The One commissioned Elohim, the wisest of his servants, to bring the
Perception 12 (+2); darksight giants back to reason and save the race. Elohim arrived in the presence of
Defense 10; Health 32; Insanity 1; Corruption 1
the strongest of the one-eyed giants and tried for three days and three nights
Strength 14 (+4), Agility 10 (+0), Intellect 12 (+2), Will
13 (+3) to convince him of the senselessness of what he was doing. Yet Chief Gul’Han
Speed 12; climber, swimmer was adamant, and his atavistic hunger of flesh and glory took precedence
Immune asleep over the infused reason that the gods had given to giants for centuries.
Malevolent Intuition Always takes its turn before all other Elohim then used his great cunning. He said that chief Gul’Han could
creatures in combat. If multiple creatures have this trait, obtain eternal glory, and would live forever without need of food if he
the GM decides the order in which they act.
had reached the divine state to become a creature of pure reason without a
Chameleontic Nature An immobile headrooted appears
as a stone with strangely human features. A creature
physical body. He would have glory, power, eternity, and the possibility of
spotting it must get a success on a Perception challenge giving vent to all his primordial instincts with an intensity and a pleasure
roll with 3 banes in order to discern that it is in fact a that a physical body would never have been able to provide him with
creature. completely. And he, Gul’Han, would lead all the other tribes as a king.
Share Thoughts Headrooted are always under the effects Gul’Han didn’t answer, but his brow furrowed mightily as he pondered
of the share thoughts and sense thoughts spells from this. As soon as the light of greed lit up in his one eye, in that instant Elohim
the Telepathy tradition. In addition, the headrooted
makes challenge rolls to resist Telepathy effects with 1
pulled out his blade and cut off Gul’Han’s head, which rolled to the ground.
boon and imposes 1 bane on rolls made to attack it with Gul’Han’s body faltered and was swallowed by ice, and as the veins and
Telepathy spells. muscles of the neck and of the head joined in long tentacles and began to
move, the head moved away into the waters. After that, Elohim did the
ATTACK OPTIONS
same with the other remaining giants chieftains and their peoples, and so the
Urticant Nerves (melee) +4 (1d6 + Immobilize) whole of the one-eyed giants sank into the northern sea, their empire erased
Immobilize If the target is a creature, it must get a
overnight by the cunning servant of the One.
success on an Agility challenge roll (with 1 bane if
already immobilized) or become immobilized for 1
A handwritten note in the book reads as follows: Perhaps their
round. If the target is already immobilized, the target ancient gods had intervened to oppose the New God instead. In fact, from
becomes immobilized for 1d6 extra rounds. then on, the existence of Gul’Han had the sole purpose of feeding – he could
never satisfy himself but still try to find his lost body imprisoned somewhere
SPECIAL ATTACKS
in the underwater ice.
Whirling Assault. The headrooted attacks the same target
twice with its tentacles. WHIP OF PIETRIFICATION
The whip of petrification is an enchanted object crafted
SPECIAL ACTIONS
from the tentacles of an headrooted. The user makes attack
Oneiric Infestation The headrooted in its Chameleonic rolls with 1 boon and inflicts 1d6 damage. Further the target
Nature emits a series of telepathic waves capable of must get a success in an Agility challenge roll or gain the
altering the senses of the victims sleeping within 10d6 immobilized affliction for 1 round. On a success, the target
miles from the place it inhabits. When an affected is immune to the immobilized affliction of the whip until it
creature wakes, it must get a success on a Will challenge completes a rest. Price 10 gc.
roll or must travel toward the headrooted unless
prevented from doing so.
61
MISSOVERSO
-—TIME REAPER—
I have no direct experience of the natural processes of
ageing. I will probably not know any physical deterioration
at the onset of death. However, one of the mechanisms
that could somehow constitute a barrier to the action of
the mutagenic elements induced by the builders could be
those that determine the conditions associated with ageing.
This is why I joined Styx, an expert healer and a warrior
with whom I have traveled in the past. She has just retired
in Mystic Woods to raise her little Diana. This is what she
told me, and I found it extremely useful.
I rescued a man last night and took him to the village. This made me
rethink an old conviction of mine. I thought aging was less painful
than a blade in the stomach or than a disease that corrupts the flesh.
I imagined it, the passing of time I mean, as an inescapable enemy,
but kind, in a way. Well, I was wrong.
The man told me he had just turned sixteen. I thought he was
making fun of me, but he wasn’t. Everyone confirmed it. All those
who knew him as the vigorous carpenter’s son now looked at him as
one infected and to be kept at a distance. The poor unfortunate of
the village. He was sixteen, yes, but his skin looked like he was an
old man, stained, made thin by winters, and covered with a web
of ripples and sores. His hair was a skein of fragile straw thrown
over his head with little care. Only the eyes, despite the vacant gaze,
retained an unnatural glow (at least for an elder). I’m talking
about that fire so common in youth. What had happened to him
had intrigued me, but I had to insist – you know how I can be
persistent - to get the details.
In a dirty backyard, in the old town abandoned years ago after
the flood, the man (at this point I should say the boy?) had met
someone ... or rather something. From the description I thought
it was a clockwork (sometimes the people of the most isolated
villages are not used to such peculiar beings like clockwork), but
then he added a detail that I found disturbing. It was a memory
imprinted in his mind before he fainted succumbing to pain and
woke up among a crowd, in the rain, with a broken femur and an
aching back, in a pool of his own excrement: the ticking of a clock.
That thing had a device in his body (?) And while the poor man,
seized by the thing’ s claws, was feeling his life slipping away from
him, had he really had the impression of seeing the world going
backwards?
I’ve taken enough notes - here they are. This story has taught me to
take my time into a greater consideration. I met, and unfortunately
completely destroyed, the missoversus. I say this with extreme
regret because, if it had not attacked me with the intent of reducing
me to a corpse, skin and bones, I would have preferred to study it
“alive”. Instead, I decided not to take unnecessary risks: the prospect
of suddenly aging (and dying) and not seeing my child grow up,
was enough to deprive me of any hesitation and uncertainty.
But I have something here that you’re going to like: remains
“Gold, gems, any wealth are nothing
of the reaper, these interesting fluids that I extracted from his
compared to the value of time.”
mechanical body. I have collected two vials of this bizarre golden
serum. When you examine it closely, you feel a strange sensation, as
if time around them has solidified for a few moments.
Amazing.
62
origins prey arrives, so as to conserve their energy reserve.
I recently came into possession of a collection of Usually they infest the margins of inhabited areas, Eye of Uzin: For
writings and notes on magical theory from the Eye especially the large cities with a significant presence other details
of Uzin, an obscure cabal linked to the terrible mage- of clockworks, and other settlements where their about this cabal,
cannibalist Adihagan. One of these writings, by an appearance could easily be mistaken as one of the see Wicked Cults.
unknown author, seems to speak of the Temporal mechanical beings by a casual observer. However, it
Reapers ... without, however, referring to them by is not uncommon to find one of these horrors in the Adihagan: For
this name. I was able to recognize the creatures in laboratory of their creator, who ended up becoming other details
the charcoal drawings attached to the book. There the first “pawn” of the Reaper itself. about this mage-
cannibalist, see
is no doubt that these are the same time-devouring
monstrosities that Stige has encountered. However, Tactics, Strengths and Weaknesses' Villains Codex.
in the report, they are called with the nominative (I The Missoverso has no objective other than to continue
never heard before) of Missoverso, and described with to exist, but to do so it must “steal” time from victims,
zealous aetiology as if they were a real “living species” recharging its vital internal clock.
instead of an artificial life form. Missoverso is incredibly shrewd when it comes to
I’m not referring to clockworks. According to the waiting, hunting, and feeding on prey. Sometimes
promoter of this original theory, in fact, Missoversi the vital theft must be daily, other times it happens
would be completely different metaphysical entities, only once a year, although the consequences
coming from an alternate dimension, one that cannot can have completely different and sometimes
be understood or interpreted using the tools currently devastating effects.
available to the peoples of Urth. These ... things … would This, for a construct, is undoubtedly an atypical
literally be “sentient agglomerations of time”, guided behavior. The intelligence manifested by the temporal
(rectius evoked?) to some obscure reason in our reality and harvesters, in fact, although similar to a sort of
forced to assimilate the “life” of the locals in a desperate animalistic predatory instinct, seems to corroborate
attempt to find their way home. Before the history the theory suggested by the writings of the Eye of Uzin
told by Stige, I would have been inclined to consider (see “Origins”).
the discussion as a mad scramble for a poor author in Yet the Missoverso does not seem interested in
search of recognition. However, it is accompanied by dialogue or in any form of interaction other than
an incredible series of analyses and results that deserve the assimilation of the victims, it has no language
further and more in-depth evaluation. (not even the olfactory communication typical of
I hope that a Missoverso can have components hordelings), using the surrounding environment and
useful to resist the contagion of a hordeling. its elements only for the purpose of excel in physical
confrontation. It would, therefore, seem to remain in
Appearance and Habitat the ranks of those constructs animated by magic and
A Temporal Reaper is a mad construct, escaped from built with specific intent and governance. In many
the control of its creator, inclined to inflict a peculiar cases, certainly that of the Reaper, this is disregarded
form of suffering and death on its unsuspecting
victims. The purpose of those who had assembled
initially it was undoubtedly “catalyzing alchemically
the entropic energy produced by organic systems”,
which, fo all intents and purposes, means “distilling encounter with a Missoverso
time” to obtain an elixir of long life. The experiment
O In a small town with a significant presence of clockworks, a
must have worked, although not as the caster hoped.
mysterious murderer has been wandering for a few days. All those
In fact, the construct evolved different time-related
who claim to have seen him at work swear it was an animated
abilities unrelated to its original purpose, making it
construct, which is why the resentment towards clockworks has
far deadlier than its creator must have intended.
grown exponentially. Rabirio, a small clockwork activist, says its
The Temporal Reaper is a cluster of gears, metal
people have nothing to do with the killer, and it requires the PCs’
plates, rubber muscles, and animal tendons combined
help to prove it.
together in a vaguely humanoid form, with four long-
O The young son of a wealthy shipowner contracted a rare,
jointed prehensile limbs (two lower and two uppers)
perhaps magical, disease that made him age prematurely. Some
and a large armored torso fitted around a device that
even claim that the boy has gone mad and blames a specific
appears to be a bizarre luminescent mechanism that
perpetrator for his current condition. The father is willing to pay
measures time.
handsomely to get a cure (or maybe just take revenge for the
The Temporal Reapers can slip into a long
wrong suffered).
hibernation, becoming inactive until a potential
63
by incomprehensible changes that tend to consider Immune asleep, blinded, charmed, dazed, stunned
Spell Defense A missoverso takes half damage from
them an actual line of union between clockworks, spells and makes any challenge roll to resist a spell
Mechanisms: animated by souls within, and simple constructs, with 1 boon. A creature attacking the missoverso with
Disassembling driven by magic commands only. What animates a a spell makes the attack roll with 1 bane (boons and
a Missoverso Missoverso, no one can truly say. banes become 2 for Time spells).
Temporal explosion When a missoverso is destroyed,
requires an The Missoverso usually wields a heavy weapon the gears that contain the accumulated temporal
Intellect challenge halfway between a sword and a scythe but uses the energies explode in a 12-yard radius centered at a
roll with 1 bane weapon only to incapacitate its victims so that it can point in the missoverso space. Roll a d6 to see what
each time you calmly “suck” their residual years of life through happens.
1. Each creatures and object in the area advance of one
intend to retrieve mechanical fingers, equipped with pointy sucking age category or grow 1d10 years older.
a piece. For a list tools. The more a victim undergoes this attack, the 2. Each creature in the area reduces its age by 5d6
of pieces that can more they are drained sucked until reduced to naught years. If reduced to 0 or less, the creature disappears
and is reborn somewhere else of the GM’s choice.
be recovered and skin and bones (see ‘Sucked’ ).
3. Each creature in the area moves 1d6 hours, days,
the capabilities Thanks to the alchemical fluids distilled from a weeks or years (GM choice) forward in time.
they can give Missoverso’s gears and arcane siphons, and to the 4. Each creature in the area moves 1d6 hours, days,
to a clockwork, magic mixtures enclosed in its body, this creature is weeks or years (GM choice) backwards in time.
5. Each creature in the area is affected as if under the
see Ghosts in able to briefly alter the flow of time around itself, to effects of the accelerate spell from the Time tradition,
Machine. slow its enemies or speed up its own movement to but for 1d6 hours. When the effect ends, the creature
perform lightning attacks. becomes fatigued until it completes a rest. While
The GM is free fatigued in this way, the creature is also slowed.
to alter them as 6. Each creature in the area is affected as if under
they wish so as Treasure the effects of the decelerate spell from the Time
to make them The creature does not accumulate treasure, as it is not tradition, but for 1d6 hours. When the effect ends,
the creature becomes fatigued until it completes a
suitable for the attracted to wealth and does not need use equipment. rest. While fatigued in this way, the creature is also
Missoverso from Yet, the assembled body of a Missoverso could be an slowed.
which they were incredible treasure trove for those who are able to
ATTACK OPTIONS
extracted. disassemble it and recover the pieces, which can be
Glaive (melee) +8 with 1 boon (1d6 + 9 plus Lethal
used for battered clockworks or other mechanical Chimes)
engineering works. However, anyone wishing to use Lethal Chimes If the target was a creature, it must get
what remains of a Missoverso with greed is warned a success on a Strength challenge roll or take the
that he might succumb to unknown effects. damage from this attack again at the end of the round
once every 1d6 rounds. When the creature takes this
damage, it can repeat the Strength challenge roll
and ends the effect on itself on a success. This effect
MISSOVERSO DIFFICULTY 500
counts as a rank 5 spell.
Size 2, construct
MAGIC
Perception 11 (+1); sightless
Power 3
Defense 16; Health 140; Insanity —; Corruption —
Time swiftness (4), slow (4), rewrite moment (2), time
Strength 17 (+7), Agility 11 (+1), Intellect 6 (-4), Will 12 (+2)
jump (1) accelerate (1)
Speed 10
END OF THE ROUND
Time Expansion All creatures within 5 yards of the
missoverso must get a success on a Will challenge
roll with 1 bane or become prevented from taking fast
64
soul, which be moved by an instinct to make up for regula alchemica
lost time and utilize macabre powers to somehow
revitalize its decayed body. I think I accidentally found
a simple remedy against the
DRAINED DIFFICULTY 50 wrinkles that form on the sides of
the eyes with age. It is not useful
Size 1/2 o 1, horrifying undead
for me, since I cannot accumulate
Perception 10 (+0); darksight preparations of this nature in my
Defense 12; Health 60; Insanity —; Corruption — blood, but it could be a cosmetic
Strength 12 (+2), Agility 11 (+1), Intellect 8 (-2), Will 14 (+4) of particular value for those
Speed 12
who use their appearance for
Immune damage from cold, disease, poison; asleep,
diseased, fatigued, poisoned different purposes.
Vulnerable to Fire A drained takes double damage from According to my theory, the
fire. Reaper’s purpose would seem to
be not only to survive but also to
ATTACK OPTIONS
accumulate “time” by stealing it
Draining Touch (melee) +2 with 2 boons (1d6 plus 1d6
from others. We have no way to
extra damage against a slowed target plus Temporal
Draining with 20+)
know if there is a higher purpose
Temporal Drainining If the target is a living creature, to which the Reapers are all
it must get a success on a Strength challenge roll or fundamentally bound, or if they
become slowed for 1 minute and the drained gains are only semi-sentient constructs
a +1d6 bonus to Health that lasts until it completes in the service of some obscure
a rest. If the target is already slowed, the target master. And yet, in my opinion, the mind that gave birth to a similar
takes 1d6 extra damage and becomes fatigued for as
device, which I do not know whether it was assembled by mortal
long as it is slowed. If a creature under the effects
of Temporal Draining becomes incapacitated, it dies minds and hands, certainly did so for other purposes. I believe that
and rises as a compelled animated corpse 1d6 rounds something rotting in the Void has sent its killers to Urth to retrieve
later. For each creature killed in this way, the drained it. Whether it is an alien mind, a sentient artefact, an entire planet
gains 4 time dice, which it retains until it expends annihilated, I don’t know, but some elements make it possible for
them. At any time, the drained can spend a time die me to believe it. I dismantled that single specimen of Missoverso
to grant itself 1 boon or impose 1 bane on an attack
I managed to obtain from my mercenaries after Stige’s story, and
roll or challenge roll made by a creature it can see.
we are ready to retrieve another one (is it possible that Missoversi
SPECIAL ATTACKS work in pairs and are in contact with each other?) I need what it
Temporal Curse The drained can use an action, or a hides, and what it generated after its destruction is essential to my
triggered action on its turn, to curse one creature it plans. I still do not know why the Influx it generates seems never to
can see within medium range. The target must make disappear completely, continuing to wander through the continuum
a Will challenge roll with 1 bane. On a failure, the of the Void, and return to torment the poor unfortunate living. This is
target becomes cursed. On a success, the target is
an evaluation I will have to postpone.
immune to all drained’s use of Temporal Curse until it
completes a rest. CONDENSED TIME
A cursed creature is slowed. If it is already slowed,
Admitted being able to dismantle the mechanized carcass of a
it instead becomes immobilized. The curse lasts until
Missoverso after destroying it (procedure that requires to get
removed (as a rank 5 spell) or when the drained who
a success in an Agility challenge roll with 2 banes), you can
bestowed the curse is destroyed.
extract from its body 1d3-1 doses of a sticky colored substance,
END OF THE ROUND vaguely luminescent, contained within strong crystal vials. If
ingested, each dose of this wonderful "retired time" can h a v e
Recovering Time If the drained has any time dice, it can
three random effects. Roll 1d6: with 1 ages 1d6 years;
expend one die to do any of the following:
with 2-5 those who drink the substance become
• Cause one creature within short range of it to take
able to move at incredible speed for a
4d6 damage.
day, obtaining the same benefits of the
• Heal 4d6 damage.
spell accelerate (Time), but without
• Impose 3 banes on attack rolls made against it for
suffering side effects. With 6, on
1 round.
the other hand, they rejuvenate by
• Remove an affliction from itself
2d6 years. Each dose of condensed
• Move up to its Speed.
time is worth 50 gc.
influx
When the captured essences of time crystallize
together, they give birth to another creature. This
new entity, the Influx, will continue the work of the
Missoverso by looking for new lives to be absorbed
and bodies to be possessed. For more information
about the Influx see page 138.
65
SIMULACRUM
-—TOTEMIC IDOL—
Hurrah! The Great is awake! The Great is furious!
Find a sacrifice for the Great!
Quench his hunger!
Blood he wants! He wants meat!
The Great calls, we serve!
Hrak is the voice of the Great!
Serve the Great! Fear the Great
Which came from beyond the night!
Which came from beyond the first moon!
The Great speaks to Hrak! Blood and flesh he asks!
Hrak brings flesh and blood finds!
In the house of the People the Great grows!
Strong is the Great! Powerful is the Great!
To the People, Hrak speaks for the Great!
Powerful is the Great! The Great is hungry!
The People of Hrak the Great protects!
The People of Hrak feeds the Great!
The Great will bring ascension! The Great
will open the veil!
The people of Hrak prosper!
The People of Hrak feeds the Great!
In the house of the People the Great grows!
Until complete the Great will be!
Until the Great returns beyond the Night!
Until the house of the people
is left empty, only filled with death and ruin,
and the people will be led –
together with the Great beyond the Night!
Quench the Great until he is complete!
Give flesh and blood to the Great!
[...]
66
origins tend to be beastmen, intelligent undead, and other
The Horde builders fuse their bodies to create a wretched folk who come to believe in the cyst
hole in the reality from which their fellows can creature’s superior intelligence and its promises
invade other worlds. If slain and left to rot, their to lead them to victory over the hated folk of the
bodies dissolve like those of reapers and rippers, civilized lands.
but in the fluids there form small fleshy cysts. Once established in a village, the totemic idol
The cysts grow larger in time and eventually burst requires regular sacrifices of flesh and blood to reach
open to release a new builder. Until their complete maturity—it does not feed on plant matter. The
maturation, the cysts are relatively defenseless. idol needs few meals at the start, but as it devours
They use their mental abilities to attract swarms of animals or sentient beings, it grows and demands
creatures that serve them, for protection, and for more food, offerings, and prayers. The speed of the
food. Sometimes, primitive or feral humanoids— maturation process depends on the initial size and
mentally dominated, lured by telepathic promises, number of cysts that make up the idol, as well as
or simply driven by superstition and thirst for on the quantity and size of the devoured victims.
power—worship these immature builders, hence Bubbles and pools might form on the Simulacrum’s
the name I gave: a Simulacrum: Totemic Idol. body in which its victims struggle, semi-conscious,
so that all those who worship the Simulacrum can
Appearance and Habitat see the process of decomposition as sign of its divine
The idol is a fleshy growth, a contorted bubo crossed power.
by dark veins through which its fluids flow. Nerve Typically, an idol matures after twelve to thirty-six
ganglions, suppurating glands, bundles of tumor months, growing until it reaches a height of about
cysts form as it grows. Eyes perched on peduncles nine meters tall. The idol then forms into a chrysalis
rise from the mass or form just under the skin, rising and, after a week of gestation, releases 1d6 new
to the surface and sinking back into its depths. Horde builders, who immediately proceed to look
The idols retain, to some extent, the builders’ for their peers or, if in sufficient numbers, to create
ability to change shape. A crystalline shell or a new portal.
stony crust sometimes forms over its body. Often, the idol’s makes its final meal of all its
Others produce waxy substances, while others remaining worshipers, which is the ultimate and
still assume a woody appearance to better blend final service they can offer it. Newborn builders, in
in with its natural surroundings. The cysts rely any case, kill all survivors in the area before starting
on camouflage to protect them at this stage and work. Apart from that, the idol’s dangerous nature is A prophet of
might adopt totemic forms, appearing as animals, obvious: this generation of hordelings can recreate a totemic idol
plants or stylized humanoid or demonic faces itself indefinitely, at least until a real cure for this is described in
seemingly carved in stone or wood; or they can cancer of the world can been found. Villains Codex.
also take on the appearance of large trees, rock
formations or other natural features commonly
worshiped by uncivilized peoples. I do not know if
this is a voluntary process or not, nor if it is a swift
process or one that takes many generations, absent
creatures to serve and feed it.
The idols can speak and bargain with creatures ENCOUNTERS WITH a simulacrum
offering protection or magical power to those
O The characters are captured by a tribe of minotaurs that threatens to
who bring them back to their peoples. Once in a
sacrifice them to their god at the next full moon. However, one of their
community, the locals venerate the idol and either
jailers is not as bad as the others and promises to help them break free
build their homes close to it or erect a sacred site
and defeat the god, but only if the characters take him away with them.
around it. The idol chooses one of the people to be
O In the city there are voices about a mysterious tribal cult that is
its prophet or voice. This person is usually the one
fashionable among young aristocrats, convinced that “the old times
who found it, made the initial bargain, and who can
were purer and less corrupt” and that “we should go back to the
see it in its true and awful form. The prophet can
old days.” They worship a strange stone and kidnap stray dogs and
enter trances during which the idol communicates
cats for their rituals. Everybody considers them harmless but lately
its wishes, which the prophet then reveals to the
children have begun to disappear as well.
faithful.
O After finding a strange gemstone, a character experiences bizarre
Not all idols mask themselves in this way. Some
dreams, in which the character takes the Alabaster Throne for their own,
retain their normal appearance and still find
gains supremely powerful magic, or some other reward. All the character
servants to protect and worship them. Such peoples
has to do is make a few small offerings to the stone… at least to start…
67
Tactics, Strengths and Weaknesses' The idol can emit sounds at a frequency not audible
A totemic idol attacks using tentacles or pseudopods, each to humans to summon more otherworldly creatures
about three meters in length. It uses them to lash and grab for protection and to defend it from attack. It does this
GM Tip:
victims and then incorporates them into its bulbous mass, only until it finds a group of followers to worship it.
A totemic
idol is easily where they are slowly dissolved, sometimes still alive but
customizable by paralyzed during the process. Each tentacle can grab Treasure
modifying its and lift a Size 1 or smaller creature, and a Size 1 idol can The acid that oozes from the skin of the totemic
magical powers absorb up to four at a time, increasing its size accordingly. idol and that fills its insides can only dissolve meat
and changing The burning touch of these appendages is excruciating and other organic substances (including vegetables,
the effects of and dissolves animal matter, but the idol cannot attack although the idol does not eat them). It is therefore
its attack: for and grasp at the same time. Severed tentacles regenerate possible to find in the bubbles and cysts on his body
example a in a short time, but cutting them all off at the same time visible from the outside, and in the crystallized ones
Simulacrum of provides an opening to attackers since it cannot defend inside, metal items, gems, or other precious objects
Desolation could itself. A living or dead creature swallowed by the totemic that belonged to its victims.
be related to sun idol is wrapped in a semi-transparent bubble or cyst of
and fire, obtaining acid and bile that remains visible for public delight. A
SIMULACRUM DIFFICULTY 100
access to spells dead creature, if not immediately extracted from the
Size 1-3, frightening hordeling
of Air, Curse, monster’s belly, is quickly digested. A creature still alive
Fire traditions, faces slow and painful dissolution from the gastric acid, Perception 15 (+5); darksight
Defense 10; Health 130; Insanity —, Corruption/
and dealing fire and the viscous and biliary substances in which it floats
Maturation 5
damage. allow the creature to remain conscious so the idol can also Strength 13 (+3), Agility -, Intellect 10 (+0), Will 13 (+3)
feed on the sensations of terror and pain evoked from the Speed 0
creature’s melting body. Once fully dissolved, the totem Immune blinded, deafened, fatigued, frightened,
grabbed, immobilized, prone, slowed
crystallizes its filled cysts inside or out, in a process similar Telepathy A simulacrum communicates telepathically
to that of amber. using images and sensations rather than words. The
Regardless of how many wounds it suffers, a simulacrum can communicate with any creature
totemic idol can regenerate itself entirely unless it is within 9 yards.
completely destroyed and its remains burned. Every ATTACK OPTIONS
part of it, however small, has this ability, as I discovered Caustic Appendage (melee; reach +3) +3 with 1 boon
at my expense so that I had to set fire to the sample (1d6 plus 1d6 from acid plus Shock)
I had procured. Even once it has changed and the Shock A target creature must make a Strength challenge
roll. On a failure, it takes 1d6 extra damage from
builders have appeared, something of it remains, and electricity and becomes stunned for 1 round. If already
the annihilated builders continue to maintain their stunned, the creature takes 1d6 extra damage.
regenerative capacity. However, I do not believe that
SPECIAL ATTACKS
fire has the same effect on them, and I still do not have
Quick Attack When a creature within the simulacrum’s
information on what is an effective means of damaging reach moves, the simulacrum can use a triggered
these simulacra definitively. action to attack the triggering creature with its Caustic
Appendage.
Double Attack The simulacrum attacks twice with its
caustic appendages. If it succeeds on both attack
rolls against the same target, the target must get a
success on an Agility challenge roll or become grabbed.
Blight : Garden of the Illuminati::
The Blight: While grabbed, a target takes 1d6 damage from the
simulacrum’s corrosive juices at the end of each round
A few months ago, a new academy opened its doors to any and all seeking until it removes the grabbed affliction from itself. The
spiritual enlightenment. The teachers, who call themselves the Prophets of simulacrum imposes 2 banes on rolls made to escape.
Enlightenment, promise that any students who join the academy will undergo The appendage, however, can be attacked and it has a
a spiritual rebirth that will ultimately allow themselves to attain a perfection of Defense 10 and Health 13. Destropying the appendage
removes the grabbed affliction. A destroyed appendage
their inner selves. Unfortunately, this is all a sham, for the so-called prophets reforms after 1d6 rounds.
have been enslaved by a simulacrum and have been feeding their students to
SPECIAL ACTIONS
it. The Garden draws initiates from all across Rûl, with most coming from the
ranks of the aristocracy. No one suspects the Garden of any wrongdoing since Assimilate The simulacrum drags a target it has grabbed
into a bubble of bile liquid on the surface of its body.
the Prophets urge their students to lead ascetic lives of isolation. Thanks to the A creature trapped in this way is defenseless and
academy’s incredible success, the simulacrum has grown at an incredible rate immobilized and takes 2d6 damage damage at the
and is nearly mature. end of each round until it becomes incapacitated, at
Garden of the Illuminati: 1 Simulacrum (Emissary). Aura: Attraction (Moderate). which point it dies, having been dissolved. Once inside
the bubble, the only way to escape is for a creature
Influence Strong. outside the simulacrum to destroy it (Defense 10,
68
Health 1). Destroying the bubble releases any trapped
creatures while also spraying everything within a regula alchemica
5-yard cone originating from the simulacrum’s body The clan of beastmen I observed was not aware of their doom
with corrosive fluids. Everything in the area takes 3d6 in making the sacrifices to the simulacrum. In fact, they believed
damage. A creature can make an Agility challenge
victims consigned to it would journey to a higher plane of
roll and takes half the damage on a success.
existence, an idea that undoubtedly came from the simulacrum
MAGIC itself. The clan understood that its community would be
Power 4 destroyed, but members all believed they would no longer need
Enchantment implant suggestion (2), enslave (1) material things in the world to come.
Conjuration conjure small monster (2), conjure medium And, in this, I did not see the self-delusion so typical of many
monster (2) authoritarian regimes that thrive on the cult of personality, as
Telekinesis mind over matter (2), crush (1)
well as of many religions of the “civilized peoples.” In fact, if
END OF THE ROUND one thing can be said to support their idea of salvation,
the god
Rigeneration The simulacrum heals 1 damage and acquires of these uncivilized people was to them present and tangible,
1 Maturation point immediately for each victim it has however deceitful it may be.
assimilated. The simulacrum is mature when reach 50 As the idol engulfs and consumes the bodies of innocent
maturation points. Every 10 points the simulacrum victims, its Corruption increases and with it its maturation. When
acquires 1 special ability (see sidebar). its Corruption and maturation reach the maximum degree, the
simulacrum crystallizes to form a chrysalis in which, after a week,
Summoned Monsters splits open and releases new builders ready to resume their work
and re-establish a bridge between Urth and the Horde. During
The idol can recall any type of monsters within the
the maturation phase, the idol, in addition to growing in height,
limits of the habitat in which it is found. Roll 1d20 acquires a plethora of new abilities that let it obtain more victims
to determine the type of monster or choose it on the and thus speed its transformation. I have learned much about this
table below. You can decide to use other creatures from my studies and experiments performed on my samples at
taken from other manuals and accessories of Shadow the Tower Arcane. A dedicated research team has been formed
of the Demon Lord, as you like most for your story, to learn more about the progress of a simulacrum that has been
or use Of Monstrous Mien to create your monsters discovered in the Desolation, where it is growing fast thanks to
related to the totemic idol. a circle of vampires who elected it their elder, and from which
they were convinced they had descended—in the image one of
the members of the sect, probably still conscious, being digested
1d20 Monsters
inside the idol.
1 1 amphisbaena or 1d6 lizardmen
2 1 barrow wights (forsaken2) or 1d3 boneguards CHANNEL ENERGY
3 1d6 mogs1 or 1d3 shadow weavers Once a day the idol can release a wave of energy to obtain
the effects of the following spells of your choice: tremor,
4 1d6 redcaps or 1d6 boggarts thunderclap, geyser, radiation, darkness, overgrowth.
5 1d6 goblins or 1d3 gremlins
REWARD OF THE GOD
1d3 emerald darters or 1d6 burrowing
6 Once a day the idol guarantees to its most faithful supplicants
centipedes
under its influence a regenerative effect equal to the spell
7 1d6 fomors or 1d3 wargs vitality burst or conjure feast.
1 wind genie, 1 water genie, 1 flame genie or 1 AURA OF THE GOD
8 earth genie
Once a day the idol guarantees to its most faithful supplicants
9 1d6 ghoul or 1d3 bloody bones under its influence a protective effect equal to the effects of
10 1d3 medium monsters or 1d6 small monsters the following spells of your choice: protective field, protection
from spells, song of courage.
11 1 manes o 1d6 animated corpses
CONTROL WEATHER
12 d3 dire wolves or 1d3 hell swine
Once a day, the idol can control the weather by recalling effects
13 1 wraith 1d3 shadows
effects of the following spells evoke gale e call lightning.
1d6 lash crawlers o 1d3 vampire bats (sand
14 mites swarms2)
15 1d3 ogres o 1 horned ogre
16 1d3 ettin (cyclops2) o 1 bestia1
1d3 grave thralls (desiccated ones2) or 1d6
17 zombie
18 1d6 spriggan o 1d3 harpies
19 1d6 Void larvae or 1 tomb scarabs swarm
20 1 minotaur or 1 troll
1
See Companion; 2 See Tombs of Desolation.
69
TORMENTOR
-—DEMONIC TORMENTOR—
Searching for the Orb of Souls, the artifact that should
show me the position of the last Portal vibrating at its
latency, I arrived at the home of Acrone, a dwarven
engineer affiliated with the Guild of Alchemists who left
valuable writings about the clockworks’infusion. Acrone
had retired to private life years ago because he is suffering
from senile dementia. I had just arrived when, before
anything else was said, Acrone told me this story.
70
origins preparation without a formula, it hunts for
It’s unclear what happens to the essence of a physical components—the living, both humanoid Horde Marshal:
destroyed Horde Marshal, but is clear that their and animal and the psychic—their emotions and see page 32.
destruction is no obstacle to their continued memories. It encases its victim, taking on the shape
efforts to torment the living. Students of the occult of its flesh by absorbing much of its bodily fluids
sometimes study head severed from the marshals’ and then discarding the meat. It then feeds upon
bodies to understand something of the Horde’s its victim’s mind, and its psychic strength is so alien
origins as well as how they might combat it. As well, and powerful that the feeding preserves the victim’s
the heads have value to those seeking forbidden life, but leaving it as no more than a deformed husk
knowledge, but any study of these remains carries with no more discernible physical traits, its mind is
great risk and many who have tried have found completely broken as well, able only to experience
madness and death for their efforts. only pain, confusion, and fear.
Slaying a marshal does not rid the world of its evil. Because of this “preservation”, some believe a
Something lives on, an echo, perhaps, of its mind, the psychic connection exists between the Tormentor
memories it retains of all the horror that the Horde and its victims, which might make it possible to
has produced on countless worlds—a Tormentor. trace the monster, or that it might also be possible
This remnant craves sustenance, needing to feed to weaken it by killing each of its victims. Another
on fear, doubt, pain, and horror, all of which it can conjecture is that Tormentors that appear vaporous
find in people and animals. The Tormentor binds are more advanced forms than those composed only
itself to its victim’s fluids and when they leak from of fluid, and that a darker section in the midline
its dying body, its essence spreads into the ground to of the creature, described by many, represents an
contaminate it. Generally, these liquids flow toward opening in reality perhaps on the origin universe of
water where it can be reborn. the horde.
71
One of the most apparent vulnerabilities of ATTACK OPTIONS
Tormentor is its natural aversion to certain types of Emotion Drain (melee) +8 against Will (the target
spells from the Enchantment, Life, and Song traditions. gains 1 Insanity and makes all Intellect and Will
attack rolls and challenge with 1 bane until it
completes a rest)
Treasure SPECIAL ATTACKS
Any physical substance melts on contact with a Death Experience The tormentor directs a harrowing
Demonic Tormentor. However, on battlefields I often and terrible shriek at one creature within its reach.
found a sort of residue derived from the organic liquid The target must make a Will challenge roll. It makes
of which it is composed. It should not be forgotten the roll with 1 bane for each time it has previously
failed against this tormentor since the target last
that this ichor, if collected within a few minutes, has completed a rest to a maximum of 3. On a failure,
occult properties similar to those of other secretions. the target sees ts own death and gains 1d6 Insanity.
While frightened from gaining Insanity in this way,
the target is also immobilized.
TORMENTOR DIFFICULTY 1,000 Insane Presence The tormentor can wrap an
immobilized creature in a whirlwind of grinding and
Size 3+, horrifying dirus
terrifying faces. The target must get a success on a
Perception 25 (+15); darksight Will challenge roll with 2 banes or gain 1d6 Insanity.
Defense 20; Health 200: Insanity —; Corruption 2 If the target goes mad, he loses its memory except
Strength --, Agility 18 (+8), Intellect 25 (+15, Will 20 for the memory of the encounter with the tormentor,
(+10) which renders it defenseless until the tormentor is
Speed 5 destroyed.
Immune damage from cold, disease and poison; asleep,
blinded, dazed, deafened, defenseless, diseased, END OF THE ROUND
fatigued, frightened, grabbed, poisoned, prone, Create Clot Each defenseless creature within tormentor’s
slowed, stunned, surprised, unconscious reach must get a success on a Will challenge roll or die. A
Empathy A tormentor pinpoints the exact location of consciousness clot flies into an open space within 1 yard
any creature within 5 miles of it that can feel emotions. of the body, while the body becomes a vacuo.
Malleable A tormentor takes half damage from weapons
and can move through openings large enough to
permit the passage of water.
Spell Vulnerability A tormentor makes challenge rolls to Clots of consciousness
Certain clots of resist Enchantment, Life or Song spells with 1 bane. In The clots of consciousness are psychic vestiges
addition to their normal effect (if the tormentor is not
consciousness can
immune to it), the Enchantment and Song spells deal
trapped by a Demonic Tormentor and released only
become inflated
1d6 extra damage per rank, while Life spells deal the after its annihilation. They make up the Demonic
and detached same amount of damage they would normally heal. A Tormentor, the product of the many deaths that
from torment. creature under the effect of a Song spell deals double Tormentor has caused. Sometimes some of these
damage to a tormentor with its attacks and spells.
In this case roll
Emotional Explosion When a tormentor becomes essences protrude and detach themselves from the
1d6 to determine
incapacitated, it explodes to release 1d20 + 20 Tormentor and haunt the places where they died.
the number for a consciousness clots into the surrounding area. Each These spirits afflict people nearby with feelings
clot appears inside an open space of the GM’s choice
particular difficult of desperation in a vain attempt to alleviate their
within long range of the space the tormentor inhabited.
challenge. own suffering. The spirits sometimes appear
in their victims’ streaming tears, whose eyes
become swollen, reddened, and infected from the
inflammation of their tear ducts.
The clots form from fluid and psychic energy
Blight : Caves of the Dead:
The Blight: and appear as faces and heads of about 60 cm with
In almost every land, one might hear stories about the Caves of the Dead, features strangely similar to those that the creatures
telling of places infested by undead. They might be found in the hollowed had in life but twisted by pain and suffering. In
burial of rocks along the sacred streets of the dead, in abandoned and ruined some cases, the features of the face might still be
abbey cemeteries, or in the catacombs in which hundreds of bodies have recognizable to those who knew the creature when
been interred. In them, one can hear the howls and shouts of the dead, it was alive, even if the agony, fury, and the inevitable
sounds that make those who hear them feel the darkest despair. Sometimes destiny of horror distort its characteristics into
the voices turn into hideous ghostly faces, distorted by the agony of their something absolutely unnatural and perverted.
death. Indeed, it is the Demonic Tormentor that inhabits these places of An intense trail of dark green condensed mist
darkness, although over time its victims have been added to its presence as emanates from the translucent face and stretches
undead creatures. behind the disembodied heads, creating undulating
Caves of the Dead 1 Tomentor (Incarnation), 2d6 shadows o boneguards vortices in the air and viscous trails on the ground as
and 1d6 spectres or wraiths. Aura: Profane (Strong) Despair (Strong), the clot advances. This swirl turns into a harrowing
Spectral (Strong). Influence Strong. ulcer that throbs with the clots’ cries of agony.
72
CONSCIOUSNESS CLOT DIFFICULTY 100
regula alchemica
Size 1/2, horrifying dirus
Perception 13 (+3); darksight Memories make the
Defense 17; Health 50; Insanity —; Corruption 1 person. They define
Strength --, Agility 13 (+3), Intellect 11 (+1), Will 15 (+5) one’s character and, in
Speed 18; flier
some ways, act as the
Immune damage from cold, disease and poison; asleep,
blinded, dazed, deafened, defenseless, diseased,
small lights marking the
fatigued, frightened, grabbed, poisoned, prone, way to the individual’s
slowed, stunned, surprised, unconscious inner self, show the way
Empathy A consciousness clot pinpoints the exact to avoid suffering and
location of any creature within 5 miles of it that can to learn from one has
feel emotions. learned and experienced.
Malleable A consciousness clot takes half damage
Precisely for this reason,
from weapons and can move through openings large
enough to permit the passage of water. I never gave in to the
Spell Vulnerability A consciousness clot makes temptation to erase any of
challenge rolls to resist Enchantment, Life or Song my memories, however
spells with 1 bane. In addition to their normal effect painful they are. Because
(if the consciousness clot is not immune to it), the I enjoy an unnaturally
Enchantment and Song spells deal 1d6 extra damage
long life, even for a
per rank, while Life spells deal the same amount of
damage they would normally heal. A creature under creature of my diverse
the effect of a Song spell deals double damage to a nature and, not being a
tormentor with its attacks and spells. rarefied soul (no, I am not
a clockwork), many were
ATTACK OPTIONS
the experiences that could
Emotion Drain (melee) +8 against Will (the target gains 1 have broken my mind. I lost some companions in my life, and
Insanity and makes all Intellect and Will attack rolls and
each death could have made me lose control, but I understood
challenge with 1 bane until it completes a rest)
the power a memory can confer to those who are able to make
SPECIAL ATTACKS peace with it. I was able to place the memory into its context and,
Vortex A consciousness clot spins rapidly to create a in doing so, have gained total control over myself. Thanks to my
vortex. Unsecured objects within 3 yards of the clot memories, I am what I am, and I know the risks that my defeat
move 1d6 yards away from it. Creatures within 3 yards would entail.
of it must a Strength challenge roll and an Agility
challenge roll. A failure on the Strength challenge
However, for those who do not have the strength to accept
roll indicates the creature moves 1d6 yards away what they have undergone or who find they cannot keep silent
from the clot, while a failure on the Agility challenge about things that ought not to be revealed, I have found a useful
roll indicates the creature has been struck by flying solution. One merely needs to consume a draught of water
debris and takes 1d6 damage as a result. Once the
imbued with the emanation of a Demonic Tormentor, or of the
clot uses Vortex, it must wait 1d6 rounds before it can
use it again. earth on which one of these creatures was destroyed…
73
VAESPARIUm
-—living hive— This morning an envelope reached me at the Virgin’s Inn,
where my correspondents know they must send their
letters to me. When I opened it, I found an epistolary and
a few specimens, some interesting documentation sent to
me by Father Faber, with whom I studied natural sciences
for a period. Father Faber often sends me useful findings.
Here is what he writes:
74
origins In this state, the living hives rarely bother large
I have no doubt about there being a link between communities as it is impossible for them to remain
a Vaesparium and the Horde. If it is not a hordeling hidden, so they favour remote rural areas, haunting
itself, it is most likely a product of the Horde. For now, old houses, farms, stables, or abandoned towers,
I have only my suspicious as proof, but once I have a turning these places into bulwarks to protect the Bulwark: See
sample of wax fabric or, better still, a living sovereign sovereign wasps. Even those that leave the host return, an example in
wasp, I am certain I will be proved right. Various clues bound to the host, to grow in strength and vitality. the supplement
already point in this direction: the creature seems After a month, the living hive’s host dies, leaving Secrets of the
only interested in uncontrollable procreation. The behind a hive made of rotten meat, melted wax, Grave.
methods used by the hive—the use of an essentially papery membranes, and bones with a spongy
mutagenic toxic substance—mirrors that used by consistency. At that point, the sovereign wasps that Sovereign wasp:
the Horde. Finally, the anatomical structures left by had created the host who gave birth to hundreds see page 76.
sovereign wasp venom have a disturbing similarity, in of insects move away, but not before giving birth to
shape and color, with the sores and ulcers caused by new sovereign wasps. When these offspring grow
the builders. to full size, they leave the nest to create another Builders: See
living hive. page 25.
75
Sovereign wasp ATTACK OPTIONS
Natural Weapon (melee) +3 with 1 boon (1d6 + 2)
A sovereign wasp grows far larger than the
carnivorous wasps infesting a living hive. Possesses SPECIAL ACTIONS
of a wicked malignity and far more cunning, it Frenzy Assault The vaesparium makes two Natural Weapon
proves a canny foe. Size aside, a sovereign wasp has attacks and makes each attack roll with 1 bane.
76
Vulnerable to Fire A sovereign wasp takes double
damage from fire.
ATTACK OPTIONS
regula alchemica
The time I spent in the Tower
Sting (melee) +3 with 1 boon (1d6 + Poison)
Poison If the target is a living creature, it must get a Arcane and wandering the
success on a Strength challenge roll with 1 bane or alleys of the apothecaries
become poisoned until it completes a rest. If the of the alchemists’ quarter, I
target is poisoned in this way when it starts a rest, the learned many strange things.
target must get a success on a Strength challenge I discovered secrets handed
roll with 3 banes or remain poisoned for 1d6 days.
down from family to family,
At the end of this time, the target becomes a new
vaesparium. discovered new substances, and
conducted experiments others with even
SPECIAL ACTIONS a shred of decency would never dare
Buzzing and Stinging When a creature the sovereign pursue. It is not yet time to describe many
wasp can see would make an attack roll against of those things that I have drawn by force
a sovereign wasp, the sovereign wasp can use a from the darkness in which they were
triggered action to impose 1 bane on the triggering
hidden, even if the most enterprising and
creature’s attack roll. If the attack roll results in a
failure, the sovereign wasp moves up to half its Speed curious will be able to follow the cues and
and attacks the triggering creature. the details that I have left in my writings. As
Father Faber frequently recommends: “Do
END OF THE ROUND
not miss the opportunity to try in small doses what
Deadly Wasps A sovereign wasp summons 1d3 giant greatly delights your soul.”
carnivorous wasps that appear in open spaces within
Concerning the study of living hives and sovereign wasps, I have
short range of the sovereign wasp. Each wasp, when
it appears, can use a triggered action to attack one
recently received news that the body of a sovereign wasp was
creature it can reach. Once the carnivorous wasps extracted alive from the tumescent mass in which it had hidden
appear, the sovereign wasp loses Deadly Wasps until it to produce its unclean offspring. I am told that it was a difficult
completes a rest. undertaking. The body belonged to a girl named Eluviana, whom
I knew. Eluviana, with dark skin and courteous manners, shared
my great passion for the study of the abject things in this world.
giant carnivorous wasp From time to time, she acquired various objects and substances I
Sometimes the carnivorous wasps that infest a living needed for my experiments. The last time I saw her, she offered
hive can become larger and more aggressive than the me a dark-colored poultice in exchange for some fragments of
others. Usually a vaesparium hosts at last 1d6 giant metal that I had taken from a temporal reaper. The substance was
carnivorous wasps. a fast tonic , and she claimed that she could produce more of it in
Caecras. I haven’t seen Eluviana since. From what she explained,
she had pulverized the body of a sovereign wasp and mixed it with
GIANT CARNIVOROUS WASP DIFFICULTY 1 a fragment of changeling remains in its real appearance.
Size 1/8, dirus
VAESPARIUM SOOTHING OINTMENT (RARE)
Perception 14 (+4)
Defense 13; Health 6; Insanity —; Corruption — Crushing the body of a sovereign wasp and mixing it with some
Strength 5 (-5), Agility 14 (+4), Intellect 6 (-4), Will 8 herbs, you can obtain 1d6 doses of a golden and oily paste.
(-2) Anyone who uses a dose heals damage equal to half of its healing
Speed 12; flier factor. You cannot use more than one dose every day Price 10 ss.
Vulnerable to Fire A giant carnivorous wasp takes
double damage from fire.
ATTACK OPTIONS
Sting (melee) +4 with 2 boons (1 + Poison)
Poison If the target is a living creature, it must get a
success on a Strength challenge roll with 1 bane, or
become poisoned for 1 minute. If the target is already
poisoned in this way, it instead becomes immobilized
for 1 round.
SPECIAL ACTIONS
Fleshdigger When a creature within 1 yard of the giant
carnivorous wasp becomes immobilized, the wasp
can use a triggered action to dig into the target’s
flesh. The target takes 1d3 damage. If there’s a
vaesparium within short range of the wasp, the
wasp then flies to the vaesparium and enters its
space, where it disappears inside its body until the
vaesparium uses Deadly Wasps again.
77
78
CHAPTER 2
UNDEAD
79
DESACRATUS
-—CORRUPT HOLY BODy— I sent Hardhammer the dwarf on a mission, and he
brought me intriguing material, as well as giving me a
very detailed report of his encounter with the Corrupt
Holy Body.
80
origins are derived, we were aware of forms of natural
Centuries of religions, cults and faiths have left a vivid mummification, such as at high altitude or in a peat The Desolation:
and real mark throughout Urth. In the distant past, the bog. Today, in its most atavistic form, there still exists This land is rich
high priests, magistri of the temple, the most popular corpse preservation in the wildest lands, in some tribes of ancient tombs
preachers, or all those who were sanctified for a past of ogres, beastmen, ghouls, troglodytes and other races and mummified
life as an example against the impending shadow, that live on the margins of the civilized lands. creature waiting
were preserved by physical decay before or after their In some cases, the embalming took place even to be awaken
death, their mortal remains sanctified and blessed and before the death of the person and the purifying from their eternal
entrusted undying to the prayers of the faithful and all treatments of the body and soul were the most slumber.
those who believe that the divine can protect and save prominent propitiatory rite to accompany a person
them from the coming of the Demon Lord. towards the death of the body itself, in the belief that
Over time, however, faiths change, some turn off the ritual would guarantee the immortality of the
completely, some die while others are born, others are soul and that the passing would have been painless.
simply forgotten. The members of their cults spawn, It was hoped the dead would rise again as a new soul,
but the vestiges of their golden moment remain hidden conscious three days after the slow agony of physical
in abandoned convents, ruined churches, shadowy death. In some cases, this treatment was the basis of
catacombs, crypts of deconsecrated churches, and the religious conviction about the reincarnation of the
monasteries tucked away in the most inaccessible places. soul in another body and the transubstantiation of
There, forgotten by everyone, no longer revered by the soul, so that its survival in this world would not be
the people who would maintain their religious integrity, subjected to the laws of normal passage into whatever
they begin to change. The slow and inexorable decline afterlife or emptiness awaits.
of what they have been is fueled by the cruel rebirth of The embalming was reserved for the rich, for the
shadow and evil that takes hold of those bodies to make most important members of the clergy and then
them instruments of pain and revenge, means to engulf passed to heroes, holy people who perhaps sacrificed
the other faiths and to scatter the seeds of evil in this their entire lives to safeguard others or a superior
world. The emptiness creates breaches in sacred places, good, facing the dangers of evil by giving people
in the same bodies, and thus a Corrupt Holy Body is the hope about to procrastinate the inescapable
born. Vestiges once sacred to holy men and women and destiny set by the Shadow. At the same time, the
heroes, are now instrument of death in the hands of the degeneration of practices and convictions has also led
Demon Lord as a warning of the inevitable destiny of to the mummification of beasts, animals and servants,
humans, succumbing to physical and spiritual death, to voluntary or sacrificed, buried together with their
a soul exiled from the memories of the world. masters, a sign of the decline of the soul that lost its
reason in the hope of preserving oneself to immortality
Appearance and Habitat and not lose one’s worldly goods, to the detriment of
The terrifying aspect of a Desacratus is in sharp contrast the carnage perpetrated for a supreme selfishness.
with its pleasant and intense smell, due to the aromas In places of worship, in addition to the most important
and resins used to preserve it. Most of the body is covered exponents of the religious institution, who sometimes did
with precious vestments and armor, leaving only the
face with its dehydrated and withdrawn skin uncovered.
Once preserved in glass cases displayed under the altars
of churches and cathedrals, in tomb-like alcoves in the ENCOUNTERS WITH A DESECRATUS
labyrinth of catacombs of ancient convents, or as simple
O The interior of some reverted pyramidal monuments recently discovered
sacred statues inside temples, the Desacratus continue
among the sands of the Desolation, has been the subject of exploration
to inhabit the crypts and the basements of places of
by reckless grave robbers. The unfortunate survivors tell the PCs that
forgotten worship, infesting them again and sometimes
among the forgotten rooms there were wonderful treasures guarded,
attracting new believers and death cults.
however, by mortal traps and supernatural creatures capable of slaugher
Embalming merely with the power of thought and of obscuring the senses of anyone
by corrupting the soul in a heartbeat.
Preserving mortal remains, in the conviction that if the
O Panic is spreading in the city: the city militia holds the cathedral
body had remained intact in the tomb the same fate
under siege. Although it is a sacred place, something inside it is
would have touched the soul, it is what has always
killing devotees and priests. Someone refers to corpses “dried up”
driven churches and wealthy people towards ever
and a figure covered in gold who wanders around the altar. It was
more advanced forms of conservation of the physical
recently discovered that the cathedral rested on the ruins of an old
bodies after death. In the earliest times of civilization
temple of the Queen of Summer.
on Urth, from which perhaps modern techniques
81
not disdain to follow the path of secular self-centeredness, with powers when they were alive, Corrupt Holy Bodies
the techniques of embalming were also used for heroes have retained part of this power even in death and
of the faith, preeminent scholars, holy people who are able to cast spells, which are often the inverted or
had dedicated their life in the service of good and faith. corrupt version of beneficial spells.
They attracted new proselytes by increasing the prayers, It is difficult to establish the weaknesses of the
therefore, in many cases, the use was more than the Corrupt Holy Body, and on this point the Sisters of the
recognition of a life, it was in fact a guarantee of a better Reincarnation have diverted the discourse, declaring
future for opulence and ecclesiastical power. that the mummification ritual to which the holy body
The embalming was made with pure and genuine has been subjected often contains specific clues able to
intent and with religious ends. Yet, as always happens on formulate the reverse rite to destroy the mortal body of
Urth, nothing lasts forever, especially nothing good, and a Mummified, and often this is related to the individual
degeneration was just around the corner. susceptibility to energy damage of the Holy Body itself.
The convent of the Sisters of the Reincarnation
informed me about some basic techniques and the treasure
actual benefits of embalming, but opened up new A Corrupt Holy Body always wears valuable
puzzles, such as the secret practice of worshiping one’s vestments decorated with gold and silver, precious
own corpse and other liturgies. gems, symbols, such as tiaras, thuribles, breviaries,
stoles and often wields cursed, corrupt, magical
Tactics, strengths and weaknesses weapons such morningstars.
A Corrupt Holy Body hates life and all those who
have forgotten his name and his life story. It has deep
DESACRATUS DIFFICULTY 250
contempt for living creatures who violate its now
Size 1/2 o 1, horrifying undead
desolate place of repose not to pay him the right prayers
but to steal his precious objects that still adorn its Perception 14 (+4); truesight
Defense 16; Health 128; Insanity —, Corruption 2
mortal remains or tomb. The shadow and the evil that
Strength 13 (+3), Agility 14 (+4), Intellect 14 (+4), Will 16 (+6)
permeate the Desacratus and the place of its memory Speed 12
transform it into a fearsome adversary whose only Immune damage from disease and poison; diseased,
Sisters of purpose is to reap more victims by cursing them with fatigued, frightened, poisoned, prone, slowed
Hover The desacratus can hover up to 1 foot on the ground
Reincarnation touch to turn them into Mummified when they die, and and ignore the effects of difficult terrain.
are a holy which will continue, in death, to venerate and honor Spell Defense The desacratus takes half damage from
organization their creator, will accompany the Desacratus and defend spells not related to its vulnerability and makes any
devoted to it in case of new dangers. But the most remarkable challenge roll to resist a spell with 1 boon. A creature
attacking the desacratus with a spell makes the attack
embalming thing, from my point of view, is that a single organ that roll with 1 bane.
dead and living is incomprehensibly left inside these beings: the heart, Vulnerability The mummification process makes a
creatures. See which turns black and shrinks due to dehydration but desacratus vulnerable to a single source of damage (to
Wicked Cults. which, for attentive listening, seems to continue to beat be chosen or randomly determined). Roll 1d6: 1–2: Acid;
3–4: Fire; 5–6: Cold. The desacratus takes double damage
at a slow and rhythmic pace. Having been individuals from this source. A creature that attacks with a spell that
produces such effects makes attack roll with 1 boon.
ATTACK OPTIONS
Depraved Fist (melee) +3 with 3 boons (2d6 + 1 plus
Corrupted Wound)
Blight : The Last Stronghold:
The Blight: Corrupted Wound A target creature must make
Baron Vector’s manor has always been the scene of awful crimes, and he has always a Strength challenge roll. On a failure, it gains 1
Corruption and becomes cursed. A cursed creature
ruled his domain with an iron, bloody fist. For a long time no one has any news
cannot heal damage. The curse can only be removed
about the baron, of the people who lived in the small village that stood around his by spells of rank 2 or higher.
manor, nor about those few scattered among the gorges and valleys of the dreadful
SPECIAL ACTIONS
barony. The bloodthirsty baron made the last sacrifice, and after having tortured
Spawn Mummified The desacratus can use an action to
to death a Sister of the Order of the Reincarnation and having cut her head off to
transform any dead or unconscious creature within short
serve him forever as a cursed hexia, he discovered how to become an immortal range that has or had a Corrupted Wound. The creature
being. Now he is a Desacratus with dozens and dozens of subjects transformed into dies, if it’s not dead already as its fluids coagulate and
Mummified to protect him in his sleep from which, now that the shadow has taken skin dries out over the span of 1d6 minutes. At the end
of this time, the creature becomes a mummified, stands
him, he will soon wake up only to discover he has forever cursed himself. up, and can take the next available turn.
The Last Stronghold: 1 Desacratus (Emissary), 20 Mummified, 1 hexia; Aura:
END OF THE ROUND
Spectral (Strong); Influence Moderate.
Depraved Visage Each creature that can see the
desacratus and is within medium range of it must make
82
a Will challenge roll. On a failure, the creature makes
Strength challenge rolls to resist the desacratus’s regula alchemica
Corrupted Wound with 1 bane and, on a failure, the
creature gains 1 extra Corruption. In modern times, the mummification processes elaborated
Regeneration The desacratus heals 6 damage for each by ancient religious forms seem to be limited to faiths and
creature that has 1 Corruption or more and that is cults.
within a short range of it.
The further fact that the shadow itself is capable of
Epic adversary Roll 1d3 + 1 to determine how many
actions the desacratus can use during the next round.
penetrating the sacred places has perhaps prevented the
The desacratus can use these actions during any turn same rituals from being celebrated by unscrupulous
and can do so before its enemies act. Each time the individuals, such as imperialist sovereigns, powerful
desacratus uses an action, it can move up to its Speed magicians, wealthy aristocrats. Yet nothing remains hidden
before or after the action. forever. I know very well that my mother knew some
Exhumation The desacratus summon 1d3 mummified. of these secrets, and that she didn’t refrain to try them
The creatures arrive in 1d6 rounds and are compelled
on one of my newborn brothers. But then she put the
by their summoner.
practice aside and moved on to something more radical
(in my case it was pre-gestation). She had received this
Mummified information from a corrupt exponent of an ancient order
who sold his knowledge to the best bidders. There are
A mummified takes on a horrible appearance while
always individuals who, not accepting to give up their
maintaining the traits of when it was alive. The life and their knowledge to the whims of fate, bind their
skin stretched over the body, swollen veins from souls to the dried shells of their bodies, accepting an
the coagulated and waxy liquid. The mummified eternity in non-life instead of oblivion, demanding that
completely lose its eyes from which dense, gray their spouses, concubines, servants or favourite guards
smoke comes out, like that of a boiling liquid, and are be mummified together with them, to recreate in their
servants to the Corrupt Holy Body that created them. dusty tombs a grotesque court of undead similar to that of
which they were part before perishing. Perhaps something
similar is already happening in the forested hinterlands of
MUMMIFIED DIFFICULTY 25 Balgrendia, where disturbing rumours reach me from the
Size 1/2 or 1 horrifying undead convent of the Sisters of the Reincarnation ...
Perception 12 (+2); darksight
Defense 14; Health 35; Insanity —, Corruption 1 From the macabre remains of a Desacratus or a
Strength 15 (+5), Agility 12 (+2), Intellect —, Will 10 (+0) Mummified created by him, it is possible to recuperate
Speed 10 a fluid that, in the alchemical environment, can be used to
Immune damage from disease and poison; diseased, maintain corpses or internal organs in perfect condition.
fatigued, frightened, poisoned, prone, slowed There is much evidence of usage of this fluid with amniotic
Spell defense The mummified takes half damage from
spells not related to vulnerability of the holy body
fluids to keep foetuses alive. In these cases, I have found
who generates them and makes any challenge roll that the foetuses maintain a semblance of life for a very
to resist a spell with 1 boon. A creature attacking the long time and that they can then be used for the creation of
mummified with a spell makes the attack roll with 1 vile undead creatures.
bane.
Vulnerability The mummification process makes a
mummified vulnerable to a single source of damage (to EMBALMING FLUID
be chosen or randomly determined). Roll 1d6: 1–2: Acid; This fluid is used to preserve corpses, to keep them whole for
3–4: Fire; 5–6: Cold. The desacratus takes double damage future dissection, or for other forms of magical and alchemical
from this source. A creature that attacks with a spell that experiments. Animals or other parasites cannot attack or alter
produces such effects makes attack roll with 1 boon. the corpse, although ghouls or other undead creatures eating
corpses seem to appreciate its flavor. Treating a body is a process
ATTACK OPTIONS
that needs 1d6 hours and a successfull Intellect challenge roll with
Powerful Slam (melee) +3 with 2 boons (2d6 plus 1 bane. The embalmed body decay is 1/10 of the normal decaying
Grinding) rate. Price 50 gc.
Grinding The target must get a success on a Strength
challenge roll with 1 bane or take 1d6 + 1 damage and
become impaired for 1 minute. If the target becomes
incapacitated from this damage, it dies and dissolves
into a slick of foul-smelling sludge.
SPECIAL ATTACKS
Evaporate Corrosive winds blows from the mummified’s
eyes into a 3-yard-long cone originating from a point
in its space. The mummified takes 4 damage and each
creature in the area must get a success on a Strength
challenge roll with 1 bane or take 6d6 damage. Once the
mummified uses Evaporate, it must wait 3 rounds before
it can use it again.
83
DRACHARIUS
-—unborn dragon—
Questioning the Orb of Souls, which I finally succeeded
in obtaining, the Orb showed me the Portal. In the body
of water in front of the Endless Steppe I was shown
abysses scattered with the carcasses of enormous
creatures, the thoracic bone cages resembling the most
towering cathedrals of Caecras. In the middle of this
expanse of bones, framed by imposing ribs, there is a
narrow oval hole, resembling a doorway. On the other
side there must be an environment with air because it
bubbles continuously, emanating some gas.
The gate is underwater, I didn’t expect that. This is
the Portal that the Ordo Crepuscolaris is trying to open ever
since the portal in the Arcane Tower was closed. It must
be here where the ceremony I’m involved in must take
place, but if I want to understand what really awaits me
I will have to go and see for myself. I will set up a secure
base on the east wall of the Shield Mountains.
Meanwhile, I look up the texts that deal with the
ancient sealed Portal, and I reread them seeking new
information. They give me a completely different
interpretation of certain events from what I already
knew, and I can now understand what those giant
bones scattered on the seabed are. Among the volumes
preserved in the Tower Arcana I found elements
that allowed me to directly connect the Portal to the
existence of those creatures, which are some of the
most unknown and rare of Urth: the dracharius.
[...] Yet, it was not the darkest hour. At that time, it was the
dragons who stopped the apocalypse and sacrificed themselves
to save their race. When the door closed, the trail of devastation
was terrible. The dragons had found death on the icy expanses
as well as in the depths of the earth in which they buried
themselves in anticipation of a better destiny, bringing with
them the genesis of future generations. A sacrifice that was not
vain: people on Urth give the names of dead dragons to many
call some constellations in the sky. We cannot exclude that the
dark gods are nothing but personifications of those dragons
who have somehow allowed the other races to have a land to
claim and to prosper in. The ichor that the horde dripped while
dying, merged with the eitr and, from the underground of
Urth, the new essence began the slow creation of new horrible
and monstrous forms. Some believe that the Serpent is nothing
but the flow contaminated by the horde, which cyclically enters
and bends the world to its destiny [...]
84
Origins from the tunnels dug by the dracharius, while in the
Find more
From texts and eyewitness accounts of events that deepest forests beastmen gather in tribes, ready for
information
date back to long before the story of Urth was told, battle to enact the will of their new god, who rules
about dragons in
I realized that there was a prior demonic attempt from deep below the lattice of mundane roots.
Shadow of the
to infiltrate this world. The dragons stopped it, A dracharius can continue to develop as a
Demon Lord: Of
sacrificing themselves in large numbers. Though dragon in its abominable undead existence, albeit
Fire and Venom
the race was severely depleted, some of those who a deformed one, and in some cases might emerge
were injured managed to drag themselves into to devastate the surrounding territory. Usually
the heart of Urth. There they lay between life and only one of the brood reaches this stage, while the
death, century after century, in constant agony others continue to grow in their floating bubbles. An
from their poisonous contact with the Horde. individual in its bubble can reach maximum Size 4
Because of that contamination and the evil at the height of its maturity, while one that ”hatches”
presence that permeated their hiding places, can reach Size 5.
those dragons eventually perished, but not before
their natural instinct caused them to lay eggs. Tactics, Strengths, and Weaknesses
Their progeny grew inside the bodies of the dead Confronting a dracharius requires first overcoming
dragons, feeding on their decomposing flesh the defenses of the fluid that surrounds it. The
and fading consciousness. Their gestation was creature uses this to drown its victims and then
disrupted by the poison, so they had no way to feed on them, manipulating it to gain advantage
grow and be born naturally. When the outer shells while attacking. A dracharius does not enter combat
broke, they emerged as foul and hideous fetuses, immediately, but its territory and the creatures it
ruined mockeries of what should have been controls are so bound to it that they constitute a
magnificent creatures, alive and dead at the same significant danger. Adventurers might succumb to
time: dracharius. those forces without ever discovering what awaits
them beyond this ring of devastation.
appearence and Habitat From within its floating sphere, the dracharius can
A dracharius is a horrible sight: a huge undead exude viscous tentacles to release choking liquid. It
creature, atrophied and emaciated, yet with can also control the natural elements around it (the
a developed mind able to interact with other primary element depends on its chosen location)
dracharii, to reach out from its lair and sow and unleash fearsome ultrasonic shockwaves that
death and destruction. The abominable being is stun and slow opponents. The amniotic bubble is
suspended inside a mobile sphere of thick and constantly shifting so that it blurs the senses of those
gelatinous amniotic fluid, which protects it and who see it. Those who want to engage the dracharius
allows it to survive until it reaches adulthood and in melee must not only create a breach in the bubble
from which it extrudes tentacles to suck vitality from but also have the strength or the ability to act
its surroundings. The power of a dracharius lies not
only in its intrinsic qualities but also springs from
the union of an entire brood of deformed births. The
sight of one dracharius can demoralize any hero, but
dozens and dozens of them floating in the still air
can drive even the boldest to flee. ENCOUNTERS WITH A DRACHARIUS
Dracharii generally remain in the place where
O A tribe of beastmen live in the forest near a village. The villagers also
they were “born.” The area is a maze of deep ditches,
say that the roots exude poison, and many have decided to leave. After
pits, and burrows containing toxic gases that in
losing about twenty of his best warriors, the local baron has turned to
themselves constitute an extreme hazard. The
those he calls “professionals.” Will the PCs accept the assignment?
surrounding ecosystem seems to be transformed,
O An unknown object appeared at Wolf Lake one night: black, ovoid in
sometimes annihilated, yet it too endures in the
shape, the size of a galleon, and floating at least 20 meters above
form of undead vegetation along with living plants,
the water. Some hunters found the remains of a group that camped
sometimes even sentient, that kill any spared by the
there days before they arrived. They related horrible things about those
environment.
corpses and will not go back, but someone has to retrieve one of the
Life in those areas is difficult for animals, yet a
dead and his sword. The constable offers a substantial reward.
dracharius can attract the most sordid creatures of
O At dawn, the sky above the city is obscured by a cloud of egg-shaped
Urth, which often worship it as a god. In volcanic
objects that suddenly extrude tentacles and seize all those who happen
zones shine clouds of salamanders, their scaly bodies
to come within range.
dancing among the flames and the lava that gushes
85
so to reach the drachaiurs it is necessary to penetrate
effectively within the liquid, which does not come the barrier (Defense 10 and Health 20). A tear allows
The discover of out unless so willed by its monstrous occupant. a person to enter but the liquid does not flow out, and
the Black Egg and the gash closes at the end of the next round. Inside
the awakening of Treasure it is impossible to breathe and those who enter must
hold their breath or risk drowning. The fluid imposes
a dracharius can A dracharius’s hoard is difficult for mortals to 1 bane on attack rolls made by creatures inside the
become a great understand. The modified soil, the disfigured sphere.
campaign, with vegetation, the amniotic fluid, and the body of the Manipulate fluid The dracharius can use an action to
produce one of the following effects.
a lot of factions creature itself could be invaluable treasures for 1. The liquid thickens to impose 1 bane on attack rolls
involved. The GM those with the opportunity to use them for their made against the dracharius’s Defense for 1 round.
can also decide own purposes. Wizards and alchemists might 2. The sphere heals 20 damage.
3. The liquid inside the sphere churns. Each creature
that the unborn learn the secrets of shapeshifting, creating sentient in the sphere other than the dracharius must get
dragon will be plants, or even the key to eternal life. Yet these a success on a Strength challenge roll or become
a new type remain only mysteries that no one has yet been dazed for 1 round.
4. The liquid crushes and smothers a creature inside it.
of destructive able to discover. The target must make a Strength challenge roll and,
hordeling... on a failure, takes 4d6 damage. On a success, the
target takes half the damage.
DRACHARIUS DIFFICULTY 500 Create Spawn Creatures killed by the dracharius whose
soul is devoured becomes a draugr (or drowned)
Size 3, undead under the dracharius control after 1d6 rounds.
Perception 11 (+1); truesight
ATTACK OPTIONS
Defense 19; Health 135; Insanity —; Corruption —;
Strength 14 (+5), Agility 15 (+5), Intellect 13 (+3), Will 14 Appendage (melee) +4 (reach +3, 2d6 plus Suffocate).
(+4) Suffocate A target living creature must get a success on a
Speed 16; flier Strength challenge roll, or the amniotic fluid flows into
Immune damage from cold, fire, disease and poison; its lungs, causing the target to become fatigued for 1
asleep, charmed, dazed, diseased, fatigued, frightened, round and start to suffocate. If it is already fatigued,
poisoned, stunned the target is slowed for 1 round. See Suffocation for
Resilience The dracharius takes half damage from acid other effects.
and fire. SPECIAL ATTACKS
Spell Defense A dracharius takes a quarter damage from
spells and makes challenge rolls to resist spells with 2 Burst of Attacks The dracharius attacks four times with
boons. When a creature attacks the dracharius with its Appendages.
a spell, the dracharius imposes 2 banes on the attack Wail of the Underworld Dracharius emits a amplified
roll. by the amniotic sphere. Each creature within 24 yard
Amniotic Sphere The dracharius floats inside a sphere must make a Strength challenge roll with 1 bane. On
of amniotic fluid that occupies the space of the a failure, target takes 10d6 damage and becomes
dracharius and changes shape constantly. Anyone stunned and deafened for 2d6 rounds. On a success,
watching it must make an Intellect or Will challenge the target takes just half the damage.
roll. On a failure, the victim is like under the effects of Shockwave Dracharius can control the surrounding
the Illusion spell mirage. Also, the sphere grants the natural elements and generate an unstoppable
dracharius +4 to Defense (included). The sphere is a destructive force. A dracharius chooses a primary
coalescence that exists together with the dracharius, element based on the place where it resides.
Water: The dracharius takes the control of the water
around it, animating powerful high waves 3-yard high
that break against anyone within an explosion with
10-yard radius centered on the dracharius for 1d6
rounds. The dracharius can release only one wave
every round. For the duration of the wave, in the
86
point in its space. The fire burns for 1d6 rounds. When
the flames appear and at the end of each round, regula alchemica
each creature in the flames must get a success on a
Finding the egg was a huge step forward in my
Strength or Agility challenge roll or take 2d6 damage
and catch fire. A flying creature makes the roll with preparations. For many years now I have devoted
1 bane. myself to the sole purpose of thwarting the plans of
Earth: The dracharius takes the control of the ground the Order, and this discovery allows me to expand
producing minor and localized earthquakes in the my options, surrounding myself with allies of
ground through a 10-yard radius area centered on a exceptional ability. The liquid will not be used in its
point in its space that lasts for 1d6 rounds. The area
raw state, but in combination with other compounds,
counts as difficult terrain. When the tremors start and
at the end of each round thereafter, each creature on objects, and magic.
it must make a Strength or Agility challenge roll. On The amniotic fluid of a dracharius has unique
a failure, the creature takes 2d6 damage, becomes properties that to date no one has been able
slowed for 1 minute, and falls prone. to discover completely. Obtaining a sample is
SPECIAL ACTIONS
practically impossible, and therefore studies have
been completed only on liquid drawn from a single
Devour Soul The drachiarius can devour the soul of its
origin. However, the sphere is so vast that it contains
victims and their bodies is immediately regurgitated
like a cluster of broken bones and chewed flesh as many hundreds of litres of the substance, enough to
a draugr. The drachiarius then gains 1 advancement provide a substantial quantity despite the difficulty
point. For each advancement point gained, the of recovering it all. The fluid has preservative
dracharius deals 1d6 extra damage with its appendage properties and can be used to prevent the decay of
attacks. For every 3 advancement points, its Size corpses. It also maintains some life force and, when
increases by 1. When it reaches Size 5, it frees itself to
infused into the decomposing internal organs, can
become a deformed undead dragon (use the death
dragon statistics).
revive the bodies in a sort of zombification.
87
GELIDUS
-—FROZEN ONE— I arrived on horseback up at the pass. There, I met the
company of the White Sun. They are a party of expert
guides, able to find a passage between the ice floes and the
crevasses covered by snow that will lead me to the queen’s
realm. Having procured and controlled the equipment,
Rezio, to whom I was entrusted as a climbing partner,
made sure that my rope was knotted in the right way. In
some overhanging passages, even with crampons, there was
the risk that, due to landslides or avalanches, I could lose
my grip, and in that case he would do his best to keep me
assured with his strength. No need of magical precautions,
as we were heading towards the vortex of ice, in the valley
of eternal snows between the Crystal Peaks where the
magic bounces and is absorbed directly into the vortex.
Even though I haven’t informed my guides of this, I know
perfectly well what we’re looking for. I also know that
by speaking my mother’s name, I will gain permission to
enter - although I imagine that some of those accompanying
me will remain among those peaks. They have been paid
abundantly and know the risk of death that they always face
in their missions.
We reached the edge of the valley through an ice tunnel,
the sun that illuminated the passage was bright and blue,
but it was not able to melt that ice that guarded shadows
of prehistoric beasts, giant fishes that I glimpsed not far
from the surface of the walls and that my guides used for
guidance. We heard the maelstrom blow just before we
reached the exit, swept by swirling winds that made the
whiteness of snow sparkle. This storm should not be here.
Its vortex shape indicates that something is wrong. I also
guess figures wandering in the whirlwind, regardless of the
strength of the winds that certainly should drag them into
the eye of the storm and that, instead, seem to push them
towards us. They are definitely gelidus.
I try to understand what the nature of this storm is, but I
can’t concentrate enough. I feel torn in different directions,
I feel the cold of the Void and irrepressible energy that is
barely harnessed ... The storm is a magical maelstrom and
has no origin in Urth’s plane! That’s no good. Not at all. The
gelidus advances as if drawn by our warmth. My guides
are ready with arrows and swords, which will do little but
distract them. I leave them to take care of the gelidus while I,
protected by my preparations that prevent me from feeling
the cold, dragging Rezio with me, equally equipped, make
my way directly to the center of the vortex. If the geode
of Queen Nineveh has collapsed and the vortex depends
on it, then it will expand out of proportion by swallowing
everything. I have to get to the center. I don’t know if it is
the right direction, I have no way of understanding if we
“Always deep are the footprints are advancing or turning around. I hear my partner shouting
left in the snow.” something, then he tugs me, and I’m about to react when
I notice he points to some silver scrolls, set in the frozen
snow. They suggest the design of a snowflake, the radial
arrangement of the arms spreading out from a central
nucleus that shouts the name of Nineveh. Perhaps there is a
way to contain the vortex after all...
88
origins primal instinct or waiting to be called back to serve Find more
Snowstorms are not infrequent on the highest a new lord. information about
peaks of the Shield Mountains and in fact this so- Since Vortex is essentially permeated by magical faerie realms in
called environmental limitation causes the spread energy from the hidden kingdoms, one might think Shadow of the
of the Gelidus to be slow and dependent on specific that even the Gelidus are animated by the same Demon Lord:
factors. The Vortex is something alive and incredibly magic. Probably this could be true, and it would Terrible Beauty.
powerful, and I wrote a more in-depth report for seem that Fey magic is necessary to revive a frozen
those who are planning to face the more southern body and transform it into a conduit of vital energies,
or smaller and sporadic offshoots. but it also appears that Gelidus do not exist in any
Gelidus (commonly referred to Frozen Ones) are other place except in the areas where the maelstrom
the victims of the Vortex, a cold storm of snow and rages, or in areas permeated by fae magic due to the
hoarfrost that has been swirling constantly on the presence of kingdoms and lords of the faeries. So
most inaccessible and icy areas of Urth for some it is precisely the areas affected by the Vortex that
decades, and which recently is extending its long seem to be infested only by the Gelidus, areas in
and dangerous appendages of swirling clouds, which lines and magical paths convey energies that
freezing winds and blizzards to the more civilized intertwine like mesh to form arcane lattices invisible
areas. Any caught into this maelstrom has little to most permeated by a very specific purpose.
chance of surviving if they have no protection but, Gelidus do not know that they are subservient to
if the unlucky one succumbs, their chances of the faerie realm. They are almost devoid of intellect
returning from the dead in the form of a Frozen One and a real will, but they probably have some form
are very high. of reminiscence that sometimes leads them to move
The corpses with blackened and ice-covered away from their state of enslavement or intense cold,
bones invade all the areas affected by the Vortex’s to return corpses as soon as they break down in less
storms, wandering in search of heat to be sucked cold and icy areas.
in and souls to donate to the maelstrom that seems
to be in a constant flow of change, shrinking and Tactics, strengths and weaknesses'
increasing according to the subsidence of the Frozen Frozen Ones are inextricably linked to the Vortex
Ones and their new victims. and their existence is due to the magical energies
that animate and pervade their body. If a Frozen One
Appearance and Habitat does not find a source to suck and freeze, a natural
Frozen lands, snowy and icy plains, the highest state of hibernation begins in which the ice sheet
peaks, are all places where Gelidus live and infest in that covers its body becomes increasingly thicker and
search of heat to feed on, souls to be channeled into totally enwraps the undead, making it look like an ice
the Vortex and new creatures to be transformed into statue. I had the opportunity to see the Tombs of the
new Gelidus. Ancestors, to which a guide had led me. She showed
A Gelidus is a frightening creature, with bones me ancient explorers who had been captured by a
and black flesh, its face bearing a terrifying and
deadly sneer, with the skin stretched like a mummy.
Shreds of clothes or armor dangle over its body as
the undead moves swiftly and silently through the
snowy and icy blankets that seem to prevent it from ENCOUNTERS WITH A GELIDUS
moving, although its gait is at times wavering like
O In a gorge between the highest peaks of the Shield Mountains, explorers
that of the most common zombies. A whitish glow
discovered three human women hibernating in the ice. From their clothes
illuminates the empty eye sockets while streams of
they surely are antecedent to any population is now settled in the valleys
snow and frozen air that suck up the heat rise up
and on the slopes of the mountains. A group of guides and explorers
around the creature. The blanket of ice that covers
are determined to understand more and look for something that can
the Gelidus makes it a little bigger and heavier than
shed light on who those women were and what they were doing there.
normal corpses or zombies and acts as a form of
However the guides did not return and the PCs can join a new group of
armor.
hired mercenaries in order to find the first group, in which there was the
Sometimes Gelidus can be enslaved to a more
son of the leader of the village council.
powerful lord, a Kainarex, to whom they act as
O During a journey along the caravan route, lumber merchants were
sentinels and servants to defend the Incunabulus
attacked by a swarm of undead creatures and a whirlwind of raging
from which their lords reign. More often, however,
snow. Many died, while the only survivor now wants to return to the
they are drifting and wandering about the vast
scene, but his intentions and motivation are crazy and obscure.
frozen plains or snowy areas moved only by their
89
snowstorm, and there they remained for everlasting Treasure
Gelidus can memory: among them there was indeed an ancestor Inside the frozen body of a Gelidus resonance crystals
become a of the guide. The ice attenuated the rigors of the can be found due to their bond with the Vortex or
recurring undead death of the corpse to its interior, but I was with a Kainarex, together with everything that the
enemies in a sure that they were not naturally frozen bodies so, person possessed in life.
great campaign since the temperature was rising, I suggested we
involving other move away.
creatures, like In general, Frozen Ones are moved by a particular GELIDUS DIFFICULTY 100
kainarex or Eyes natural urgency, which is to suck up the heat and life Size 1/2 or 1 frightening undead
of Nineveh. The to the victims they encounter. They have a specific Perception 12 (+2); darksight
GM can also predisposition to perceive life around them. For this Defense 17 (mail armor and ice sheet); Health 35; Insanity
decide that the reason, traveling to wastelands in search of fortune or —; Corruption —
Strength 15 (+5), Agility 16 (+6), Intellect 8 (-2), Will 12
newborn realm treasures often turns out to be a poor choice.
(+2)
is a gate for a Among other things, Frozen Ones do not seem to Speed 12; climber
new spawn of have any problem moving between snow and ice, and Immune damage from cold, disease, and poison; asleep,
hordelings... they are not hindered, although having a sometimes charmed, dazed, diseased, fatigued, frightened,
poisoned, stunned
awkward gait, this is only due to a little resistance Detect Life The gelidus can pinpoint the location of
of the joints of the lower limbs, more than to any living creatures within 18 yards. Such creatures cannot
unevenness of the ground beneath them. be hidden from the gelidus.
Their body is covered with a blanket of ice that Snow walker The gelidus ignores the effects of moving
across difficult terrain caused by ice or snow.
protects them and gives off waves of cold that suck ice Armor The body of a gelidus is covered with an ice
up heat and life. For this reason, approaching and sheet that gives +2 Defense and the creature ignores
attacking a Frozen Ones is extremely difficult and the first 10 points of damage suffered. After that, the
risky. Moreover, even the non-magical fire goes out Defense becomes 15 and the creature takes damage
normally.
when in contact with these creatures that do not seem Chilling Aura The body of a gelidus irradiates an intense
to be affected at all. cold in a 2-yard radius. When a creature moves
If ever you have the courage to face them hand- into the area or takes its turn there, it must make a
Strength challenge roll. On a failure, the creature
to-hand, Gelidus turn out to be ferocious and lethal
takes 1d6 damage plus 1d3 damage at the end of each
combatants. Their bite paralyzes victims, while their round it is within the area of the aura. On a success,
You can find more blackened claws freeze wounds instantly and those the creature takes half the damage. In addition, at the
information on who suffer them do not feel the real pain that they end of each round, for each non-magical fire source
in the aura, roll a d6. On a 3 or less, the fire source is
the Sisters of should from the severe damage they suffer. But when
extinguished.
Buonconsiglio in the effect fades, it could be fatal to notice how serious Fire Resilience A gelidus takes half damage from fire.
the supplement the wound is and how painful the pain is. But that’s
OPZIONI DI ATTACCO
Wicked Cults. not all, in fact Gelidus can reform the coat of ice that
Bite (melee) +5 with 1 boon (1d6 plus 1d6 damage from
covers them at will and thus recover from the damage
cold plus Chilling Bite)
suffered, which makes them deadly opponents. Chilling Bite The target creature must get a success
on a Strength challenge roll with 1 bane or become
immobilized for 1 round.
Claws (melee) +5 with 2 boons (1d6 plus 1d6 damage
from cold plus Chilling Touch)
Chilling Touch The target creature, rolls a d6: 1–2 the
creature takes 6 extra damage from the cold; 3-4 the
Blight : Sisters of Buonconsiglio: :
The Blight: creature takes 3 extra damage from the cold and 3
An hermitage of seventeen mystics that stands on a peak of the Shield Mountains near cursed damage; 5–6 the creature takes 6 cursed
an Incunabulus. The sisters are experts in many techniques of meditation and mental damage. Do not reveal the damage taken from chilling
touch until the end of the round 1d6 rounds later.
enhancement. They pray in mystical circles grantin one of the sistens to transfigure
“Cursed” damage can only be healed by a rank 3 or
herself and travel long distances in a psychic form. Their purpose is to warn the unwary higher spell. n be removed with a spell of at least rank
travelers who pass through those lands. Their information on what is happening in 3 or higher.
the Vortex, on the Incunabuli, about Gelidus and Kainarex, about the Eyes of Nineveh SPECIAL ATTACKS
may appear crazy, but the sisters know a lot about the revival of the faerie realm. The
Double Attack he gelidus attacks with its bite and its
hermitage is unreachable because Gelidus in the service of the Incunabulus prevent claws, making each attack roll with 1 bane.
anyone from approaching (forcing the sisters to be effectively imprisoned and so Without Pain The gelidus can use an action, or a
seeking ways to transform their bodies in search of help). triggered action on its turn, to drain damage dealt
by its Chilling Touch from one creature it can see
Sisters of Buonconsiglio: 1 gelidus (embodied), 10 gelidus;.Aura: Freezing
within short range. Reduce all damage from Chilling
(Strong);.Influence Weak. Touch to 0 and the gelidus heals an equal amount of
damage.
90
SPECIAL ACTIONS
Create Spawn The gelidus uses an action to turn one
regula alchemica
creature killed by it into an animated corpse. The The first time I heard about Kingdom of Nineveh was through
animated corpse is friendly to the gelidus and obeys the mirrors in my mother’s meditation halls. The Crystal Palace
its commands.
Restore Ice Armor The gelidus regains the use of its ice
stood on a snowy peak, surrounded by flowering plateaus of
armor trait. singular beauty, wherever white petals rose in the air, dancing in
the breeze that the Queen radiated from her castle on the lands
END OF THE ROUND of her little faerie realm. It was almost impossible for ordinary
Shuffling Advance A gelidus moves 1d3 yards toward the mortals to access the kingdom and the Crystal Palace, where
nearest living creature. Nineveh resided together with her Faerie Court. The key to
entering was between the snow crystals of a storm, or under the
transparent mirror of an expanse of frozen water. Furthermore,
Animated ice statue it was not uncommon to find faerie creatures of the snow, fauns
with white fur, fossengrim; white dragons roam the lands of
A spellcaster can revive a frozen and hibernating
mortals near the gate, protecting the kingdom.
Gelidus (ice statue) by casting animate corpse, immolate
I do not know the nature of the collaboration between
and source of life on the corpse. Gelidus, however, is Nineveh and my mother, but I know that my mother could
not compelled to obey or in any way controlled by its enter and leave the kingdom at will using the key she kept in an
creator unless the spellcaster uses another spell for strange crystal box that exhaled an intense cold. Later, when my
this purpose. mother had already disappeared in an attempt to save herself,
and I thought she had taken refuge from Nineveh, I managed
to recall the image of the King in the mirror, but I only saw the
Vortex and Kainarex Vortex. When I went to the gate, I found no gap, no geode—
A Vortex is an undead entity, devoid of an individual the shape the castle assumed if it was seen from Urth—only a
conscience, the aggregation of thousands of spirits maelstrom. Apparently the kingdom had imploded, creating a
and and intellects of faerie creatures who suddenly maelstrom that today rages on the northern lands, bringing ruin
and destruction. It moves by sweeping the expanses, increasing
died at the same time. This death may be due to
its size day after day. This maelstrom hides terrible dangers
annihilation, implosion, decay of the faerie realm like the Eyes of Nineveh, and leaves behind trails of death and
by natural causes, otherworldly wars or death of destruction, like Gelidus and Kainarex. Then, there are faerie
lords and ladies. The hypothesis about the Vortex essences that I believe spring from the Heart of Nineveh, in
now known as the Heart of Nineveh, credits the search of places to settle and germinate underground to make
implosion of that faerie realm for totally unknown room for the Incunabula, the ice pivots on which the Kainarex
causes and its disappearance from the temporal fortresses stands and to which they infuse their life essence. It
reality of Urth. is in this way that the kingdom will reconstitute, forging new
This maelstrom is a reserve of consciences ready Incunabula and feeding on mortal life. There are few defenses
to pour into bodies reconstituted by the Queen, a against this magical process, as it is beyond the knowledge of
nucleus of vital energy that can allow the vanished even the most expert magicians.
To protect these lands remains a single bastion, a small circle
world to come back to life, strengthening and
of sisters in their eternal gardens, a safe place for those who
nourishing itself with mortal life, beginning the slow live near the storm. Their transcendent ability to project their
process of the magic incunabulation on the world, to psychic consciousness outside is unique, and their knowledge is
re-establish the magic lines that will rebuild the fundamental. Unfortunately, the Hermitage of Buonconsiglio is
magical barriers of that destroyed world. isolated, with Gelidus and other terrifying creatures guarding the
This slow process has already begun by planting paths to reach them even if they seem unable to fight against the
some pivots in Urth, faerie fortresses called Sisters. Magic protects the Eternal Gardens of the Hermitage
Incunabuli, and the appearance of the Kainarex, by providing fruits and nourishment and botanical secrets, from
undead lords animated by the same energies that sentient plants to lichens capable of devouring Corruption. There
animate Gelidus. Kainarex protect and expand the I discovered some interesting specimens and I experienced
pivots in the world so that to reconstitute the magic extraordinary discoveries like the meditation crystal ring.
lattices that will then flow into the barrier of the
faerie world. MEDITATION CRYSTALS
Kainarex are the cursed survivors of the Eye of When you wear a meditation crystal ring, you gain Power +1 to all
Telepathy, Telekinesis and Teleport spells. Further you gain the
Nineveh who are inundated by an urgency and effect of the spell emply mind as long as you wear the ring.
greater powers with the faerie appeal to which no
mortal can resist, and which has transformed them
into lifeless creatures with the sole purpose of giving
birth to a new world destroying the dead one (see
Kainarex).
91
HEXIA
-—dECAPITATED— In my father’s estate, I was as free as the lowest of
servants. My cage was made of silk and velvet, the whole
study wing stuffed with tomes and so many parlors whose
luxury status cost the constant work of at least six servants.
The only tutor was my mother and, as her apprentice,
little more than a child, my only occupation was the study
of necromancy and the art of fascination. Of course, I was
already accustomed to the strangeness and horrors of the
world, but I had not yet experienced them in person; I
learned about them in books and in stories whispered
by servants. However, my thirst for knowledge was fed
artfully, and I was almost forced to overcome the limits of
training imposed by the teachings imparted. So I always
tried to discover new wonders and portentous artifacts.
The more daring of my attempts were quick forays into
the tower, which was accessed through a garden inside
my wing of the manor. Access was obviously forbidden
to me, yet I had already discovered the secret runes that
opened the front door in the early summer and, since then,
I had waited for the opportunity to satisfy my thirst.
Finally, on a snowy night shortly after my thirteenth
birthday, the opportunity presented itself. My mother had
received a visit, and I had readied a poppy preparation to
experiment on my governess. It worked wonderfully, and
I hurried to the tower’s door.
I went in. Only a small, phosphorescent globe to give
me light, I descended the shadowy corridor without steps
leading to the lower rooms. I knew I only had an hour
while my mother was being entertained by her new
lover, who was hoping to get her favor. I arrived at the
library in the basement - I didn’t imagine a library in the
tower, but torture rooms, to tell the truth - and I began to
browse through tomes and analyze strange devices when
a rather common object caught my attention: a dull, worn
and dusty hatbox.
It was heavier than I expected, something rattled inside
as I lifted it, and the rusty clasp was easy to open ... I shouted,
more in surprise than in fright: a grotesque, old head rolled
out, its glassy eyes stared at me, tongue dangling. I laughed
at my stupidity in being frightened, and I proceeded to put
everything back in order: to be discovered by my mother
was the only thing I really should have feared. But then...
When I came back to my senses, my mother was
screaming my name, but the tone had a new inflection,
almost awe. I was on my knees on the kitchen floor,
clutching a knife from the pantry tightly in my hands,
its blade resting on my own neck, while a small rivulet
of blood was already descending, slow and sticky. On
the shelf beside me the head looked at me with hatred,
The pain of the hands bent by casting curses at me, about my stupidity and slowness.
arthritis has its source in the My mother’s words of power, however, were stronger
head, not in the hands..." than the malign charm, and she caged back the head inside
the hatbox. That night and for many nights, my mind kept
on conjuring up nightmare possibilities. With my back
burning with my mother’s lashes it was not easy for me
to fall asleep…
92
origins and creates a strange purifying effect on the head,
Some scholars hypothesize Hexia are the result of a as if the atrocities perpetrated in life were slowly Find more
curse, others of a particular and grotesque spell to abandoned. And yet, if one can speak of purification information about
obtain immortality, others an eternal punishment for the Hexia, it is not so for those who find themselves Old Faith and
for the atrocities perpetrated in life. We are talking in their wake, who gather on themselves that tiny other religions on
about heads cut from the body, heads that float and luminous dust and start a new cycle of evil. Urth in Shadow of
the Demon Lord:
kill. They are often heads of witches executed for their
sacrilegious practices, or of heretics executed by the Strategies and vulnerabilities' Uncertain Faith.
Inquisition who did not respect the dictates of the New Hexia atone for a fault committed in life or judged as such
God, or of creatures like ogres and giants that many by those who awaken them. That their judges were priests
necromancers hold as trophies in their homes but of the Old Faith or inquisitors of the New God or simply
that awaken to the occasion. While their corpse rots evil spellcasters, reserving this terrible fate to the same
somewhere, these evil heads are still conscious, but murderers they hired themselves for a sinister purpose,
darkened by their revenge for the wrong suffered in has little importance. Thanks to arcane and religious
the past, by the desire to rejoin their bodies and by the rituals, the heads come back to life to atone for the sins
hatred for all the living with a young body, beautiful committed, restrained to their master’s eternal service
and strong; Hexia can sense their warm blood flowing until the generating magic is completely dissipated, and
and will do everything to destroy what they hate. the head becomes a mere pile of bones and dust. They
Whatever their origin, the constant and spasmodic maintain consciousness and awareness of having to
search for new bodies unites all Decapitated and often endure an unhealthy and infinite existence. The only
provides easy clues to find their presence. According force that prevents them from going completely mad is
to my studies, many Hexia have their own conscience, the certainty of the bond with their master who knows
skills and even the esoteric skills learned in life, even their name and of the place in which lies the rest of the
if sometimes it happens that the agony of death plays body. In fact, it seems that a great part of the punishment
tricks on the sanity of these undead, transforming is not having any memory of your own name and the
them into a sort of meaningless, insatiable violent impossibility of pronouncing it. If left free, these undead
terrors, only desirous of killing. In some cases, the would react with a fury and terrifying devastation, as they
Decapitated seem to have a common source and would have no inhibitions to exact revenge for their fate,
destiny with Confined Souls. The only difference is that which they would instantly recognize as undeserved,
the Hexia maintain consciousness of their previous until they know who they are or where they lie, unless
life, while the Confined Souls do not, and that their forces can intervene to make them give up, subject them
existence still follows the natural processes of life, again or destroy them.
while the Confined Souls are damned for eternity. Essentially, therefore, the heads are reanimated with
full faculties solely for the purposes of their creators:
Appearance and habitat guard, study, spy, repository of information, or similar.
Hexias are skulls or floating heads, whose bodies were Many heads keep their knowledge, and can be a source
abandoned at the time of death or later. Resurrected
by dark magic, ancient sacred spells, curses or other,
these horrors are generally created to make them
atone for some punishment for the time necessary as
guardians for dungeons or lairs, bearers of messages ENCOUNTER WITH A HEXIA
or death, or as simple depositories of studies and
O In the city, the authorities are scared. In the last few months, several
knowledge. Their hideous appearance denotes that
decapitated heads have been found and after some time even their
the face is disfigured by the evident signs of decadence
bodies, in a state of advanced decomposition. The characters are called
and death, the milky and white eyes, the dry skin,
in to investigate.
and rotten teeth are already a spectacle of horror. The
O A wealthy and extravagant merchant, whose appearance is androgynously
hair moves disarranged by an invisible wind, while a
indeterminate, is in search of young men and women for their harem:
sacred symbol appears focused on their forehead in
they are willing to pay amazing sums for those who can bring them
all cases. It seems that the thinner the head, the more
beautiful and perfect slaves. Attracted by the prospect of reward or intent
powerful it is, but it is not ascertained that it is always
on overthrowing the traffic of slaves, the characters will be surprised when
like this because much depends why their judge
they discover the merchant’s collection of living heads.
damned them to this grim otherworldly existence. In
O In search of some particular or magical object, some characters enter
any case, the heads are accompanied by bluish trails
into an ancient mausoleum, or into the strange shop of junk, when
that shine intermittently in the darkness, leaving a
they come across a dusty head, forgotten in a corner, which seems
distinguishable luminous halo that clouds the mind
to be embalmed…
93
of ancient knowledge and lost charms, and it is not diseased, fatigued, frightened, poisoned, prone,
slowed
uncommon for witches and wizards to search for them. Spell Immunity The apostate hexia is immune to spells
The two most important secrets related to a Decapitated cast by creatures belonging to religious orders
however, is also its weakness: each head is inextricably (including characters with the priest path).
linked to a word, through which it is possible to subjugate Spell Defense The apostate hexia takes half damage
from spells. It makes challenge rolls to resist a spell
it completely, usually the proper name it had in life, but with 1 boon. A creature attacking the apostate hexia
it is not excluded it could be the name of an important with a spell makes the attack roll with 1 bane.
family member, as well as that of a place to which the Heretic Wake The apostate hexia emits an aura of
Decapitated was particularly attached... purple mist out to a range of 3 yards centered on a
point in its space. Any creature that enters the aura
It seems that some scholar has gone even further, or that takes its turn there must get a success on a
designing a mechanical construct that could Strength challenge roll or become immune to spells
accommodate a Hexia indefinitely. Perhaps it was cast by creatures belonging to a religious order until it
completes a rest.
conceived as a way to be sure is to live more or create
new strength. ATTACK OPTIONS
Bite (melee) +4 with 1 boon (1d6)
94
SPECIAL ATTACKS
Cursed Gaze A stria hexia uses an action, or a triggered
regula alchemica
action on his turn, to make a Will attack roll against
the Strength of one creature it can see within short There are multiple variants of a Hexia with different traits,
range. On a success, the target becomes impaired for mixed and combined, which mainly depend on the type of
1 minute.
creature from which they are generated and, in many cases,
SPECIAL ACTIONS on the type of execution to which the victim was subjected.
Summonings The stria hexia summons 1d6 severed or
1d3 animated corpses that appear inside the area of BURNING +1 STEP
its witchfire. The creatures are friendly to the hexia and
obey its commands. Once the hexia uses Summoning, it This hexia is wrapped in a crown of purple flames. Anyone within
must complete a rest before it can do so again. 1 yard of the hexia suffers 1d6 fire damage. In addition, hexia may
sprout a jet of flames every 1d6 rounds that deals 2d6 fire damage
to all targets within an explosion with a 3-yard radius. Targets
must make an Agility challenge roll with 1 bane. On a success,
Outcast they halve the damage suffered.
The face of the outcast is almost skeletal, the evident
skull and dried-up skin holds the mandible together GRAB +1 STEP
with the jaw. in the black sockets only one eye is This hexia develops long strands of bristly hair that can grapple
extinguished while a thick black smoke constantly a creatures of Size 1 or less. The target must get a success in an
Agility challenge roll with 1 bane or is grabbed by the hair. The
comes out of the other. head can use a triggered action to deal 1d6 extra damage on a
grabbed target. To free itself, a target must get a success in in
a Strength or Agility challenge roll with 1 bane for each round in
OUTCAST DIFFICULTY 25 which it has been grappled, up to a maximum of 3 banes. (See
Size 1/4, horrifying undead Grapple in Shadow of the Demon Lord).
ATTACK OPTIONS
Bite (melee) +5 with 1 boon (2d6 + Insidious Wound)
Insidious Wound A target creature must get a success
on a Strength challenge roll in with 1 bane or take a
permanent –1d3 penalty to its Health score.
SPECIAL ATTACKS
Death Eye An outcast hexia uses an action, or a triggered
action in its turn, to make a Will attack roll against the
Strength of one creature it can see within short range.
On a success, the target is impaired and cannot speak
for 1 minute.
SPECIAL ACTIONS
Outcast Invisibility The outcast hexia becomes invisible.
While invisible, it can use a triggered action to make a
bite attack, after which it becomes visible once more.
Summonings Roll 1d6: 1-3 the outcast hexia summons 1d6
animated corpses; 4-6 the hexia summons 1d3 manes.
The creatures summoned appear inside the hexia area
of dark mist. The creatures are friendly to the hexia and
obey its commands. Once the hexia uses Summoning, it
must complete a rest before it can do so again.
95
KAINAREX
-—FROST REGENT—
I’m lying in the snow. I stare at the sky without really seeing
it. I do not have the strength to move from here to drag
myself to the shelter of the rocky coast. I consumed the last
of my energy to raise the skeletons and infuse them with the
task of protecting my body. So I dismiss my mental control
so as to allow strength to be regained. I still have my miraria,
which will protect me from frost for another six hours, until
the dawn comes up here.
My mind wanders at night. It portrays itself in a maze of
memories that are freed from the nets that imprison them
in my brain because they are, I believe, bombarded by
the waste of my conscious life. Sensations, images, whole
days of my life. Mainly, I note more and more often,
childhood memories surfacing - it is not strange since they
are memories in which my mother is always present. And
then there’s the cold, and that’s another good reason to
remember.
I sit on the general’s lap. He is dressed as if he were
preparing for battle, but he is in the great hall of his fortress,
in the Redorta. My father insisted that my mother goes to
him for a visit. The general was injured during a battle on
the border between the marsh and Spider Woods, two
months ago, and since then he is changed.
It’s cold here, I’m feeling it. The general wraps me in my
fur coat and talks to me like I’m a baby, but I understand
what he says, and I know his life is about to end.
- You must not be afraid, uncle,” I reassure him. I’m six
years old, I shouldn’t express myself like that, he says it
every time. “Mom says it will be wonderful for you. It could
be the best thing that will be occurring to you. She knows
what’s happening, don’t be afraid. -
The big man’s eyes are wet. A tear falls from the corner
of his eye and looks like an ice crystal. It marks a red furrow
on his cheek and gets lost in his beard.
- Tell me what is happening to me, Tallie. Tell me why
that witch of a mother of yours doesn’t want me to know. -
I nod. Uncle taught me how to use my knife when my
father did not want me to. He taught me courage and respect
for value. I tell him everything.
What is in his heart is called Nineveh’s Droplet, and his
heart is becoming living ice. I stress the word living, which I
believe will deter him from trying to end his life. I tell him
that he will become a creature of extraordinary power, that
his valor will be at the service of a fairy and not just to men
destined to die. He will be the champion of Nineveh. I don’t
know Nineveh, but my mother talks about her with great
respect. My mother respects power ...
I kiss him on the forehead, now. His reactions have
become slower in these ten days in which we have been
I hear her call every night, her guests at the fortress, but I think he understands. He was
sweet cold voice is my only attacked and hit hard during that battle two months ago, and
warmth ... he realizes that what I told him is the truth. - In that case, I
have to say goodbye to my son, and to my grandchildren
...- he tells me, getting up slowly. He cries, and his tears are
tapping on the floor stone. We go out, on the walls, only the
battlements shelter us from the storm while I follow him
tucking in my fur coat...
96
Origins decay envelops it with a frightening aura, while
Find more
Kainarex, a deathless, is a creature linked to the story the shrivelled skin naturally mummifies due to
information about
of the lost kingdom of Nineveh, and of its new advent the cold on the bones. In the empty orbits a sharp
Old Faith and
in the lands of the Rul. With the appearance of the white sparkle shines, sometimes blinding like
other religions on
Vortex, life in the areas affected by it has undoubtedly the reflection of the sun on the snow, while at the
Urth in Shadow of
changed. Death and un-death are joined in a center of the chest a cold and hard heart like stone
the Demon Lord:
constant search for affinity to reach a goal beyond the glows with slow intervals of a reddish radiance,
Uncertain Faith.
comprehension of mortals. Creatures mummified thus feeding the forces of the undead. This happens
by frost and animals unnaturally infused with twice every day and probably seems to be similar
shadow, often find themselves wandering through to the normal waking and sleeping rhythm of
the snowy expanses, accompanied by Gelidus and humans, although a Kainarex has no need to rest
ice statues in the most inaccessible places. All this is or sleep. The regenerative cycle leads it to perform
due to the constant presence of the Eyes of Nineveh, different rituals or to engage in different activities.
which constitute the vital ganglia of the Vortex itself. The mummified features of the Kainarex are often
Encountering one of them can generate, at worst, hidden under ample clothing, cloaks, and armor,
Gelidus, and at best a Kainarex. In the middle there is although the creature has no need to keep warm but
a series of unnatural transformations of the life forms does so for a sort of habit of the ways of life.
that come across them. The Kainarex build and protect imposing
When the victim is struck (see Eye of Nineveh), fortresses in a place chosen at the limits of the
Eye of Nineveh,
the victim generally dies. However, those who know, Vortex. Inside them or under them an Incunabulus
page 151
believe that the one has miraculously escaped his is anchored, a faerie energy pivot that forms the
terrible fate. Gelidus no longer touch him, and slowly basis for the re-creation of the matrix of magical
the storm seems to withdraw from where it lies. He is energies able to stabilize the new realm that is being
actually doomed. He becomes increasingly cold and generated at the center of the maelstrom, a black
debilitated until a Tear of Nineveh from the Oculus fulcrum, a deep resurgent life. From the fortress,
penetrates into the victim’s body by the wound, does in continuous expansion, the Frost Regent attracts
not reach the heart and the brain. new slaves, who feed the structure with their work,
From that moment a completely new journey in their undeath devoted to the genesis of the faerie
begins, which leads the victim to freeze both kingdom. It seems that the human mind that once
physically and figuratively, towards the mortal world, belonged to the Frost Regent does not disappear
gradually forgetting who he was and what he did, completely and that the Kainarex remembers to
while his heart slowly becomes cold, to the point of embellish rooms and halls of his fortress in the most
slowing down its beating, a bit like what happens sumptuous or simple ways, as he used to do when
when some animals go into hibernation but with the alive. Even the rooms themselves recall those of a
further condition of an inexhaustible intense cold. typical castle or house, although some are not used
This lethargy is not free from harmful consequences, at all for the purposes for which they are conceived.
as the victim’s mind is flooded with the memories and
needs of Nineveh herself. A compulsion so strong that
it brings the victim to a new undying state of deathless
as long as the Nineveh’s Tear remains within the body,
but it still undergoes the decay of time and naturally ENCOUNTERS WITH A KAINAREX
mummifies itself for cold and chill, both interior and
O The weather is not cold, but when the PCs turn around a hill or follow
of the areas in which he will live shortly after leaving
a new path, find themselves in the middle of winter. At the center of a
his home. Yes, because the urgency of Nineveh pushes
valley or of a town just ahead stands a fey ice castle bristling with crystal
her victims to reach a specific place in which to raise
blades. After that a strange whirlwind sorrounds the PCs.
her ice fortress, the Incunabulus, which the ice lich
O The PCs live vivid and recurrent dreams of a winter realms and creatures
undertakes to build, protect and cleave, tying its spirit
surrounded by swirl of snow and ice; they feel their hearts beating while
to the invisible pivot of Nineveh, a bastion of her new
the creature swing its enormous iceblade into the air. The characters
faerie kingdom. It is a kind of natural phylactery,
are catapulted into a dreamlike nightmare from which they may never
which allows the Kainarex to continue a mortal life
wake up again.
only to protect the kingdom.
O The PCs faced an Eye of Nineveh during one of their last adventures.
Appearance and Habitat They survived, but one of them suddenly disappeared in that occasion.
After many years, the group reunite, as they know something about
The Kainarex (also called Frost Regent) is a creature
their previous companion, who is living now in a fortress on a mountain.
with typical features of the undead. The physical
97
The Kainarex, as his fortress grows, becomes and magical objects. Some Kainarex use illusions to
Kainarex can one with the territory in which he is established. attract many unwary, driven by the desire for riches
become the This seems to be because he has linked his spirit and lust, which instead find their end in empty, dirty,
main villain in a to the faerie anchor that, as the faerie realm feeds, cold rooms full of deadly traps.
great campaign grows in size and strength by requiring an overhead
involving other Incunabulus gradually more and more imposing
KAINAREX DIFFICULTY 250
creatures, like while spreading its waves of energy underground
gelidus or Eyes of and indirectly around the territories, creating a real Size 1, deathless (unliving)
Nineveh. The GM domain. The Kainarex is the ruler of this domain Perception 11 (+1); darksight
can also decide over which he has very special powers (see Kainarex Defense 17 (plate and mail); Health 100; Insanity —;
Corruption 1;
that the newborn Domain). Strength 15 (+5), Agility 12 (+2), Intellect 10 (+0), Will
realm will cause
13 (+3)
the end of all Strategies and vulnerabilities Speed 8
mortal thing... The Kainarex seems to acquire new traits in its Immune damage from cold, disease, poison; asleep,
blinded, deafened, diseased, fatigued, frightened,
undead evolution or continues to progress in what poisoned
he knew when alive, although this progression is Durable Kainarex takes half damage from weapons.
extremely slow, which I say is a fortunate thing. Shield of Shadows Lit areas out to 3 yards around the
kainarex become shadows.
This is why the Kainarex is surrounded by various
Spell Defense Kainarex takes half damage from spells
servants and has the ability to evoke them. Mostly and makes any challenge roll to resist a spell with
the Incunabulus is protected by Gelidus, who roam 1 boon. A creature attacking a kainarex with a spell
the territories of the domain in search of victims. makes the attack roll with 1 bane.
Shield of the Fey The kainarex che use a triggered action
Each Kainarex then seems to be linked to a particular
to redirect any spell of its choice to the caster. The
type of animal that lives in the lands of its domain. kainarex can reflect a maximum number of spells
This animal, subjected to magical influences, can be equal to its Will modifier in a round.
considered as an Infusus. Domain traits See below.
The only way to kill a Kainarex is to extract his ATTACK OPTIONS
heart, eradicate his soul from the enchanted pivot, Iceblade (melee) +5 with 1 boon (2d6 plus 2d6 damage
and destroy both, something for which many from cold and Icetear on 20+). When kainarex uses
magicians at the Tower Arcane are studying without an action or a triggered action to attack with this
weapon, it can extend the weapon’s length to grant it
having found a solution or anyone capable to carry the reach property.
it out. Icetear A target creature must make a Strength challenge
roll. On a failure, the target halves its Health score until it
Treasure completes a rest and becomes stunned for 1d6 rounds.
On a success, the target takes a penalty to its Health
The loot of a Kainarex can be vast. His fortress score equal to its healing rate until it completes a rest and
holds the property of its lord, who often gathers becomes immobilized for 1d6 rounds.
them collecting from his many victims. Magicians, If the penalty to Health would cause the target to
adventurers, heroes are lucky to find many precious become incapacitated, the target dies, cannot be
restored to life by any means, and suffers the effects of
the Domain Power Create Spawn.
SPECIAL ATTACKS
Deadly Attack The kainarex makes two attacks against
the same target. The kainarex makes each attack roll
Blight : Ungula of Ardalago
The Blight: with 1 bane.
Ungula (Nail) is an Incunabulum. It stands, necessarily isolated in its frost, Icebolts The kainarex throws 1d6 icebolts against
within the domain ruled by a forlorn man who annihilates anyone who different targets within short range. Make a single
Strength attack roll with 1 boon and compare the
crosses his snowy lands. Ungula was erected on a rocky ridge between the result to the Agility scores of each target. On a
inaccessible valleys of the Shield Mountains, it is still there, despite various success against a target, the bolt hits and deals 1d6
attempts to bring it down, defended by the un-living Lord of Ardalago, his damage.
dead soulless progeny and numerous Gelidus. His dungeons hide priceless Magic Explosion The kainarex can use an action to cause
the arcane energies flowing through its body to explode
treasures, but the whole building is a lethal trap. No wall, arch or door is out into a 12-yard radius that deals 6d6 damage plus 3d6
what it seems. Apparently it may be easy to reach that place, as its keeper damage from the bitter cold to everything in the area.
likes to have new guests, but it is almost impossible to leave it, at least alive. A creature in the area must make a Strength challenge
roll and an Agility challenge roll. A success on the
Ungula of Ardalago: 1 Kainarex (Emissary), 10 gelidus, 20 deathless, 12 crow
Strength challenge roll indicates the creature takes half
infusi, 4 mastiff infusi. Aura: Atraction (Moderate), Freezing (Strong), Spectral the damage from the cold, while a success on the Agility
(Moderate) Influence Strong. challenge roll indicates the creature takes half of the rest
of the damage. If a creature gets a failure on the Strength
98
challenge roll, it becomes immobilized for 1d6 rounds. If
a creature gets a failure on the Agility challenge roll, it regula arcana
becomes impaired for 1d6 rounds. Finally, if the creature
gets a failure on both rolls, it takes 6d6 extra damage. The treasures of the Kainarex can be numerous and
Once the kainarex uses Magic Explosion, it must wait 1d6 tempting. Creatures that meet a destiny that is nefarious
+ 1 rounds before it can use it again.
within their domains may have abandoned many enchanted
objects and the Kainarex accumulates them as assets in the
SPECIAL ACTIONS
crypts of its fortress as the magical energy that pulses from
Restore Undeath The kainarex can heal 4d6 damage or
them helps him to reconstruct the faerie realm. So that they
cause each undead creature within short range to heal
2d6 damage. Once the kainarex uses Restore Undeath,
are never taken away from the dungeons, he set deadly
it cannot use it again until its attack with its Iceblade traps that are activated when intruders try to steal an object,
triggers the Icetear effect. even in the end, when they prove a stunning sensation of
having defeated the Kainarex. The list of Kainarex treasures
is long, however conquest even the minor enchanted object
kainarex domain is a hard mission. All those who attempted it are still there in
A target hit by the Tear of Nineveh and survived the the dark crypts to watch what they wanted for themselves,
encounter begins a regressive phase that turns it into like deathless.
a kainarex. Usually only humans, dwarves and orcs
can be affected, while the other races seem immune Treasures and Relics
To determine the treasures inside an Incunabulis you
to this affliction. Kainarex begins a slow process of
can use the tables of enchanted objects of Shadow of the
physical decay, while their heart will continue to beat Demon Lord. Roll four times per group level to determine
at increasingly slower intervals. The urgency to take their properties and number. You can also create objects
part in the genesis process of the new realm pushes with multiple properties. For the relics, refer to the rules in
the kainarex to abandon its mortal lives and to claim Shadow of the Demon Lord. Regardless of how many can be
its own fortress and dominion to which it will bind found inside a dungeon, the PCs should not be able to have
forever. A kainarex maintains its mental faculties and more than three with them.
its spirit is tied to a supernatural place and object (the
Incunabulus). As long as it exists the kainarex cannot Traps
be destroyed. A kainarex controls a domain that More treasures are contained in the vaults of an Incunabulus,
extends in a area of 1d6 miles radius from its fortress. with more dangerous death traps set by the Kainarex to
protect them. When you determine or design the place and
Within this area, the kainarex obtains the following
its treasures, consider only those of the lethal category, and
domain traits: ignore the others.
Communicate: The kainarex can communicate
mentally with infused animals, plants and stones of its Deathless
domain at will or use the Divination spell clairvoyance Apply the deathless archetype to any living creature
with a range that extends to the boundaries of the affected by the Nineveh Star (see previous paragraph) or to
domain to perceive the thoughts of any living beings a living creature killed in the domain of a kainarex. A player
in its lands. character transformed into a deathless becomes a creature
Control Region: The kainarex can control weather under the GM’s control. Although the deathless resembles
conditions, the earth and the plants of its domain (the undead, it does not count as undead for the purpose of
GM can decide to grant the kainarex the use of 1 or 2 effects that specifically target or affect undead. A deathless
does not need to breathe, eat, or sleep.
spells chosen from the traditions Air, Earth, Nature,
Storm, Water or another tradition compatible with
the control of atmospheric conditions and natural DEATHLESS DIFFICULTY +1 STEP
environments). Add frightening
Perception +1; darksight
Control Unliving: The kainarex can control
Strength +1, Will +1
undead and dead in its domain (the GM can decide Immune damage from cold, disease, poison, as well as to the asleep,
to grant the kainarex the use of 1 or 2 spells chosen blinded, deafened, diseased, fatigued, diseased, frightened, and
from the traditions Necromancy and Spiritualism or poisoned
Durable The deathless takes half damage from weapons.
another tradition compatible with the control and Silver Vulnerability The deathless takes full damage from silver
empowerment of undead. weapons and weapons under the effects of magic.
Create spawn All living creatures that die within
the confines of a kainarex’s domain rise as deathless
under the kainarex control.
Defeat Death: The kainarex is an eternal cursed
being that can only be defeated if its phylactery is
destroyed.
99
LEGIO
-—UNDYING COHORT—
Ave atque vale,
The following is an extract from the Official Report of the
imperial magician Ardor Embertouch, as you requested of me.
That sound, that damn sound, I keep hearing it ... they’re here,
they’re coming ... ahhh, it’s booming in my head. Please make it
stop ... they attacked us. It wasn’t just a bunch of bones, steel and
meat, they were organized and trained and knew how to fight.
Our commander ... the commander ... he was a veteran, like me, he
came from Crossroads. He ordered us to move into formation to
get rid of that amalgam of bones. Then I saw him, his eye sockets
empty and black as an abyss, marching alongside the amalgam,
like an officer; he wore ancient armor engraved with the emblem of
Caecras and, God it was terrible, his jaw was moving as if uttering
commands, but no sound came out of his mouth. No sound, just that
damn continuous bone ticking slamming against the iron ...
STOOOOP! Father Death please stop them! At the silent
command of their commander, they formed a strange formation,
similar to a tortoiseshell. Our arrows and our bullets bounced off
their shields without scratching them ... they fell on us. It was a
massacre ... please you have to stop that sound, that damn sound is
making my brain burst ...
I wandered in the Dark Forest for several days now, I had left
Sparrow Nest, and I was headed north. The situation was difficult
as food and water were scarce, but I knew that soon I would reach
a small fortress near the mouth of the river. Warm border soldiers
and probably good beer were waiting for me. I arrived at dusk, but
it was not as I expected. The fortress had suffered a massive attack,
there were at least a dozen corpses of soldiers scattered here and
there, almost certainly the whole garrison and the wall damaged in
different points, as if the fortress had suffered a small siege. I found
many bones lying around on the ground, an unmistakable sign of
the presence of the undead, but which undead besieged fortresses? I
decided that I had to make a virtue of necessity and once I entered
the fortress I went into smaller rooms looking for food and water
and something of value. Nothing had been looted, and the bodies of
the soldiers showed precise and lethal wounds, which made me think
of trained troops. But which trained troops collaborated with the
dead? While doubts assailed me and I kept filling up my bag with
food and valuables, I found a strange brooch near a pile of bones. It
was undoubtedly an ancient object and reminded me of a small clip
that a merchant of Crossroads sold at an exorbitant price, claiming
it was an antique brooch, the Fibula, of the first army of Caecras.
"Al your service, imperator, Since then, this little clip is my lucky charm, and I can guarantee
imperituri sumus" that it really works, because, since I owned it, I have moved ahead in
life. So, my dear emaciated friend, this is all I know about what you
call undying cohort, and no, my brooch is not for sale.
- Jaheria, adventurer and thief.
100
origins The seven centurions
Find more
There was a time when the Empire was none other The Battle of the Seven Sorrows takes its name from
information about
than the small city-state of Caecras, and before the the seven great centurions, Eronymous’s chosen elite,
Caecras and its
orcs became the base of the Imperial army, men served who perished for the cause of the Empire and to whom
history in Shadow
as the soldiers of the Kalasans. The political and was given the undying honor of being buried in the
of the Demon
economic influence grew to the point of making the deepest part of the magnificent imperial mausoleum
Lord: Caecras.
city a regional power, such as to subdue neighbouring of the Lost Souls not far from the Cathedral of Eternal
populations and rapidly expand its borders, laying Radiance, which is located in the most internal and
the foundations for the future Empire. ancient part of Caecras.
Historians have discussed the origins of the Kalasans The centurions were entrusted with the Eternal
for centuries, which seemed to literally arrive from Fibula, an object that marked them in the personal
nowhere on the eastern coast of Rûl on their ships service of the First Emperor, and that united them in a
with unusual shapes, equipped with robes and steel sacred bond of loyalty beyond death: the Legio. In case
weapons, practicing strange forms of magic and spoke a of need the Legio will be called back in unison and in
language never heard before in the continent. They were the presence of their master they will again demonstrate
attracted to Caecras and chose it as the seat of power, their loyalty and will follow him as First Emperor.
perhaps because it is located at the confluence of the
magic lines that allow magic practitioners to cast their The Fall
spells and conduct their rituals with even higher power Anger, thirst for power, glory, and riches cloud the
and effectiveness. These powerful energies of Caecras sight, and even Eronymous and his descendants were
attracted Umessa from the Edene to these lands, just forgotten. The successive history of the empire sees
as did the Witch-king of Gog and the Kalasans who the evil that permeated the places of Caecras escaping,
dismissed him. And so did the Legio, the Undying Cohort. crawling on the walls, slipping into the cracks of roofs
The origins of the Legio remain still unknown. and minds, oscillating like acrid smoke in the inns
However it is assumed that they are linked to the Black and in the incense of sacred places. Despite being the
Star, and that they are incarnations of emanations capital, the collapse of the Empire resulted from it. Evil
coming from ancient universes and that their progeny influences still lurked within the lower levels of the
have developed a profound ability to survive thanks to buildings that were erected by the Witch-king slaves,
stellar journeys that makes them practically immortal, made stronger by spells that condensed the magic lines
even if subject to earthly bodily decay and the crazy of the dreadful and vilest traditions. Despite the passage
influence of the emanations of the world. of time, the evil permeated everything throughout, like
a heart pumping sick and dirty blood, infesting the
The Kalasan conquest enchanters and their experiments, as had happened to
Having sailed for several months through the vast Ahriman in his foul twisting of the jotun into the orcs.
oceans, behind the vanguard banners of the Supreme Perhaps it is beating again in a new hour, and in the
Military Tribune Eronymous, the armies of the Kalasans bowels of the mausoleum of the Seven the pact held by
marched inland, knowing that they would never return Eronymous with its legions is leading to a new outcome.
to their land. On their way, they found the evil wizard
king Ashrakal and his monstrous forces, composed
of vast numbers of undead and bound demons. With
his undead servants and demonic armies, Ashrakal ENCOUNTERS WITH A legio
overwhelmed Edene’s weak and decadent realm and
O A man in the village came home with a strange brooch (fibula). He says
then spent nearly a century consolidating his power on
that since he found it, life smiles at him, except that the centurion of
Rûl, building powerful city-states on the banks of the
the legion woke up to retrieve it. The brooch is, in fact, the memory of
Auroral Ocean. In turn, the Men of Gog were surprised
centurion’s family that he could no longer embrace. Suddenly the roads
and destroyed by the superior military tactics and
leading to the village become dangerous because the centurion has
powerful magic of the Kalasans who, with phalanxes
called his companions to recover the precious object, and it will be up to
and legions, prevailed over the animated corpses and
the heroes to prevent the inevitable from happening.
demons of the Witch King’s troops. The conquered
O A mad necromancer lives in the ruins of an abandoned stronghold
by the Men of Gog greet the newcomers as saviours
among the fetid miasmas of the marsh. He has long created problems
and join their ranks to annihilate the Witch-king.
for the local inhabitants with his undead servants and his malevolent
Eronymous and Ashrakal then faced the Battle of the
magic. Now, however, he has an ace in the hole to take revenge for the
Seven Sorrows just outside Caecras and won. 888 years
wrongs suffered. He discovered a place in the swamp where an imperial
ago, the Kalasans founded an Empire on the ruins of
Legio disappeared long ago due to mysterious causes, and, thanks to his
Gog, and Eronymous would become the First Emperor.
powers, he thinks he can summon this Undying Cohort and control it.
101
Appearance and Habitat Treasure
The Undying The soldiers of the Kalasan Empire were framed in Ancient weapons and armor are often the trophies of
Cohort can legions, made up of different groups of men called war for having faced an Undying Cohort, even if more
play a part in a Cohorts, a group of individuals linked by a shared than one has major importance, like fibula, which has
great campaign destiny and united by a deep sense of brotherhood. an intrinsic power not yet fully revealed to the world.
involving the Often, however, incapable officers who were victims
resurrection of of the decadence moral decadence and losing the
LEGIO DIFFICULTY 500
the old Kalasan strength of the empire that used to serve, brought
empire. The new these Legions to a horrible end, like that of the legion Size 5; frightening undead
undead power devoted to Father Death, who covered itself with Perception 14 (+4); darksight
can feed upon glory in many battles and then, under the guidance of Defense 14 (ancient armor); Health 100; Insanity —;
Corruption 1
mortal beings and the noble and inept Varus, mysteriously disappeared. Strength 16 (+6), Agility 12 (+2), Intellect 9 (-1), Will 15 (+5)
try to enslave all As often happens during battles there is no time to Speed 10
living creatures bury the fallen and since the legionaries always fought Immune damage from cold, disease, and poison; asleep,
under its Eagle. with great fervor and died side by side, when the souls of diseased, fatigued, poisoned
Mob A mob takes half damage from attacks that target
these individuals, bound by an ominous destiny, wake up, individual creatures and double damage from attacks
they come into all together bringing back to life what was that affect an area. The mob acts as a single creature,
once their cohort, then acting, under the circumstances, but it counts as ten creatures for the purpose of
choosing targets. The mob makes Strength and Will
as a single being. The Cohorts of the Dead are a compact
challenge rolls with 1 boon.
and united cluster of skeletons that fights like a whole, Creatures can move through a mob’s space, but they
awakening in the enemies an ancestral terror and treat the area as difficult terrain. The mob can squeeze
devastating the lands where they arise. through an opening large enough to accommodate a
Size 1 creature and can move through spaces occupied
SPECIAL ATTACKS
Double Attack The legio attacks 2 different targets with
its ancient weapon, making each attack roll with 1
bane.
Testudo The legio attacks together all creatures within
Blight : The pits of Longinus
The Blight: a cube with a 3-yard side. Each creature in its space
must make an Agility challenge roll with 2 banes. A
A series of abandoned catacombs extend under Caecras. They are at a very lower creature takes 3d6 damage on a failure, or half the
level, and this denotes their ancient building. Everywhere in the catacombs there damage on a success.
are archaic language inscriptions and drawings on the walls that seem to indicate END OF THE ROUND
numbers in the form of letters. The last room is an entirely empty square chamber.
Overwhelm If the mob is not injured, each creature in its
Walls are painted with red geometric ornamental patterns. On the floor at least space or within 1 yard of it that is not a swarm or a mob
hundred skeletons with red-plumed helmets and armors are armed with lances must get a success on an Agility challenge roll or take
and lined up in long rows. The spears they wield are entwined each other in an 2d6 damage.
orderly tangle that looks like a weft or warp. Before the legio, one Aquilifer held a
ragged banner.
The Pits of Longinus: 1 Legio, 1 Aquilifer (Emissary). Aura: Despair (Moderate). Death legionarius
Influence Strong. Legio are made up of incredibly gifted and trained
undead who maintain many of the qualities and
abilities they had when they were alive. When a
102
mob disperses, the legionaries continue the battle in regula arcana
defense of their legio.
Many alchemists, as well as necromancers, are used to
look for the cohorts of the dead for subtle reasons. In fact,
LEGIONARIUS DIFFICULTY 25 according to many arcane traditions, it would appear that
Size 1 horrifying undead the bones of the legionnaires, if properly powdered and
worked, have exceptional properties. Transformed into
Perception 14 (+4); darksight
potions, these powders transmit the strength and the combat
Defense 16 (ancient armor); Health 60; Insanity —;
Corruption 1 expertise of the ancient legionnaires to the one who uses
Strength 14 (+4), Agility 12 (+2), Intellect 9 (-1), Will 15 them.
(+5) Unfortunately, however, there is no way of understanding,
Speed 10 except after having drunk it, what the effect is; however, it is
Immune damage from cold, disease, and poison; asleep, also known that these potions corrupt the soul of those who
diseased, fatigued, poisoned
use it, since the scary memories of the soldiers of Caecras
ATTACK OPTIONS are also transmitted. The higher the power, the greater the
Pilum (melee, reach 1) +4 (1d6) corruption.
Pilum (short range) +2 (1d6 plus impale)
Gladius (melee) +4 (1d6) d20 Battle Spell Power Granted Insanity
Impale A target hit by a pilum attack must make an
Agility challenge roll. On a failure is immobilized for 1 1-4 Augmented Attack 1d3
round, after which it automatically frees itself. 5-8 Resounding Attack 1d3
ATTACCO SPECIALI 9-12 Awesome Strike 1d3
Double Attack The legionarius attacks 2 different 13-15 Mountain Fall 1d6
targets, once with the pilum and once with the gladius,
making each attack roll with 1 bane 16-17 Meteoritic Assault 1d6
18-19 Battle Prowess 1d6
END OF THE ROUND
Move The legionarius moves of 2 yards towards the nearest 20 Strike like Lightning 2d6
immobilized creature.
SPECIAL ACTIONS
Banner Power As triggered action, the aquilifer can
invoke the power of the banner carried. See Sidebar for
the Banner Powers.
103
PUPA
-—SOUL DOLL— It was a calm and starry night, and everyone in the house had
been sleeping since dusk. Only the youngest child could not sleep.
- Eat, or the goblins are going to take you away,- her mother
had warned her when the girl had pushed the plate away. - They
will climb the balcony, enter through the window and take you
away.- Because the child knew her mother, she knew it was the
truth. Mother would call them herself, just to punish her for her
disobedience.
The child stared at the window of her room, frightened,
trembling at every breath of wind that was stirring the curtain.
She was holding on to her new doll, Anissa, dressed as a warrior
with a sword, to find some comfort. The big dark eyes of the doll
seemed to want to reassure her. But then, when she was about to
give in to sleep, the goblins really came ...
104
Origins Then, Deandro realized that if death had not accepted
Find more
Those who have been in contact with one or more him, his art was the only thing that could give him relief.
information
horrors belonging to the Horde, or derived from it, often In fact, every time he completed a doll or a puppet, the
about clockwork
develop many and strange forms of dangerous madness. chorus of deathly voices in his head diminished. He had
in Shadow of
When a person with creative skills or great genius is to complete many pieces before resuming a bit of sanity,
the Demon
affected, things get even more complicated. There are even if since then he has been suffering from multiple
Lord: Ghosts in
chronicles of the gifted driven with this strange madness, crises of multiple personalities, loose bits of what he had
Machines.
such as a painter who began painting portraits that suffered over the years, which led him to continue his
could make those who watched them go mad, and a art to put an end to his inner pain.
dressmaker whose customers systematically committed But this was only the beginning. Each of the lost The Deandro's
suicide seven days after putting on a creation of hers. But minds that had previously infested Deandro’s mind Key: Since when
among all of them, one particularly struck me so much now lived in a new body, made specifically for it. It Deandro decided
that I went in person to meet him. His name is Deandro, didn’t take long before these minds learned to animate that creating dolls
now a clockwork, but might once have been human. the puppet and move it, and these Pupa (or Soul Doll) and infusing them
Deandro is an incredible master craftsman. Together became the damnation of the unfortunates who with his tormented
with him, I have compiled a list of the creations that he bought or found them. personalities makes
remembers to have set loose in the world, but I doubt him feel better, he
that it is complete. Deandro does not remember when Appearance and Habitat has also discovered
he was born, or if he was really a human before, and all Pupa are found in the most disparate features and that inside his
the information he could give me about his past concern dimensions, but they all seem to appear as simple toys for chest - instead of
only his workshop and the view of the sloping roofs of a children, made of cloth, wool, porcelain or wood. Teddy an heart - someone
pleasant village whose foothills were a gulf to the south bears, puppets, dolls in the likeness of adults, newborns has enclosed a
and a green mountain of forests to the east. Nothing else. or animals of various sizes—any one of these could host a small mechanical
This gentle craftsman had been the victim of a fragment of damned personality expelled from the mind doll that sleeps
Tormentor, but he was not transformed. Instead, he that the craftsman once possessed. As a result, a Soul Doll while he is awake.
died. When he opened his eyes again – after only a few could exist wherever there is or once was a child who When Deandro
days, he thought - he was returning to his normal life, wanted one as a play companion. needs, the doll
with realizing what had happened. He had only the The Pupa’s consciousness takes time to learn how comes out and
memory of things around him and when he looked to control its new body. The personality is fragmented, turns his key.
up from the work that he seemed to have left only obsessive and with fixed strings of reasoning, usually
halfway done, he realized that he had no idea what perverse and distorted. Often the first thing one notices
he had become because he had no more hands but is an unnatural sparkle of its eyes or a flicker of its limbs.
Tormentor, page
mechanical limbs with extreme precision fingers. Gradually the movements become looser and more
70
But there was more. Strange voices spoke in his head. lifelike until the Soul Doll becomes free to act as it
He was alone, in a laboratory that he did not recognize, chooses.
he had lost years and years of life and the village
by the window was now a pile of rubble and burnt
remains. Yet there were people who came to see him
and commissioned him to make puppets and dolls. It
suited him well, but after a few years, he began to react
strangely: he was having seizures. Slowly the attacks ENCOUNTERS WITH A PUPA
deteriorated to the point of frightening him when he felt
O One of the PCs receives as a gift by a grateful noblewoman a
the impulse to strangle a dwarf whom he considered a
precious doll dressed as a princess. The PC will soon discover
friend, only because the dwarf had contradicted him.
that he/she has become the center of attention of a “mysterious
He tried extreme measures to restrain himself, but he
admirer” ...
didn’t know how to control the mechanism in which he
O A mysterious house in the forest seems completely abandoned.
was imprisoned, which, strangely, turned the key ‘on its
Inside are still the skeletons of the previous inhabitants, caught in
own’ when he wound down.
the act of escaping, and there is a large casket containing a life-
He began to wander around Urth in search of
size puppet, representing a hunter with a gun in his hand.
answers. Could the psychic energies of the living
O The child of a poor family has long been ill with a mysterious
be stored? Were minds what he was hearing within
disease for which there is no cure. A character is summoned as a
himself, not voices? And could it be that he had
healer. The only relief for the child seems to be his little bear, from
‘collected’ those minds following his fatal accident?
which he refuses to part with fierce protests.
And what would have happened to these minds, that
they no longer had a body to host them, in the end?
105
It is difficult to predict how a Pupa will act. As the doll’s attachment often turns into a mad and sinister
mentioned before, it depends on whose consciousness it devotion to its companion.
GM Tip: You can was in life, on how traumatically it died, and the degree
create new types of madness caused by the infusion. Many Pupa simply Tactics, strengths and weaknesses
of pupa changing try to kill all the occupants of their home, then fall into A killer doll cannot do much harm with its natural
their personalities. a state of slumber until they have new victims to prey weapons, so it will try to get hold of sharp or blunt
For example, an upon. They can complain about the body in which they instruments that its little body can handle. it does not
avaricious one will were forced, or come to believe the new body has always have much physical strength, but once it has chosen its
be covetous and been their own: a stuffed lion, for example, will roar like goal, it is unstoppable, very shrewd in creating traps,
greedy, with an a real lion, while a puppet dressed as a cook will prepare and feels no pain if struck. In some cases, if small replica
instict to steal or poisoned food or try to cook his victims. Sometimes instruments like swords or hammers are incorporated
take items that Pupa become attached to the child or to those who into the doll, the Pupa can use them as if they were real.
belong to others. play with them, and try to keep them all to themselves To take care of this ‘evil’ consciousness, the only
by attempting to hurt anyone who approaches their reliable way is to completely destroy the host body.
beloved companion, including even their close family However, some consciences that remain fairly focused
members. Other times they are consumed by hatred and can spontaneously accept to leave the ‘vessel’ if helped
try to cause death by causing accidents or suffocating them to reach their goal or if made aware that they’re only
their companions in their sleep. In any case, the illusory fragments of an entity that has mostly passed on.
obsessive aspect is a measure for everything, and very
few murderous dolls will be distracted from the object Treasure
of their obsessions. A Soul Doll is rarely made of precious materials,
Not all dolls created in this way are cruel or carriers unless it has been specifically ordered for a noble
of calamities: some consciences that dwell in them have family. More often money or jewels are hidden inside
not been totally contaminated by the Horde, or perhaps a body as a precaution against thieves. The Soul
the multiple personalities poured into them are just Doll could consider such treasures as its own and
morbid or excessive. It is a small minority, but the “killer becoming possessive, unleashing its wrath against
dolls” of this type seem to be fanatically attached to their anyone who tries to take them away.
companion and sincerely wish to protect them and those
they love from anyone who can bring them harm. They
PUPA DIFFICULTY 5
can even convey prosperity to the families that host
them, often without ever revealing their true nature. In Size ¼-1 construct
some cases (as for my Anissa, who was given to me by Perception 11 (+1); darksight
my father’s mother), the “lucky charm” toy has passed Defense 15; Health 20; Insanity —; Corruption —;
Strength 11 (+1), Agility 13 (+3), Intellect 10 (+0), Will
from generation to generation for more than a century, 14 (+4)
always tireless in its role as protector of every newborn of Speed 6
the family. It is also true that this morbidity, if it becomes Immune damage from cold, disease, and poison; diseased,
obsessive, can give rise to unpleasant situations, where fatigued, frightened, poisoned, surprised
Spell Immunity A pupa is immune to a specific tradition
related to its personality and obsession.
Spell Defense. A pupa takes half damage from spells and
makes any challenge roll to resist a spell with 2 boons. A
creature attacking a pupa with a spell makes the attack roll
with 2 banes.
Blight : Requilda
The Blight: Requilda'' s Tailoring: Stealthy A pupa is indistinguishable from a normal doll
A small house in the center of Caecras has always been a magnet for all the when it is motionless. Also, it makes all Agility challenge
noblewomen and local noblemen in terms of fashion, clothes, and fabrics—the most rolls to move silently and hide with 2 boons.
prized of the entire Empire. Its small rooms are sophisticatedly furnished and in it are ATTACK OPTIONS
inebriating scents, and painters and artists flock even to find inspiration for their style Weapon (melee) +1 with 1 boon (1d3)
or for the models and mannequins that seem to come from a realm of faerie beauty: Weapon (range) +3 with 1 boon (1d3)
the best mannequins ever made, so incredibly real that customers cannot believe that SPECIAL ATTACKS
they are only worked wood, since they dance and move with a grace that girls from Deadly Attack The pupa attacks two times the same
good families still aspire to have. Maybe they are not mannequins, who cares? The target, making each attack roll with 1 bane..
atelier is always sought after, frequented, and no customer leaves in disappointment, Scary Visage The pupa chooses one creature that can see
thanks to the hands and the inspiration of his owner Requilda. it and is within medium range. That target must make a
Will challenge roll. On a failure is frightened for 1 round.
Requilda’s Tailoring: 3 pupa [2 cruel, 1 manipolator embodied), Aura: At the end of the round, the target can make another
Attraction (Strong); Despair (Moderate). Influence Moderate. Will challenge roll with 1 bane if it can see the pupa and
removes the frightened affliction from itself on a success.
106
SPECIAL ACTIONS
Evade and Hit When a creature makes an attack against
regula arcana
the pupa, the doll can use a triggered action to give 1
bane on the attacker’s roll. If the attack fails, the doll I’ve always been fascinated by the creature’s method of
moves up to half its Speed and attack the triggering reproduction. A form of divine creation, which is not granted to
creature with its weapon
all. Sometimes the frustrating need to create life from what has
MAGIC no life pushes those who are deprived of this power to excesses
Power 2 of wickedness but also of imperishable glories. The workshop of
Insane Magic All pupae have access to 1 magical tradition the master craftsman that I have visited thousands of times is a
and spells based on their personality as described below. dreamlike place on the edge of time and imagination. The story that
Master Deandro tells me about his life is so intense and fascinating
that it is barely credible. Yet I have the certainty that he does not
personality of a pupa lie to me when he clatters around the room, full of materials, semi-
finished dolls, puppets, clothes and sketched parts. His dolls are
You can determine the personality of the doll or choose made of various materials, and the yield is exceptional even if he
it randomly rolling on the table below. The doll acquires uses simple pieces or straw. I saw a wooden puppet with a long
a power, an immunity to a tradition of magic and the nose and a conical hat whose painted eyes seemed so real to me
knowledge of some spells of that tradition. that I thought it was staring at me all time I was with Deandro. And
indeed it was. All that is realized in Deandro’s lab were not mere
d6 Personality stuffed puppets or luxurious dolls commissioned by the nobles
1-2 Cruel for their firstborn: they were real Soul Dolls, not unlike Deandro
himself.
3-4 Delirious
How Deandro infuses himself or his multiple personalities
5-6 Manipulator into his creations is a mystery. This kind of psychic liberation is
necessary for him, so I believe that the infusion takes place in the
whole creative process and is not a procedure applied only at the
cruel end, because his mood and his personality change according to the
A cruel doll is sadistic and merciless, and takes doll he is creating. If the personality is too strong or is becoming
pleasure when others suffer. Fury: Each time it obsessive and dangerous, Deandro shuts down (I think he is the
rolls a 20 or higher on an attack roll and beats the only one who knows how to reactivate himself, although I think it
target number by at least 5, the target takes 1d3 extra has something to do with the doll that turns the key inside his chest
damage. that he keeps hidden near his heart). After that, when Deandro
comes back to life and seems to regain control, everything vibrates
POWERS
and resonates in his mind and he can pick up where he left off.
Immune Curse spells; One of the things that Deandro cares about most when he makes
Curse hex (2), pox (2), scare (1) his dolls is their “fulcrum”, the quintessence that makes inanimate
objects infused with an independent and living consciousness.
Perhaps, initially, there was a pure and non-deviated consciousness
delirious that Deandro managed to convey to some of his creations.
A delirious doll has psychotic, crazy and paranoid Although, maybe, those clean consciences he keeps within himself
behaviors and thoughts often of a murderous nature. as memories not to be erased.
Paranoia: Whenever the doll rolls a 20 or higher on a
challenge roll, the doll becomes invisible for 1 round. Fulcrum: The Pupa’s fragment of consciousness resides in a
fulcrum built into the body of the doll, such as its glass eyes or a
POWERS
gem sewn onto the neck or chest. As long as this fulcrum remains
Immune: Destruction spells intact, the Pupa, even if its damage total equals its Health continues
Destruction break (2), ruin (2), dissolve (1)
to “live” and the conscience recovers, healing 1 damage every 24
hours. If the body is completely destroyed, the Pupa remains latent
until the fulcrum is reinserted into another doll. The consciousness
Manipulator remains intact unless the fulcrum is destroyed or the curse is ended
A manipulative doll has behaviors and thoughts (as a rank 4 or higher spell). In this case, the Pupa will cease to exist
designed to deceive others with lies and false forever. Even if inserted into a new doll, the conscience will have
promises. Deception: Whenever the doll rolls a 20 the same personality and memories of when it was in the previous
or higher on an attack roll to deceive or persuade body. In these cases, the GM can give the creature Intellect and
another creature and beats the target number by Will scores as well as talents from related paths.
at least 5, the target becomes compelled for 1d3
rounds.
POWERS
Immune: Enchantment spells
Enchantment bewitch (2), presence (2), command (1)
107
SENECTARIUM
-—the elder—
I took lodgings at the Junction, an inn at the crossroads
of the three minor waterways that flow from the main
trunk along the eastern side of the forest. I decided to
interrupt my search for the Orb of Souls for the time I
need to deal with the matter that was submitted to me.
The girl who approached me at the inn offering me
this unique family heirloom does not seem to have any
idea what it could mean. I will still have to be very
careful not to destabilize the bloodline, or else there
could be significant repercussions.
-Therefore, continues the girl, I want you to look
for him all over the village and look at the boat station,
and then through the vineyards, and the woods, and
the manor if necessary. My confessor told me that you
don’t care about faith and that you are a person without
petty morals, and that’s precisely the reason why I want
you to help me find him. Will you do this for me?
The girl is young, less than seventeen, with
cornflower eyes and blond hair. She follows the Old
Faith, all her family does, having this secret even from
her confessor. Her boyfriend, who she herself chose
at the summer eve last year, is the son of a merchant,
and her family never approved him. Three days ago,
the matriarch, the grandmother who holds the fate of
the family, summoned the girl’s father, and the man
told the young couple that granny wanted to see them.
-What would the old mummy want from me?
-Grandma says she wants to meet you, and you have
to go. Nobody disobeys grandmother ... -
When the girl introduced the young man to granny,
the old matriarch, who according to many here in the
village must be at least a hundred years old, offered
tea to the two of them in her cottage on the estate, and
let herself go to memories of youth, a kind attitude that
was not typical of her usual ways. Then she sent the
nephew away, ordering her to go and call her father.
-She had a spark in her eyes, bad, and I pretended
to obey, but I eavesdropped. She said to my fiancée,
Venanzio: You really are a handsome young man, are you
healthy? Venanzio must have answered yes, and she
said: Very well! You are not good for my granddaughter, but
certainly you are good for me!
The girl tried to enter, but when she touched the
door she felt unbearable pain, and then she woke up in
her father’s arms in their living room.
-Grandmother did not approve it, the father
explained. -She wanted me to pay him, he took the
money and left.
I turn the medallion, the family heirloom, in my
Her legacy is not the only thing hands. Mother Earth is carved on a face, a woman
left of her with a huge breast and wide hips. -Tell me girl, were
in your family albino children and various unexplained
fatal accidents, deaths due to illness and sons who left
and never came back?-
Obviously she nods, and I know what I am going to
deal with…
108
Origins private wing reserved for the exclusive use of the
Find more
The Old Faith guards many mysteries, and its practices undying ancestor, who remains there and never leaves.
information about
and traditions connect ancestors and their descendants. This “holing up” is partly the result of spells
Old Faith and
In addition to generally involving blood, such practices that prolong the senectarium’s life as well as from
other religions on
are usually secret. It has certainly not helped that the consuming the flesh and blood of family members,
Urth in Shadow of
Old Faith, with the rise of the Cult of the New God, has which destroy its defenses in the light of the sun. The
the Demon Lord:
been forced to hide or, as I believe, to retreat into the senectarium has a formal sitting room, furnished in a
Uncertain Faith.
families that followed it in the past and that have never rich but ancient style, in which it receives the family
stopped. They simply changed their religious “front” when they are summoned, but the private quarters
but continued to observe their traditions in private. are forbidden to all. They overflow with the remains
Centuries ago, far before the appearance of the New of putrefied limbs, masses of molds and fungi, and
God and the fall of the Empire, when the Old Faith was puddles of sewage, which the creature ignores since
the only true religion, some worshippers particularly it no longer has any sense of taste or smell.
close to certain entities were so imbued with the A senectarium looks like an old man or woman,
strength of their beliefs that they drew real power from for the prolongation of life does not preserve youth.
the bond with their god and with Urth. The cult was It is cloaked in an aura of extreme respect and fear,
fed by the faithful, as usual, but in the case of strictly reinforced by stories about its severity and by a
family rituals, the family itself was the source of that code of conduct that the family member in charge
strength. of daily matters (usually the eldest heir) rigorously
Generally, in such a culture, the head of a family was enforces. The code requires the family to close ranks,
chosen not only for old age but also for the wisdom maintaining a respectable facade to the outside
and knowledge that could protect the rest. Thus, it was world while apparently following the dictates of the
always a severe loss when the grip of time snatched new official cult, whatever it might be.
away this fundamental asset: the experience of the When one or more children reach the age of majority,
patriarch or matriarch. Therefore, rites and spells they are required to present themselves before the
were developed to concentrate and distill an elixir of undying head of the family and perform particular
life from faith and blood. This was bequeathed it on rites that will bind them to it through blood. This ritual
the most essential member of the family, who was also makes them more palatable; indeed, sometimes
in charge of preserving and handing down the clan’s the youngsters arouse the hunger of the senectarium
fundamental values and lore in the service of the and do not survive a month after the meeting. Once
bloodline. a year or more, the senectarium consumes the meat
Initially, as social and natural conditions demanded, of its descendants to support itself in ritual banquets
the leaders of the faith would be asked to cede their served by the head of the family, the only one aware
place to younger members of the clan who had of the secret. Sometimes other members are called to
distinguished themselves over the generations, share in this dreadful knowledge, but only if they are
electing them as new patriarchs or matriarchs. particularly devoted to their faith.
However, the loss of religious cohesion and status, and
of freedom of worship, has eroded this mechanism. It’s
also well known that the longer you extend your life,
the more reluctant you are to end it. These conditions
have combined to produce the horror known as ENCOUNTERS WITH A SENECTARIUM
a senectarium. Though one of the living dead, it is
O The PCs are guests in the marriage of a friend or relative. The party is
more than simply that. Rather, the senectarium is an
perfect, the bride or groom is affable and charming. Still, that person
aberration that feeds on its clan solely to prolong its
seems too attached to an old grandmother who is watching the group,
own existence, occasionally bestowing advantages on
maybe seeking a good catch for other grandchildren … or for herself …
the family to justify their unconscious sacrifices.
O During their travels, the PCs often become aware of presences whenever
Appearance and Habitat they light a campfire. The flames writhe in deformed and ghostly faces,
and the crackling of the fire seems to speak in an unknown language.
The senectarium’s influence and knowledge, as well
Shortly afterward they come across an old manor, where an old woman
as skills honed over the centuries of the family’s
lives with many young girls ...
lineage, guarantee a position of privilege and wealth
O A paladin of the New God has vanished while investigating the ancient
to descendants. Whether it is a prominent family
Old Faith traditions. It seems that the matriarch of the small temple of
that owns buildings and estates throughout a city, or
the New God knows a lot about these traditions, and the PCs discover
hereditary landowners who control vast orchards
later that she is a a devotee of Father Death...
or vineyards, there is always some secluded area or
109
Families that harbor a senectarium often enforce utterly inexplicable. Since these horrors generally do
hidden practices considered unacceptable to society, not pass on their precious knowledge about the secret
GM Tip: You can such as birth control after conception or carnal of eternal life, to avoid being eliminated by their own
create new types knowledge between first-degree relatives. There are grandchildren, I am quite convinced that the problem
of bloodlines and always a few deformed children, who do not live long, may be considered solved.
clans by simple or rarely albinos, who are considered a blessing and
changing some enjoy absolute license that undermines their character Treasure
aspects of the Old and behavior in general. Furthermore, the family is Although the assets available to a senectarium
Faith deities, like often afflicted by strange diseases or unexplained are considerable, since it dedicates its existence to
associated traditions accidents and disappearances, which cover up the accumulating them, they are the shared property of an
and spells, as truth: that the missing members have become food for entire bloodline. It is therefore difficult to appropriate
the devotion to the senectarium. such treasures; if anything, the family is further enriched
a god can differ when a death is required to sustain the ancestor.
clan to clan. You Tactics, Strengths and Weaknesses
can also create The senectarium’s ancient necromantic spells
SENECTARIUM DIFFICULTY 50
new forgotten old drastically improve crop production, bend consciences
faiths associated to and will, weaken body and spirit, and foresee the Size 1, undead
Senectarium. moves of political adversaries. Should enemies cross Perception 16 (+6); truesight
the barrier constituted by the whole family to threaten Defense 12; Health 80; Insanity —; Corruption 1;
Strength 13 (+3), Agility 12 (+2), Intellect 16 (+6), Will
the ancestor, it can strike them down with the power of 16 (+6)
ancient magic. Speed 10
Thus, the presence of a senectarium is considered Immune damage from cold, disease, poison; asleep,
desirable, but the whole family might not be aware of diseased, poisoned, frightened
Spell Defense A senectarium, takes half damage from
the secret. Typically, the eldest heir knows the truth, if spells and makes any challenge roll to resist a spell
directly descended through the ancestor’s bloodline. with 1 boon. A creature attacking a senectarius with a
That person is free to share this knowledge with other spell makes the attack roll with 1 bane.
trusted family members, who offer their children or ATTACK OPTIONS
grandchildren to seal the blood pact. The benefits Slam (melee) +3 with 1 boon (1d6 plus Withering
are many, not least of which is a healthy and robust Touch).
physique - but not longer life - provided that those Withering Touch The target must get a success on a
Strength challenge roll, or its body starts to decay. The
members also consume the flesh of their kin, sharing target takes a penalty to Health equal to its healing rate
the sacred banquet with the senectarium. and the target becomes impaired for 2d6 rounds. Roll
A method that I used to stop the senectarium 1d6 to determine the body part: 1–2 face (the target
is also blinded or deafened for 1d6 rounds), 3–4 torso
Dulcoria was to poison her last sacrifice with a spell that (the target is also slowed for 1d6 rounds); 5–6 legs (the
severed her ties to the magical energy flux from Urth, as target falls prone and cannot stand up for 1d6 rounds).
well as damaging her body from the inside. In this way
SPECIAL ATTACKS
her death, which occurred two months later, seemed
Power of the Brood A wave of dark energy spreads out from
the senectarium in a 3-yard radius and lasts for 1 minute.
Each creature in the area when the wave appears and
that is in the area at the end of the next round and at the
end of each round thereafter until the effect ends must
make a Strength challenge roll. The effects of the failure
Blight : The Gloomy Hearth:
The Blight: depend on the number of rounds the effect has lasted.
The Gloomy Heart is a shrine dedicated to Velumna, an ancient senectarium, On a success, the creature just takes half the damage. A
creature that gets two successes becomes immune to the
whose family has been completely destroyed some centuries ago. She floats in Power of the Brood until it completes a rest.
her limbo aimlessly, waiting for someone to claim her and restore the power • Round 1 A creature takes 1d6 damage.
of her bloodline while she probes the last drops of blood in her unholy pool • Round 2 A creature takes 2d6 damage and becomes
impaired for 6 rounds.
in search of a foothold to re-form her family. The Gloomy Hearth could appear • Round 3 A creature takes 2d6 damage and becomes
anywhere Velumna wants as she searches for someone fitting to help her impaired for 6 rounds. If already impaired in this way,
resume where she left off. Mother Earth watches over Velumna and assures the creature takes 1d6 extra damage.
• Round 4 The creature takes 3d6 damage and becomes
her every day that her new bloodline will be more prosperous and lasting than slowed for 6 rounds.
the previous one. Her corpse guards are out on Urth to find new heirs while • Round 5 The creature takes 3d6 damage and becomes
her Soulcollectos are spying people in their fireplaces. slowed for 6 rounds. If already slowed in this way, the
creature becomes immobilized for 6 rounds instead.
The Gloomy Hearth: 1 senectarium (Emissary), 3 corpse guards; Aura: • Round 6 The creature takes 4d6 damage and becomes
Spectral (Moderate) ; Influence Moderate. dazed for 1 round.
Once the Senectarium uses Power of the Brood, it must
wait 1 hour before it can use it again
110
MAGIC
Power 3
regula arcana
Spells: Senectarium has spells related to its faith (see
below) Shrine in Limbo
The shrine of the senectarium is not in the material world but in an
external space: a limbo, or more precisely, a dimensional pocket
faiths and clan of urth between reality and otherworldly planes granted by devotion
A senectarium has specific capabilities based on the to the Old Faith. Here, among the eternal flames that illuminate
tradition of the secret cult of the clan and bloodline. the shrine and its cadaverous guards, the senectarium carries out
studies and draws up private documents when not in its “chambers”
on Urth, taking care of the souls of its descendants, while observing
father death
rites to idols depicting the gods of the Old Faith to continue its
Tradition: Shadow; Spells: nightfall blade (2), wall of
existence. The shrine also holds the senectarium’s enchanted
darkness (2) shadow dart (1), shadow monster (1) belongings and artifacts, books of magic, and other valued items
Bonebreaker: The victims' bones start to creak, related to its lineage. The three characteristics of each shrine are
deform and break. the unholy pool, the soulcollectors, and the corpse guards.
The Seer
Tradition: Curse; Spells: hex (2), pox (2) pain (1),
weakness (1)
Insensivity: The senses of the victims are reduced
until become useless.
111
TANATOCHIMERA
-—death chimera— When, during my journey in the Patchwork Lands, I
learned about the massacre of the Breno Halfhead gang,
guilty of having lent their services to the wrong master,
I was able to enjoy the sudden abundance of bodies on
which to carry out my experiments (as nobody pays too
much attention if a body disappears from a mass grave).
After arriving, at dusk, near the place I was directed
to, I found a situation much different from what I
expected: the tomb was empty, the earth collapsed
inside it, and I also found unusual traces, as if someone
had tied the mass of bodies together or put them in a
net to drag them away. The horse that pulled my cart
was scared and began to neigh nervously. Despite the
absence of the remains, the smell of putrefaction was
quite strong, and there was too much silence.
I approached the animal to calm him (with little
success, I had to resort to my powers to prevent him
from escaping), I retrieved my weapons from the
wagon and peered into the darkness. -Show yourself
-, I commanded the entity of whose presence I was
certain, but the entity eluded my sight. A large rock
about twenty yards from me moved, and I immediately
knew that my assumption had been wrong when I
saw it rise like a cobra. I veered off to one side, so the
creature slammed into the ground next to me.
I looked for a recognizable anatomical part to be able
to effectively strike, and found myself in front of a wall
of pulsating flesh with heads staring at me and limbs
that reached out to catch me. I had a gun, which I could
hide better than the sword. I aimed the gun at one of
the heads and fired, making it explode, moving back at
the same time to get out of reach of the mass, which, in
response, extended an arm with an unspecified number
of joints from its interior and used it as a whip.
It was a furious fight, with the creature trying to
overwhelm me or trap me between its coils using its
large size, and then engaging me with its infinite human
appendages when it could get close enough. Taking
advantage of my momentary distraction, as I was busy
reloading, the creature managed to grab my ankle with
one of its inhuman arms and drag me nearer, then
another two or three human whips wrapped around
me, preventing me from reacting.
That hideous body was getting closer and closer, the
heads sticking out of its surface reached out for me,
grinding and clapping their teeth. Invoking my powers,
I quickly covered my body with flames, freeing myself
from that filthy grip.
I was tired of wasting time, although the observation
of the conglomerate in combat was interesting. I
“The huge animated mass of made the tanatochimera - as I called the creature after
bodies advances swaying, like a having satisfied my curiosity about her - suffer a lot,
living siege tower of experiencing a sudden and unexpected reversal of
steel-bound flesh.” roles. Not out of cruelty, but to provide me with further
elements of study that I am now using to complete my
plans.
112
origins creatures. The bodies extracted from the ground and
These horrors are the avatars of the gods forgotten exhumed from the tombs or from the mass graves, Find more
by mortals, the abandoned ancestors of the dwarves, as well as the remains of the incinerated bodies, information about
the supreme entities of the faeries, or the voice in a region that once bestowed high honors to the religions on Urth
and appearance of what was once revered and forgotten god, are sucked by an overwhelming force in Shadow of
acknowledged real and which now lies dormant with that animates them: a huge mass of deaths, mangled the Demon Lord:
the dead and the remains of mortals. But wherever bodies attached to their weapons and armor or to Uncertain Faith.
they are found, whether they are truly dormant or their belongings. It is the collective burials, due to
not, divine beings whose name only echoes between butchery and genocide, the matter of the creature
the ruins of the Void, they have the disturbing and these bodies can all be dead in the same days
power to manifest themselves again. It is not known due to a massacre, a natural event, or a pestilence
precisely how this happens, or if a Tanatochimera that often is only the first act of the warning of the
is just a mirage or an echo of what was once a god. forgotten divinity, the last chance for the world to
Yet no place is sacred or protected enough against understand its error and return to venerate the god.
the wrath of a being whose divine essence is about But the world does not see, does not understand, and
to be completely annihilated. With a final tail blow then, after the massacre, a Death Chimera animates
sweeps the mortal lands, and that tail is part of the what it has destroyed.
essence of the Tanatochimera. Generally, a Tanatochimera can weigh many tons
It is said that the first Tanatochimera arose before and can reach a height in excess of 10 meters. The
the advent of the Kalasans, and devastated the ever-changing form of Tanatochimera creates a
lands south of the March. Evan’s cult had long since grotesque metallic cacophony while the arms and
disappeared, but the oracles of that time saw that bones clash together, screeching with unbearable
whirling mass of bodies as a sign of Elan’s Fury at sounds. The soul that moves them is an external
having been supplanted by other cults and the fact conscience, an uncontrollable and inconceivable
that she was no longer worshiped as guardian of divine fury from human minds, and therefore
the doors of the Underworld and protector of the unattainable except by stopping the earthly aspect
journeys of souls. So Elan paid his last attention to that makes them rise again to continue the divine
those border areas that were the scene of bloody punishment.
wars and thickened the mortal remains in horrible The fury of the divinity re-enters the mortal world
heaps to torment the living and make them return to like a slender sigh and then as it takes hold and that
their tributary faith in the benevolence of his creed. the divine being glorifies itself of the destruction
Since then, many times we talk about Elan’s it brings, it begins to grow in intensity, becoming a
Fury, when something is presented that can be terrifying echo, a thunderous voice up to a terrifying
assimilated to a Tanatochimera. There are therefore scream. In all this the Tanatochimera grows from
many reasons that can justify a Tanatochimera—it a small mass of bodies to a veritable whirlwind
simply enough for a god to be outraged at being of death wandering in a frighteningly fast way,
forgotten forever because of the sudden death of
all the people who worshiped them, or, worse, the
progressive abandonment of their faith in favour of
another deity. The Horde is often responsible for the
sudden death of an entire people, and it is possible ENCOUNTERS WITH A TANATOCHIMERA
that the cause of this scourge on Urth is an indirect
O A priest of the New God invites PCs to follow him in what he calls the
consequence of its passage.
‘cemeteries tour’ to give the peace of a burial to forgotten dead. The PCs
Appearance and Habitat will have to go in search of Amalgama, Viscera, Hexia and Tanatochimera...
O The ship on which the PCs are embarked faces a stretch of the open
Tanatochimera (or Death Chimera) is a kind of
sea, commonly beaten by storms. Many ships sank in that stretch,
creeping and waving mass that wanders through the
and even today, the storm breaks out. But something terrible rises
world, plowing up and exhuming the bodies of the
from the waters, cemetery of so many deaths, and it is not a sea
dead and binding them to itself in a stormy vortex. It
monster. Or rather, not the usual kind...
has been shaped by the forgotten gods as a warning
O The high priest’s funeral includes an elaborate ceremony in which
that none of them should ever be forgotten.
the whole city is called to participate. In the lands regained by the
Thirst for blood and anger animate it, and its
true faith in the New God, however, people have forgotten the old
purpose is to propagate fury and devastation. This
gods, and Vitrumna, the goddess of broken promises, outraged by
leads a Death Chimera to collect corpses so that
the ceremony, will not simply stand by and watch...
in the end it is composed of innumerable fallen
113
reaching its full potential long before it can even be in battle. Death Chimeras make use of every element
Tanatochimera dealt with. of their necrotic bodies, the chipped metal and the
can play a part in The path of a Death Chimera is unpredictable, rusty plates, the decaying and decomposing bodies,
a great campaign although the creature mostly looks for a place where the strident bones. These abominations release in
involving the there are collective natural or artificial burials their whirl huge clusters of rusty metal and bones,
resurrection of and from there also begins its devastation of the and many limbs protrude outside, holding military
a new religious surrounding areas, avidly searching for other dead or improvised weapons.
empire of an old to be assimilated, and often invading small towns or Tanatochimera are almost always in motion,
forgotten god. villages to create a new Death Chimera. unstoppable fury. However, it may seem that they
The plague can Although it has little interest in who or what stop and settle somewhere or in a chosen place,
be unleashed it destroys and seems to prefer the assimilation but this is only due to the fact that the force that
against the of victims linked to the appearance of its ancient animates them is just catching its breath or planning
faith's enemies, cult. If a forgotten god of war was to make his voice its next path.
to convince resonate, he would probably be attracted to creating Being able to understand the message that is
people of the a monstrous mass, remnant of the anger or lust of transmitted from a god with a massacre, or a battle
god's power battle that no longer dwells in the hearts of those that seems unmotivated, or a pestilence, is often
and showing who once inhabited the lands that worshiped him, difficult. Restoring the ancient faith with sincerity
devastating and would show interest in resurrecting skeletal and consistent sacrifices and offerings is the only
punishment bodies from the ancient burials of soldiers and way to prevent the Tanatochimera from forming.
for the non- fighters just to demonstrate his superb anger and to Once it begins its assimilation, which proceeds
believers. give a clear indication of his request for attention. at an accelerated pace almost like an avalanche,
Deadly conflicts, plagues, places of torment and physically facing it is the only way to stop it.
devastated by the fury of nature, are all favourite
habitats of the Tanatochimera that, as said, could be Treasure
only a ‘second phase’ of the ancient god’s attempt to Rarely objects, weapons, and armor survive the
regain its worshippers: fields of battle, abandoned constant strident movement of the undead thing,
or destroyed settlements, ancient cities of the dead which reduces them to little more than pieces of
are all places where Death Chimeras begin their opaque metal amid body-wiggling limbs. In some
journey. cases, however, it is possible to obtain enchanted
objects. Roll 1d6: with the result of 6 you can roll
Tactics, strengths and weaknesses' on the Enchanted Object tables to determine what
Despite appearing as little more than a flood of can be found in the mortal remains of a destroyed
zombies, these undead are driven by senseless Tanatochimera.
divine rage, and therefore show tactics typical of
those who are enveloped in it, and the intelligence
TANATOCHIMERA DIFFICULTY 1,000
that animates them makes them surprisingly astute
Size 3 horrifying undead
Perception —; darksight
Defense 20; Health 250; Insanity —; Corruption —
Strength 20 (+10), Agility 20 (+10), Intellect —, Will 18
(+8)
Speed 16
Blight : The catacombs of Sinuami: :
The Blight: Immune damage from cold, disease, and poison;
asleep, blinded, charmed, dazed, deafened, diseased,
The catacombs collect thousands of bones and skulls taken from the secular burials that fatigued, frightened, poisoned, prone, slowed,
were carried out at the Sinuami sanctuary. The caves are now decorated and divided stunned, surprised
into sections. Each of them is linked to particular bones. Guarding the catacombs Ineluctable A tanatochimera ignores difficult terrain.
Whirlwind Bones swirl around the tanatochimera’s
there are animated corpses and undead. The priests of Sinuami protect the bones and
body. Whenever a creature moves to a space within
preserve them as future incarnations of Sinuami, a divine entity adored by them who 3 yards of the tanatochimera or takes its turn there,
reincarnates on Urth by materializing in hundreds of bodies simultaneously. It is said it must get a success on a Strength challenge roll
that Sinuami is immortal, but she cannot fully manifest because she would need all its with 3 banes or fall prone. Roll 1d6. On a 1, anything
the creature was carrying in its hands is sucked into
incarnations alive at the same time. The priests act for this purpose, trying to increase
the whirlwind.
the ranks of undead in the church so that the goddess can manifest through them as Weapon Resilience A tanatochimera takes half damage
a new tanatochimera. from weapons.
The catacombs of Sinuami: 10 boneguards and other undead, 1 tanatochimera; Devastating Horror A creature that gains Insanity when
it sees a tanatochimera becomes immobilized for 1d6
Aura: Spectral (Strong). Influence Strong.
round.
Spell Defense The tanatochimera takes half damage from
114
spells and makes challenge roll to resist spells with 2
boons. A creature attacking the tanatochimera with a regula ARCANA
spell makes the attack roll with 2 banes.
Trample When a tanatochimera it can move through I don’t know anyone who doesn’t believe in some god. Almost
spaces occupied by smaller creatures. A creature everyone now professes faith in the One and, even if in secret they
whose space the tanatochimera enters can either continue to believe in their ancient faith, they publicly perform the
make a free attack or make an Agility challenge required rites and participate in functions to conform to the social
roll. If the creature makes the free attack or gets a expectations that, in this way, they hope, keep them safe.
failure on the roll, the creature takes 6d6 damage.
However, there are some elements that they do not consider. If
On a success, the creature takes half the damage.
A creature can be subject to a tanatochimera’s
one has the good fortune of believing in the gods, and not simply
trample just once per round regardless of how the in Hell and the unspeakable Lord of the Void, then one must also
tanatochimera moves. necessarily consider that the faiths are not always conformed to a
benevolent entity. Whether they were simple aspects of the infernal
ATTACK OPTIONS
powers, or fanciful personifications of a different aspect of a single
Appendage Slam (melee; reach +2) +10 with 2 boons divinity, the veneration invested in these entities had made them
(4d6 plus Powerful Blow on 18+)
real for some time, as much as Father Death, or Mother Earth, or
Powerful Blow A target creature must make a Strength
or Agility challenge roll with 2 banes. On a failure,
the One God. And suddenly losing the veneration of a large mass
the creature becomes stunned for 1d6 rounds. While of the faithful, until they are forgotten, is like abruptly severing the
stunned in this way, the creature is also impaired. If umbilical cord and denying nourishment to your own creature. This
the creature is already stunned or impaired, it instead certainly triggers reactions.
becomes defenseless for 1d6 rounds. There are some signs that random massacres, terrible plagues,
Infected Blow (medium range) +10 with 3 boons (2d6 unexpected wars, and natural catastrophes are in fact signals of a
plus Overwhelming Blow with 18+)
Overwhelming Blow A target creature must make a
sudden emptiness that must be filled.
Strength or Agility challenge roll. On a failure, the Usually in the region there are signs in the ground or on the walls.
creature takes 2d6 damage and falls prone. They are the old symbols of the forgotten deity. If nobody recognizes
them, dreams begin. People more akin to the ancient deity begin to
SPECIAL ATTACKS
develop strange feelings of guilt and have dreams in which they are
Terrifying Strike A thanatocimera makes four attacks. It guilty of acts that they deem unacceptable, and often the name of the
makes each attack roll with 2 bans.
forgotten deity is somehow symbolized or derived from the dream.
Backstroke When a creature within the tanatochimera’s
reach attacks it, the tanatochimera can use a triggered
But it is unlikely that, even in this case, someone will remember the
action to attack the triggering creature. divinity, or (say those who do not believe in other gods than in the
Infested Armor The thanatochimera attempts to take One) it is unlikely that anyone will realize the collective imagination
control of a suit of armor worn by a creature within that is beginning to be urged by the exfiltration of the Void. Then
medium range. The target must get a success on the third series of events takes place: a village in the region is hit by a
a Strength challenge roll with 2 banes or take 4d6 tsunami that decimates the population; underground fumes that rise
damage and become compelled for 1 minute or until
the thanotochimera becomes incapacitated. Once
up from the soil and kill peasants who are plowing the fields; all male
the thanatochimera uses Infest Armor, it must wait 6 children under six die; after a night of drinking in the tavern, a banal
rounds before it can use it again. quarrel breaks out and two whole villages unleashed a vicious brawl
Infested Weapons A tanatochimera uses an action that lasts two days, leaving at least twenty corpses on the ground.
to animate up to 8 weapons that are not worn or But the events can be many and varied.
carried by a creature within medium range of it. Each In the end, if no one has again erected the ancient altars, nor
weapon becomes a compelled small construct for 10
made rites and offerings as prescribed in the old forgotten creed,
minutes or until destroyed or until the tanatochimera
becomes incapacitated. the Tanatochimera rises. It starts in areas of mass graves, but often it
is enough for it to collect victims from those who failed to heed the
SPECIAL ACTIONS warnings first, and from there it grows and proceeds to decimate the
Engulf A tanatochimera uses an action to absorb any population of the region.
dying or defenseless living creature it can reach. The
target dies and the tanatochimera heals damage equal
to the target’s Health score. A creature killed in this
way cannot be restored to life until the tanatochimera
is itself destroyed.
115
VISCERA
-—CRAWLING GUTS— I arrived near the camp. The battle has continued
throughout the day and part of the night today, and the tacit
evening truce of all battles and every siege, which frees the
camp of its dead, had only just begun. However, to get to
the mass graves of Persico’s army I will have to cross the
field, and I am not sure I can. They have protection spells
and I need to get to those creeping viscera that contain the
ingredient I need. I use one of the Taigetea rods to get
there. I break the small rod and the metamorphosis begins.
The quills painfully pierce the flesh, but it is like being set
free. I cry my satisfaction; I am a crow now.
I fly over the field looking for signs. The mass graves
are many and extend far and wide, close to the burned
village. Finally, resting on a branch of a charred oak
tree, I discover what I need. Two guards speaking:
- Look, it’s not that I want to complain, but here at the
camp things are going really shitty. I know that sergeant
says there are wolves, and these corpses are not yet
covered, but no wolf reduces a human being in such
a way.
- How do you know?
- I guarded goats before being sent here to the back
end of nowhere, don’t tell me if I know or not how
a wolf works his prey. The wolves do not blow the
innards when they eat. You saw Ionas, didn’t you?
- So what?
- What do you mean “so what?” This siege has been
going on for months. In a little while there will be more
dead than living people on both sides. I can bear being
in the cold at night to throw shovelfuls of earth on an
expanse of corpses, to see the crows tear my eyes away
from my friends, it may well be good enough for me to
suddenly die from a sniper’s bolt, but I certainly don’t
want to go down not knowing what is killing me.
- It doesn’t seem to me that there are many
alternatives, apart from ... yes, well, to desert. Also, you
whine, in my opinion. Going to pick up the corpses on
the battlefield is no worse than shoveling shit out of the
latrine. No one breaks this truce, you know.
- I know, fact is I don’t say that wolves were the
ones who tanned Ionas that way. You saw it too, he was
half-digested. And everything deflated, like... inside-
out. You also saw that there is something crawling at
night amongst that rotten flesh. A bunch of dead people
should sit still, not start going for a stroll. It is not us, not
those on the other side, and it is certainly not a damn
wolf. Do you know that some of the bodies this morning
were no longer where I had seen them yesterday? Did
they move by themselves? Have they taken a piss by
the moonlight? And there were signs on the ground,
“My own body repels me, my drag marks. I got chills just to see them ...
bowels are ready to explode I can’t stop myself from croaking my satisfaction.
writhing in their own agony ...” Something moves in the dark. I can identify it from the
rotten and yet sweet smell that raises as it moves the
meats that are beginning to decay: the viscera twist and
crawl towards their two unsuspecting prey...
116
origins VISCERA SWARMs In Secrets of the
After a careful examination of old accursed tomes The most interesting detail (as well as difficult to
Grave you can
and parchments, I can say with certainty that Viscera explain), in these corrupt abominations is their
find an adventure
are undoubtedly the product of necromancy ended ability to act in a coordinated way without apparently
with viscera
badly. No practitioner of the dark arts, not even the communicating with each other.
involved.
most insane, could intentionally come to revive the I tried to investigate the possibility that they enjoyed
intestines of a creature to make it a monstrosity with a sort of “telepathy”, magical or natural, but my
its own will. Some teachers imagine that the bowels research on this matter was frustrated by continuous
are the horrifying consequence of the passage of the failures. At the same time, I categorically exclude that
ravagers who have not finished their task: they have they are hordeling creatures, because my knowledge
not had the chance to revive the whole creature and of the necromancy's arts has allowed me to clearly
put it at the service of the Horde. There is, also among identify their genesis, in evident disagreement with
the magicians, who claims that the animating force some theses of other enchanters of the Tower Arcane.
is demonic; in fact, many demons enjoy continuing Viscera do not deliberately congregate, and
what the Horde leaves behind. certainly do not possess any “species identity”
(assuming then that something of the kind also exists
for the most intelligent undead or for those endowed
Appearance and Habitat with reasoning). Nevertheless, and unlike many
The appearance of this creature can vary according other reanimated corpses belonging to the same
to the “origin” of the intestines (human, animal “family”, most often subjugated to the authority of
or monstrous), but it is always a semi-putrefied their creator or to the force of a superior power, the
and purulent cluster of moist viscera, bluish and creeping viscera clearly perceive—probably at a level
dripping acid secretions. The repulsive undead I would define as subliminal—the presence of others
organ uses the corpse from which it comes as a sort “fellow viscera”.
of “shell” in which to defend and camouflage, but When this happens, there is a phenomenon that
also as a “marionette” to attack in case of need (using is as disgusting as it is magical. Viscera begin to
the limbs or the natural weapons of the carcass, quiver and rub against each other, mixing together
or fangs, claws or the like, if any). The external the purulent purple intestines that compose them,
corpse, although rotten, is maintained at a stable producing an obscene symphony of warbling and
decomposition level by the complex excretions sucking, inhuman, able to make the skin of even the
processed by the creature after it has devoured its most hardy crawl. They do this to exchange fluids and
prey. secretions like giant snails would do during mating.
Once the prey has been killed, in fact, the Crawling I personally witnessed one of these orgies, rituals
Guts are positioned above it to calmly suck vital fluids that apparently have no other purpose than to
and nutrients, even the bones are reduced to pulp, provide an organized structure and a common goal
leaving only a shell of flabby skin.
The Crawling Guts can infest cemeteries, morgues,
and untidy necromantic laboratories but also more
unusual places (for example, emerging from the abyss
in the form of a terrifying horde of putrefied fish).
Regardless of the nature of their “shells”, they are ENCOUNTERS WITH A VISCERA
able to move using their own slimy body, like fast and O A small fishing village celebrates the death of a dark sorcerer disliked
horrendous snails. by the local population. During the night, while everyone is still drunk
or asleep, a horde of sea creatures, including sharks, giant octopuses
and other rotting fishes, crawls on land sowing panic among the living.
Tactics, strengths and weaknesses O The city morgue has been forbidden to anyone for three days. Something
Unless they are in numerical advantage, the has claimed one victim after another without any attacker being clearly
Crawling Guts always try to catch the victims by identified. The city council was forced to offer a reward to those who will
surprise simulating normal bodies. At that point, resolve the matter. One of the attendants swears that the place is infested
they attack the prey using mainly the natural with a vampire because the first victim seemed to have no blood in his
weapons of the “shell” of meat. If cornered, instead, body. He is willing to tell what he knows in exchange for some beer.
they reveal their hideous necrotic physicality for O The conflict between two mercenary armies has lasted for weeks
spraying acid secretions on their opponents and without any progress. One of the soldiers is willing to pay for having
trying to recover new, fresher wrappings they can his brother’s body back, but he can no longer find it in the pile of
use and consume. bodies in the mass graves.
117
for the storage of reanimated bodies. VISCERA DIFFICULTY 25
When five or more creeping viscera join together Size 1, horrifying undead
they form a swarm, a shapeless agglomeration that Perception 10 (+0); shadowsight
can attack the same target or divide to attack following Defense 12; Health 36; Insanity —; Corruption —
different strategies than the usual ones undertaken Strength 12 (+2), Agility 9 (-1), Intellect 6 (-4), Will 12
by individual monsters. (+2)
Speed 8
I have heard of a peasant village erased forever from Immune damage from disease and poison; asleep,
the maps after the passage of one of these swarms ... charmed, dazed, diseased, fatigued, frightened,
a horde composed of dozens and dozens of viscera poisoned, stunned
uniquely constituted with orcs intestines. Necromantic Vulnerability A Necromancy spell cast
against the viscera separets the viscera in several
In the Manual of Anatomy and Philosophy by pieces for 1d6 [Link] remain motionless, but if
Anaste Copperring, an ancient dwarf thinker not properly treated after that time recroup again to
of great fame, the intestines are described as a form a new viscera.
Corpse Appearance A viscera looks like a common corpse
second brain. Considering my observations, he was
(human, animal or monstrous) until it takes damage or
certainly right. makes an attack roll, at which point its features break
down into a chaos of slimy intestines. The viscera
SPECIAL ATTACKS
Acid Vomit The viscera vomits gastric liquids and
anything it digested into a 3-yard-long cone originating
from a point it can reach. Each creature in the area
must make an Agility challenge roll with 3 banes. A
Blight : the Slaughterhouse:
The Blight: creature takes 6d6 damage and becomes impaired for
1 round on a failure, or just takes half the damage on a
The old building has always been a place of death. It was used for many success. Once the viscera use Avid Vomit, it must wait
decades as the city slaughterhouse. Surrounded by a courtyard in which 1 hour before it can use it again.
corners bones and other organs of butchered animals were accumulated, it
END OF THE ROUND
was an unhealthy meeting place for mice, parasites, insects, and other even
Crawling The viscera move 1d6 yards towards the nearest
more nefarious creatures. Since it was abandoned due to its degradation, living creature.
someone swears that bellows and sounds of the poor animals brought to
die there still can be heard through the broken glass of the windows. Yet the
cries are not from animals, and the slaughterhouse seems to be pervaded
by an aura of malice and dread. Perhaps the appearance of strange creeping Skinshrouds
creatures apparently made of skin seems somehow connected to it. The victims of a viscera, for an unknown reason,
The Slaughterhouse 1 viscera (Embodied), 5 skinshrouds; Aura: remain attached to life as emissions of skin and
Despair (Strong), Tragedy (Moderate), Influence: Weak. flesh. Their entrails are drained from their bodies by
diseases produced by the excrements of the bowels,
118
and the gnawed bones reduced to a pulp. And regula alchemica
yet the so repugnant death and the necromantic
magic that allows the bowels to survive and to The remains of viscera can have
continue to claim victims has left these shrouds of incredible and useful properties
skin with a semblance of conscience and with the if adequately treated according
instinct to keep killing, to reinvigorate their bowels to alchemical practices. Known
subtracting those of others to come back to life. and quite common is the use of
However, this is, of course, impossible, as the guts various types of glands to fix certain
will not give any life back, and therefore the skin enzymes in potions, and the action
shrouds will perpetuate their death wave until they of the glands of the bowel is widely
are eliminated. treated in various precepts. But there are
other useful elements.
In particular, a careful autopsy on a
SKINSHROUD DIFFICULTY 25 “fresh” specimen revealed to me that
Size 1,horrifying undead the inside of the creature’s intestines is
covered by a sort of very thin greyish
Perception 10 (+0); shadowsight membrane, cohesive to the walls
Defense 12; Health 36; Insanity —; Corruption —
of the digestive tract and dotted
Strength 12 (+2), Agility 9 (-1), Intellect 6 (-4), Will 12
(+2) with tiny white streaks similar to
Speed 8; crawler, flier (hover) nerves (according to a scheme
Immune damage from disease and poison; asleep, that resembles a brain).
charmed, dazed, fatigued, frightened, poisoned, This membrane has
stunned a high capacity for self-
ATTACK OPTIONS regeneration and inordinate
Appendages (melee) +5 (2d6 plus Enveloping Shroud
tolerance to acid substances,
on attack roll 20+) so I subjected it to an in-
Enveloping Shroud If the target is Size 1 or smaller, the depth study.
skinshroud wraps itself around the target’s body to Research has shown that it is
completely envelop it. An enveloped creature can possible to produce from a relatively “healthy” sample (i.e., one
use an action to make a Strength challenge roll with 3 that has been poorly damaged by fire or other magical elements,
banes. On a success, the creature breaks free.
blades, etc.) a concentrated dose of ointment I called Amorphous
A wrapped skinshroud can be struck with a weapon
or grabbed itself by someone else who can help the Form. The ointment proved to be more than effective in
enveloped person to detach it (in this case each performing its functions, but also have shown an unpleasant side
person helping reduces by 1 bane of the enveloped effect in at least one case out of four (a percentage that some
creature). To remove a wrapped skinshroud, a helping consider too high to cover recruitment risks).
opponent (not the enveloped creature) must be able Specifically, after the “administration”, some subjects chosen
to immobilize the skinshroud.
showed intestinal ailments, flatulence innately protracted over
Once immobilized, the enveloped creature can
detach or be detached from the skinshroud with a
time, and accompanied by copious bleeding of the anal orifice,
success on a Strength challenge roll but the enveloped showy skin rashes at abdomen and kidneys. The process
creature must make a Strength challenge roll, taking always ends, within two or three days, with the painful death
1d6 damage on a failure, or half the damage on a of the subject due to the explosion of the digestive system (a
success. phenomenon that has also led to the birth of a new specimen of
SPECIAL ATTACKS creeping viscera).
I therefore recommend a certain attention in the use of the
Crush A creature enveloped by the skinshroud must
make a Strength challenge roll with 2 banes. On a oitment.
failure, it takes 2d6 damage plus 1d6 damage from AMORPHOUS FORM OINTMENT
the skinshroud’s gastric juices, or it just takes half
the damage on a success. The skinshroud heals half Spread over the body, the target obtains the Amorphous trait for
the damage taken by the target creature. In addition, 1d6 rounds. During this time, the target can move freely through
the target becomes impaired for as long as it remains openings large enough to allow the passage of water and spaces
enveloped. If the target is already impaired, it becomes occupied by other creatures. Price 20 gc.
immobilized until no longer enveloped. If it is already
immobilized, it begins to suffocate.
SPECIAL ACTIONS
Stealing Organs If the skinshroud kills a creature it has
enveloped, the skinshroud destroys the creature’s
skin and bonds to it to take control of the creature in
a macabre attempt to return to life. The skinshroud
functions as a zombie in this state. The internal organs
will be destroyed after 1d6 days after which the shroud
detaches itself from the corpse.
119
120
CHAPTER 3
SPIRITS
121
-—aNCESTRY
crux
aNCESTRY’’S SGOURGE— I’ve debated this for over an hour with Father Faber. It
supports a hypothesis that, at this point, could be correct.
-The case of young Da Verano is clear. I think I
understood what was happening to him, or rather what
happened to his family. And you, Talisia, you can’t not see.
It is hard to accept the idea that the faults of an unknown
ancestor rain down on you after decades, especially if you
have led an irreproachable life. Unfortunately, however, this
is what happens when you are cursed with a crux. The signs
described in the textbook are all there: relatives who died in
unthinkable circumstances, yet all tied to a specific element
(the fire, in this case), the last scion of the family perishing
only after giving birth to a new heir, and now there has been
a series of increasingly absurd and dangerous incidents. Da
Verano is not wrong to be worried. As far as I understand
it, his wife will give birth in a few months, so the scourge
will no longer need him to continue to exist. -
I argued that this was not the case. In my opinion, the
hypothesis of the cult of the ancestors had to be verified first.
The Old Faith is still very much followed in this area, but
the family no longer has a living patriarch, we have verified
that it is in its grave, therefore Father Faber is right.
We go to the young man and turn his library upside
down, searching for his documents. We talk with servants
and old nannies, with all those who know the secrets of this
family. An enemy does not always face-off by fighting with
his sword in his hand or with the most destructive spells.
This time family history has revealed the mystery to us.
Apparently, Uberto da Verano, the great-great-grandfather,
obtained the land on which the family mansion was built
through a strange contract, which stands for “demonic pact”.
From what we deduce, the pact did this: “without any
intervention by Uberto or his men, the estate they wanted
went up in flames, and so did those who were inside at that
time”. Every year was the same, other people in the region
burned under various circumstances, but when it was going
to happen to a woman, who was said to be Uberto’s lover,
he intervened and extinguished the flames.
- Ahhh, my dear! Sometimes the curses are so poetic! -
sighs Father Faber, - Uberto did not uphold the agreement.
And this is not a simple spell. No. The scourges are real
creatures, they have a consciousness, a way of operating and
precise objectives, of a purely vindictive and persecutory
nature. If we don’t immediately find out what he was tied to,
that is the object that keeps the scourge anchored to Urth, I
doubt that the young man Da Verano will be able to escape
it. The scourge has already burned his hand, next time it
won’t be as kind ... -
Each scourge must be addressed differently. We have
organized a strategy, but probably the young Da Verano
will not appreciate the procedure. It doesn’t matter, the
choice is up to him. I don’t care about him, but I’m interested
in the nature of the magic that has been applied. However, if
we could find the fulcrum - and I already have some ideas
“Some ancient relics pass down in this regard, after seeing the paraphernalia of my client’s
stories, and dark sins too.” mother - the young Da Verano should use it to kill his direct
descendant. - Isn’t fate ironic? The only way to get rid of
the curse is to do all the dirty work for it ... - Father Faber
smiled. He seems convinced that the boy will do it, he
will sacrifice his firstborn to free himself and all the others
descended from the curse. It will be interesting...
122
origins that is imprinted in the minds of all descendants
Many ways exist to bestow an effective curse on (who know it as a family dirge or lullaby). In Secrets of the
someone. Hags can manipulate the threads of fate Eliminating a crux permanently requires getting Grave you can
to tie some evil weft to the warp and create tangles rid of the fulcrum to which it is linked. This task find an adventure
of misfortune, but such spells are not as specific as is not easy, for the curse transforms such objects, with crux
those that determine the destiny of a bloodline. giving them incredible resilience (they remain cool involved.
The Historia Familiaris Aedeniensis is a chronicle when thrown into fire, they re-form if smashed, and
written through four generations by the women so on). For each fulcrum, though, there exists at least
of a family who lived in the lands that are today one specific method of destroying it.
known as Old Edene, which details the curse laid There is a second way to put an end to the curse:
upon their house. Initially, the writer does not eliminate all the descendants of the afflicted family,
know the origin of her descendants’ misfortune, though this remedy is obviously unpopular with the
but a niece manages to trace a record that her great- victims themselves). Crux are treacherous creatures
grandfather deposited with a notary’s office in the that delight in inflicting torments, subtle or not.
capital: a bizarre contract that the niece recognized They push their targets to the limit of endurance
was actually a demonic pact. The great-grandfather, while making sure there are always new victims to
to save the life of his firstborn, agreed to sacrifice hound rather than kill the last remaining member
his second child’s life. But he did not respect the of the house.
agreement, and the consequences have continued
for generations in the form of a crux (or ancestry’s Tactics, Strengths and Weaknesses'
scourge). When possible, a crux provokes sinister accidents
It should be emphasized that this particular to injure and kill victims without directly disclosing
demonic pact is not always recognized as such by its presence. However, if it is discovered (or the
the one who entered into it. It is often contracted fulcrum is threatened directly), it does not hesitate
in mundane situations: a gambling wager, an to manifest the visus and attack with all its
alcohol-soaked promise, or a shout at the climax strength. It has no scruples about exterminating all
of intercourse. The curse that comes from not those who are perceived as friends or allies of its
fulfilling the agreement, once made, is one of the targets (including any adventurer hired to provide
most difficult to eradicate and is often quite devious. assistance and protection).
It is activated by reneging on the contract, and its The visus of a scourge can be fought with ordinary
effects can happen just once or periodically. To stop or magical means, but those who face it soon realize
a crux, you must either do what it requires - which the futility of doing so. If it is “killed,” the visus
transmits the pledge to subsequent generations - or vanishes to manifest again after a few days. The
sacrifice your own descendants. fulcrum, on the other hand, however unnaturally
resistant, always has a weakness that, if exploited,
Appearance and Habitat forces the spirit out of the object to be exorcised
Although such a haunting is more properly a
multitude of disturbing phenomena rather than a
single creature, the ancestry’s scourge has a specific
visible aspect, which I have decided to call the
visus: the face of the one who activated the curse, ENCOUNTERS WITH A CRUX
reproduced from highly malleable ectoplasmic O While shopping, the PCs are approached by Bertha de Lollis, a shrewish, elderly
energy. This peculiar arcane element takes on descendant of an old moneylender family. For some time, she has been the
varied consistency and form, depending on the victim of strange accidents, and her suspicions fall on some rival merchants
circumstances of the curse. For example, if the who hope to get their hands on the de Lollis fortune.
contract demanded killing someone with fire, the O One of the PCs (preferably with a dark and obscure past) receives a mysterious
visus appears as tongues of fire that dance within a envelope from an unknown sender. The messenger who delivered it in exchange
flaming vortex; unfulfilled crimes related to poison for a modest tip claims it was given by a hooded individual, with an absent gaze
and subterfuge give rise to a visus composed of and a distraught voice. Inside is an ancient medallion of exquisite workmanship
crawling snakes, and so on. and a note with the words: “Now you are the last of us who’s alive. I pray that at
The visus exists only as long as its anchor: the least you can escape from it. Signed: Your brother (or sister / father / mother).
fulcrum, an object, often valuable, that is extremely O A storm of unprecedented violence threatens to overwhelm the PCs. The only
precious to the dynasty persecuted by the scourge, safe haven is an old rundown villa at the top of the hills. However, it is said to
such as a deed, relic, or heraldic symbol of authority. be inhabited by a cursed noble family.
The contract itself is never the fulcrum, and might
not even be a document but merely a given word
123
forever. The Game Master is encouraged to create it can be released forever from the influence of the
specific weaknesses or conditions required to ancestry’s scourge, it won’t be valuable to anyone.
GM Tip: You can destroy each crux, but the tables below offer some On the other hand, a crux almost exclusively affects
create new types of inspiration. Roll 1d6 on either or both and refer to wealthy families (or those that once were). For those
Crux and families, the appropriate result. The first table details some willing to face such a creature, therefore, there is the
simple changing methods of destruction, while the second presents very real possibility of a generous reward in gold
some aspects of the conditions that must be fulfilled or actions to be pieces.
Crux, like Methods taken.
of Destruction
CRUX [VISUS] DIFFICULTY 250
and Condition, 1d6 Method of Destruction
or altering the
Size 1, frightening spirit (presence)
1 Thrown into the sea at least 5,000 meters deep
Poisonous Spire Perception 10 (+0); truesight
Used to construct a magic object that must then be de- Defense 18; Health 120; Insanity —; Corruption —
power to fit in the 2 stroyed by its creator Strength 14 (+4),, Agility 14 (+3), Intellect 7 (-3), Will
family's story. 12 (+2)
3 Thrown into a volcano
Speed 20 choose one of the two following traits: Earth
4 Crushed under the heel of a genuinely humble dwarf Ram, swimmer, Shadow Jump or flier)
Turned to stone (such as with the petrify spell from the Earth Ram A crux ignores the effects of movement on
5 difficult terrain (ground, sand or stone). It can enter
Curse tradition)
and move through solid objects of ground, sand or
Dismantled into ten parts, which are devoured by as
6 many goblins and then defecated at least 10 kilometers stone and remain in their space indefinitely.
apart Shadow Jump When a crux moves into a space of Size
1 or greater obscured by shadows, it can immediately
1d6 Condition exit in another space within medium range of Size 1 or
greater obscured by shadows.
Washed in the tears of an elderly mother who survived Immune damage from disease and (choose one of
1 all her children
the following: cold, fire or poison]; asleep, charmed,
Set in a weapon that must then be used to kill a Great compelled, dazed, deafened, fatigued, frightened,
2 Demon immobilized, poisoned, stunned.
3 Blessed by a high priest of each of the major cults Visus Manifestation A crux is always intangible until it
manifests itself to attack or make use of its talents.
4 Burned by the flames of a dragon (but not destroyed) Its manifestation is amorphous. In addition, it gets a
Used by a member of the cursed family to kill direct passive trait to be chosen from the followings: Watery
5 Form, Shade Form. As amorphous, a crux can move
descendant
freely through an opening wide enough to allow the
Placed under the pillow of an ogre who has fallen in passage of air.
6 love with a human and whose love has been recipro-
cated Watery Form A crux suffers half damage from weapons.
When he takes damage from cold, it gets a bonus of
+1d6 Defense for 1 round and is slowed.
Shade Form A crux suffers half damage from weapons.
Treasure Further, areas within 10 yards out of it become shadows.
Conceal All Perception challenge rolls to detect the
I have noticed that the fulcrum is always a precious presence of a hidden crux are made with 3 banes.
or even magical object (often both). However, unless Horrid Persecutor If the Health of a crux is reduced to
0 it disappears, to reappear after 1d6 days within a
1-mile radius from the Fulcrum or within 100 yards of
any living member of its cursed family (of its choice).
A crux can be killed definitively only by exorcising the
Fulcrum to which it is linked (see description).
blight : The Wedding Chapel:
The blight: ATTACK OPTIONS
This small temple stands on an islet a little outside Gateway. The sky is reflected in the
Natural Weapon (melee) +6 (3d6 + 2 [from fire or
still water and the chapel’s six columns and a dome frescoed with cherubs and ribbons poison]). Against a member of its cursed house, the
testify to the purity and sanctity of the marriage bond. Here the locals come to secretly crux makes the attack rolls with 2 boons.
marry their concubines or lovers and link their destinies beyond life. But the place has
SPECIAL ACTIONS
another purpose, unknown to most. In fact, the ancient family whose villa stood here
Provoke Accidents Each target within a 1-mile radius
shortly before collapsing and sinking into the waters, along with most of the island, was from the crux Fulcrum must make a Strength or Agility
known to have suffered misfortune ever since one of its members repudiated his wife challenge roll (chosen by the crux, but equal for all
to marry his lover. It is said that man had made his fortune thanks to his wife, a woman victims). On a failure, the target takes 1d6 + 2 damage
who was always veiled. After she had been driven out and disappeared, the family and becomes dazed and slowed for 1 round.
124
Already poisoned creatures takes 2d6 extra damage
when hit by the effects of Poisonous Spire. regula alchemica
Can ectoplasm be distilled? Can one make residuum from a ghost?
Families and Powers Apparently yes; what Magister Anakonius suggested in his De spi-
ritu et anima larvae is really possible. Or rather, some specimens of
Crux can have many forms. Monarchs, rich partially tangible entities (such as a crux) can leave an imprint in the
merchants, sometimes even wealthy cults and secret material world, if adequately managed after their defeat.
organizations can attract a scourge. Although it is This substance is “captured” by the dust of noble metals such
not easy to encounter them, or above all to discover as gold - platinum is even better – and made manifest, then si-
their influence, I have tried to describe here a couple fted out and collected for later use. The method is expensive,
of variant crux I came across: one tied to the heraldry time-consuming, and tedious, but this materialized dust has ama-
of a family of nobles native to Sixton, and the other zing catalytic properties and is incredibly reactive if mixed with
in an extended family of rather prolific goblins with other alchemical reagents.
In particular, it is excellent for creating or enhancing cir-
expansionist aims.
cles of protection and in general all defensive interdictions and
spells that require drafting complex glyphs, runes, and arcane
Scourge of Vigo characters. Unfortunately, as often happens in these cases, side
The Vigo family is a renowned lineage of goldsmiths effects may occur. Nothing that directly damages the user, it
and jewellers of Sixton who have handed down the must be clear, but in the case of Trametius, a seal made with this
secrets of their art for generations. Their masterpieces ghostly residue attracted entities that were not really ... friendly.
are the most treasured possessions of many wealthy I then asked myself if this component also had the ability - not
and noble people, who flaunt them and pass them on previously found - to reinforce evocations. This is not the case.
to their own heirs. Or at least it doesn’t seem to, since the effect is neither control-
lable nor predictable, and thus is highly dangerous.
Burning Spire Like Poisonous Spire, except that a target
living creature takes 1d6 damage from fire and is DUST OF THE OUTERWORLD (RARE)
impaired for 1 round. Creatures already impaired get
+2d6 extra damage from fire when hit by Burning When you cast a spell of the Protection or Rune traditions with
Spire. a duration, and you spread a dose of dust of the outerworld
into the air, the duration of that spell doubles. If the spell
targets a creature, scattering the powder, the spell will have
Scourge of Sorcivegi effect on short range around the first target. Each use consume
The Sorcivegi are a large group of goblins linked by one dose. Powder comes in bags of 2d6 doses. Each time the
strict family ties that inhabit an underground district powder is scattered, roll 1d6. With 1-2 there is a side effect and
the powder instantly evokes:
of Crossings, above which stands the oldest area of the Roll 1d6: 1-2: 2 Void larvae; 3-4: 1 shadow; 5: 1 poltergeist; 6:
city. Among the sunken doorways and narrow streets 1 wraith.
that have not seen the sun in a long time, the goblin
matriarch lives with her sordid children. She has been
giving birth to twins for a long time, growing the ranks
of her extended family, yet always looking the same
without seeming to grow old.
Scourge of Fanques
The Fanques are an extended family of gypsies who
travel in all the Northern Reach with their tents, circus
attractions and bizarre animals. Their coat of arms
stands out on their caravans: the muzzle of a white horse
on a red leaves camp. Nobody remembers their shows
and it is not uncommon to awaken as a new attraction
in one of their cages after their circus left a town.
125
EUCUVA
-—Suicide ghost— The man stares at me, trying to decipher me.
I’m almost sure that he was once one of the students
of Altomonte. I think I opened a corpse with him under
the direction of Altomonte, who was my anatomy
teacher at the Academy over fifty years ago, and now
Altomonte insists that I examine this man. My face has
not changed, while my former classmate, the patient,
is now an old man and if he does not remember me it
is probably because he did not consider me important.
But now I’m here for an opinion, and my opinion
could be the difference between his internment and
his release.
Altomonte is oiling the release mechanisms of its
hand surgical instruments. He has recently painted his
mechanical body in a mixture of resins, which sealed
the intestines between the applications that decorate
his body and armor, a solution that will finally solve
the problem of the bad smell floating around him for
the fragments of dead tissue rotting in unreachable
fissures.
I hear his metallic voice moving from great depth.
- This is the case for which I called you ... the
obsession haunts him ... his mind finds no rest ... He
removed the cause himself... it got worse ... we treated
him with potentilla, poppy, xemoraz, urine from a
pregnant... -. Altomonte lists the preparations with
dosages, posology, reactions of the subject. They did
everything they could to free him from his obsession,
a woman he fell in love with and killed. Member of a
prominent family in Derge, he did not stop his killings
with the woman. He continued to kill and torture and
kill, mostly women but also young men. And now he
invokes the mystical excuse. He says he is persecuted
by his dead brother, he said that the only thing he did
was try to help his dead brother to accept his own
passing.
-Magister-, I point out to Altomonte, -this man’s
family history presents at least one other case of
madness as I understand it: how did his brother die?
He tells me that the brother committed suicide
and that he did it in the throes of hallucinations.
-All the preparations you have tried, and the spells
were correct. You had also employed the essence
of forgetting the mind and forgetting the soul, therefore,
unless we want to affirm that his mind is irretrievable,
I suggest to check what he says. -
We have prepared a convocation rite. My approach
to a similar condition in an altered subject is, according
to some clerics or doctors, misleading, but I think that
listening to the patient is the first thing to do.
When we blow out the candlelight and remain in
the dark, the air inflates. A bubble takes shape, then
a body, and the air fills with sounds and the smell
of loose earth. We wait. The patient is seated inside
the circle in a chair surrounded by magnesium salts,
“We are all alone in our and the spirit forms hover around him, murmuring
own way, but this cannot be and shouting repetitive and vulgar phrases, throwing
comforting.” invectives at all women, pointing to his brother. I
signal to Altomonte to uncover the mirrors that we
have placed all around. A chilling cry comes from the
eucuva...
126
origins hospitals and mental hospitals, dark shores under
GM Tip: Eucuva
Altomonte is a clockwork. His career in the Fossacestia bridges, attics and dusty cellars of dilapidated houses,
are great
asylum began almost by accident. He was the assistant and narrow alleys infested with rats and dirt—
challenges to
of the previous head doctor, who used lobotomy for anywhere one can find death by suicide or starvation
all PCs and their
almost all cases of madness that were admitted to is home to eucuva. Many such spirits never leave,
vestiges can be
his facility. The doctor would cut the connections anchored to the bloody traces of their old lives and
used to create
of the brain’s prefrontal cortex by inserting a scalpel the echoes of their violent deaths that still haunt their
intricate web
through the eye socket. This procedure gave excellent crazed minds. Hidden in those desolate places during
offixed psychic
results in the short term, and it became increasingly the day, they emerge at night from their shelters in
demiplanes from
prescribed; therefore, it was necessary to train his search of unsuspecting passers-by, their insane minds
which can be
gardener clockwork to perform this operation. unable to conceive of anything other than spreading
difficult to leave.
Altomonte does not remember his previous life, but despair and alienation to other living beings.
he always says that he was probably a healer and that In sporadic cases, eucuva congregate in old prisons or
this procedure did not seem helpful in the long term. asylums and cooperate. Those who have encountered
In fact, the patients who had undergone it seemed them and managed to escape call such gatherings
to become apathetic and dissociated, so when the “blasphemous choirs.” Those same places are infested
doctor died, Altomonte began to study alchemy. with choral vestiges that occupy cells, dormitories,
Many years passed, and Altomonte’s observations abandoned corridors, and torture chambers, turning
turned out to be correct: although the practice them into loci of genuine terror and corruption.
temporarily alleviated the confusion of those restless These spirits are incapable of leaving the world;
minds, it ultimately made people lose all interest in they’re trying to recall something important but can’t
life. The asylum was now inhabited only by patients piece it together, to communicate what they thought
who roamed like zombies, abandoned by relatives and in life but that they could not put into words even
acquaintances, and the clockwork had no difficulty in then. They are obsessed with completing an unknown
taking possession of the structure. For years he made task so much that they remain as undead spirits, but
people believe he was working under the direction of their inability to remember what that is drives them
a doctor, with one of the patients playing the role. mad. Their twisted faces seem lost in the void, and
Various interesting events took place during his long their gaping mouths always seem to be on the verge
tenure, Altomonte told me with some amusement. of screaming something monstrous that mortal ears
However, now he is a luminary in Tear, and no one cannot or will not hear. Their connection to the
dares to question him. Altomonte knows madness material world is linked to their rotting corpses, which
and how to distinguish its causes, whether natural or they guard for many years somewhere underground
supernatural. One such supernatural cause is a dark or in places inaccessible to most.
spirit called a eucuva. The tormented mind of a eucuva is enveloped in
It seems the first eucuva arose from a suicide fragments of a painful secret impossible to reconstruct
committed after a hellish descent into the depths of and understand. The weight of the curse drives it to share
madness, and others have since followed. The madness
has a natural origin, but it stirs up a whirlpool of infernal
energies that feed on the subject’s insanity, producing
delusions of persecution and feelings of isolation, as
well as unhealthy impulses, often of an erotic nature. ENCOUNTERS WITH AN EUCUVA
Ultimately the subject is convinced - not entirely O One of the PCs cannot sleep properly at night. He thinks he wakes up as usual, has
wrongly - that he is foul and corrupt, and no longer breakfast, and puts on his armor, but then, at some point, he cannot move anymore
deserves to live. Broken by this conviction, the subject and realizes he is still asleep in his bed. What is happening to him?
commits suicide, usually in a bloody manner and in as O A doctor asks for help from the PCs to recover a patient who escaped during a session:
isolated a location as possible. He also wants to involve the woman who raised him. The man is very attached to the woman and would
someone else in his own descent into Hell so as to no like her returned to continue her therapy. However, she is no longer alive; she has
longer be alone and to share the burden of guilt. In this become a eucuva, which the PCs will find out at their peril.
way a eucuva is formed from madness, mingled with O On the farm, Domna Fernilla is very hospitable and willingly accommodates the
infernal intervention, and the suicide’s last purpose. PCs, but she seems a little tense. Maybe she is afraid of them, or perhaps she is
embarrassed. When, at night, the PCs hear the clatter of cracked plates and a lot
Appearance and Habitat of commotion, they might decide to intervene or not. In either case, the woman’s
Eucuva often infest urban areas, in the most infamous husband bursts in on them, being chased by a strange swarm of flies that seem to
and degraded slums, where abandonment and contain the horrible face of a boy. Will they help poor Fernilla bring her husband back?
disease have led to dark and desperate lives. Vacant
127
these fragments, whether to find meaning or just to get ogre, or a goblin magician, but you actually confront
rid of them for good. What it has to do, or what it has two adversaries, one of whom is a spirit in the form of
GM Tip: You can learned and wants to communicate, seems a confusing a swarm—a fatal combination.
create new types of tangle woven with incomprehensible magic words. Many
Eucuva by simple eucuva also seem to be enraged by the terror shown by the Tactics, Strengths and Weaknesses'
changing the living at the sight of their spectral forms or by confronting In combat, eucuva create confusion and paranoia
choral vestiges to the reality of their incorporeal state. among living creatures, tormenting them with their
fit in the personal At particular times of day a eucuva seeks out blasphemous babble, pitting them against each other.
Eucuva's tragic life its target and “speaks” with him in sentences not They reduce their victims’ mental capacities with a
experience. audible or comprehensible to mortal ears. The target cacophony of incomprehensible and desperate voices
immediately recognizes the eucuva’s face, even if before striking with their touch of madness . Eucuva
he never had a close connection with the dead one. are not able to kill creatures outright with their touch,
As it whispers, it envelops the target with glowing but it drains the Will and Intellect of their victims,
ectoplasmic strands of its evanescent body, which afflicting them with insanity, a fate which for many is
then ooze into the air afterward, weaving nets of worse than death.
cacophonous strings capable of capturing prey like
spiderwebs. These infestations signal the presence of
EUCUVA DIFFICULTY 250
such spirits in the vicinity.
Size 1, frightening spirit
Whoever comes across these webs is subject to the
same effects as the cacophony power of the eucuva. Perception 14 (+4); darksight
Defense 12; Health 60; Insanity —; Corruption —
These choral vestiges are corrupted by the emptiness
Strength —; Agility 12 (+2), Intellect 11 (+1), Will 14 (+4)
from which they come, and anyone who has the Speed 12; flier
misfortune to hear them is tormented by splinters of Immune damage from cold, fire, disease, poison;
madness that violently penetrate thoughts like a blade asleep, blinded, dazed, deafened, diseased, fatigued,
frightened, immobilized, poisoned, prone, slowed,
stuck between the ribs. Those who survive succumb stunned
to madness and alienation, hearing strange echoes of Insubstantial The eucuva takes half damage from
voices in their heads; bizarre hallucinations confuse weapons, can move through solid objects and other
them during the day, and crazy nightmares prevent creatures, and ignores the effects of moving across
difficult terrain.
them from resting. This obsessive search for meaning Obscuring Presence The area within a 2-yard radius
could last months and years, and an afflicted creature centered on a point in the eucuva’s space is partially
might seek death to end the curse or hoping, though obscured.
in vain, to learn its obscure significance. Maddening Any creature that makes an Intellect or Will
attack roll against the eucuva’s Intellect or Will gains
Using magical methods to communicate with these 1d3 Insanity.
creatures is inadvisable. They are utterly insane and Song Vulnerability Spells of the Song tradition can
react very violently, assisted in this by their victim, suppress the eucuva’s Cacophony effect for a number
who vents all his rage at his inability to get rid of this of rounds equal to their rank. The spell is consumed but
does not produce other effects than the suppression.
persecution. You might face a human warrior, an Sunlight Vulnerability The eucuva is impaired while in
areas lit by sunlight.
ATTACKS
Insane Touch (melee) +6 with 2 boons against the target
Agility (5d6 and Insane Whip)
Blight : Dolcino
the Blight: Dolcino’’ s Library:: Insane Whip If the target is a creature, it must get a success
La biblioteca di Dolcino: Scholars know Dolcino, a friar of the Order of the on an Intellect challenge roll or take a –2 penalty to its
Intellect score. If the penalty drops the target’s Intellect
Bleeding Heart , for his tireless work in cataloguing ancient texts, but few
score to 0 or lower, the target dies. The target removes
also know of his inordinate passion for erotic poetry and stories. Love in all its the penalty to its Intellect when it completes a rest.
forms sustained the days of study by this strange scholar, who was a victim of
SPECIAL ATTACKS
impulses that he did not know how to control and that led him to depths of
Unnamed Secrets The eucuva chooses up to 3 creatures
depravity unknown to his admirers. His library was sealed by the holy brothers
within medium range. Each target targets must make
behind solid wood doors that were walled up after his death, in the Convent of a Will challenge roll with 1 bane. On a failure, the
Saint Clare in Caecras. The books contained there are unique copies, and it might target gains 1d6 Insanity. Instead of being frightened
one day be necessary to break the wall and reopen those doors. The friar is said from gain Insanity in this way, the target becomes
compelled for a number of rounds equal to half its
to have been buried inside. And not alone ...
Insanity total. At the end of each round, the target
Dolcino’s Library: 1 Eucuva (Emissary), 3 sacellum. Aura: Tragedy (Strong). can make a Will challenge roll with 1 bane and, on a
Influence Moderate. success, stops being compelled for 1 round. Once the
eucuva uses Unnamed Secrets, it must wait 1 minute
before it can use it again.
128
END OF THE ROUND regula alchemica
Cacophony Each creature within medium range of the
eucuva must make an Intellect challenge roll. If the
creature is dazed, it makes the roll with 1 bane. On a The brain is an extremely interesting organ. I have collected
failure, the creature becomes dazed for 1d6 rounds. On various anatomical and functional medical texts, which describe
a success, the creature is immune to the cacophony and analyze the brains of various species.
effects until it completes a rest. If the eucuva is V ivisectomy cerebralis, written in the golden years of the Empire,
destroyed, the dazed affliction becomes permanent, explains in detail what happens to a living subject, in this case a
though it is suppressed during madness. The affliction
female goblin of twenty-three years, when the skullcap is opened
can removed as if it was a curse (of a rank 2 spell). Each
time the creature completes a rest while dazed, it must and segments are removed, lobe by lobe, to see which functions
make a Will challenge roll. On a failure, roll a d6. On a are interrupted in sequence. Among the various observations,
1–2, the creature gains a quirk. On a 3–4, the creature examination seems to confirm that the goblin’s brain in itself does
becomes impaired until it completes a rest. On a 5–6, the not feel pain, and therefore the scholar proceeds to other species.
creature gains 1 Insanity. The experiments are conducted on various orc subjects in their
Consume Mind The eucuva can use a triggered action to
thirties – that is, at the end of their expected life span - the first
choose one dazed creature within medium range to
make a Will challenge roll with 1 bane. On a failure, the
cause, it should be remembered, of the revolt. In these cases as
target takes damage equal to its Health and the eucuva well, the initial observation is confirmed. However, the research
consumes its soul. A target killed in this way cannot be has another purpose.
restored to life by any means. The study shows that, whether from the trilobic cerebrums
of goblins, the compact and fast-maturing structures that
characterize orcs’ brains, or the elegant but massive lobes of
Choral Vestiges humans, cerebrospinal fluid can be
extracted and subjected to
Choral vestiges are the strands of cacophony left behind
decantation and spells
by eucuva. They are experiences of death that can tear
to distill memories.
apart the weak minds of those who remain entangled, This decoction
even long after the original spirit has been destroyed. enhances the capacity of
Isolation: Victims must make an Intellect challenge shapeshifters, which seem
roll with 2 banes. On a failure, it perceives the to be able to change form
experience of death of someone trapped in something after consuming a dose of
they can never get out of, sounds of scraping on walls, the treated substance without
gasps and muffled breaths complete the feeling. actually seeing the subject
Effect: Those who fail the challenge roll starts to in question. As I understand
think that they are alone in the world, can no longer it, this preparation can in fact
stimulate an unusual mutation for
see, hear, and perceive in other way those they consider
these creatures, allowing some of
friends or allies. They are convinced to be left alone by
them to assume only the semblance
anyone and any attempt at interaction with the victims of dead individuals.
fails. The vicitm suffers 1d6 damage every round as if Those who are unable to change
its body began to decay to be locked up somewhere, their form can instead find benefits, if they
until a psychic or magical cure happens to break the are able to cast spells, multiplying their
condition. The victim gains 1 insanity and if he "dies" chances of storing and using magic.
in this condition, the condition becomes permanent.
This involves a relapse into it any time the victim faces IMPRESSUM (RARE)
a triggering event (like walk in underground tunnels, The impressum is a sticky substance recovered from the
dungeons, and enclosed spaces) ectoplasmic webs left by the eucuva which produces a strong
Combustion: Victims must make an Intellect challenge odor and which is usually kept in a small sealed jar. Each jar
roll with 2 banes. On a failure, they perceive the insane contains 2d6 doses of the substance. Each use (inhalation)
comsumes 1 dose. If the jar is not well sealed, lose 1 dose every
experience to be burn alive, with all of its senses, and week. Whoever inhales this slightly toxic substance for the
nightmarish images involved to catch fire on a funeral pyre. organism must make a Strength challenge roll. Whether the
Effect: Those who fail the challenge roll start to smell roll is successful or not, the individual undergoes a sensory
smoke and hear the crackling of a fire under its feet. enhancement that reproduces the effects of the spells enhance
senses and spider climb (Alteration), only that the effects last
After that they can feel the sensation to be wrapped by 10 minutes. When the effect ends, if a target fails the challenge
flames. The character takes 1d6 fire damage per round roll failed, gets 1 Corruption.
until a psychic or magical cure happens to break the
condition. The victim gains 1 insanity and if he "dies" in
this condition, the condition becomes permanent. This
results in a relapse into it any time the victim faces a
triggering event (being in the vicinity of fires, bonfires or
other type of flames).
129
GRAMAE
-—GRIM SISTERS— Alchemy is an exact science, made up of many
studies and, above all, attempts to verify a theory
through many tests and analyses. For this reason, before
reaching a preparation that has all the qualities you are
looking for, you need to establish procedures and do
repeated and constant tests. To do this, you need many
ingredients and some of them in large quantities. Some
can certainly be bought, others commissioned, but
there are elements whose collection requires particular
expertise and detailed instructions, and a good ability
by those who procure them is not always sufficient
because often the rarest and most useful herbs are not
found in environments with easy access. In fact, many
herbs and plants have unique properties related to the
place where they grow.
This is the reason why I was myself digging up a
fresh grave near an ancient family crypt. An old place,
now home for many dead from different ages and
stories, rich and poor alike - and mostly all equally
forgotten, it seemed, because there were no flowers.
A young man from the village was with me. Two
nights before, we met at the same table while they
were giving the cards for Queen. We started talking,
and then we made our way to his room. The young
man had expressed, among other things, a particular
interest in alchemy and herbal medicine and had
offered to guide me at the local cemetery.
-We will have to go at night,- I had pointed out to
him since the plant was to be collected in the dark and
at the right time.
He knew it, he assured me, and he had no problems
with it.
The cemetery was just outside the village, in a green
field bordered by an ancient grove. The mountains
crowned the cradle of those dead with many stories,
and the cemetery once was in the land of an old
estate that has left no trace except a ruined wall - lost
somewhere in the thick of the forest. The village lights
at the end of the road glowed in the dark, but I made
sure there was no one in the cemetery before I started
digging, extending my perception to where the graves
came from.
It was therefore with a certain surprise that I caught
his comment on three veiled women, in mourning in
one of the little distant crypts. I didn’t have time to
worry about them, I had to finish quickly, or the plants
would be useless. We went on digging and finally put
the precious plants in my bag. We were ready to leave,
but he insisted that there were women crying inside
the crypt, and he went to make sure they were alright
...
That was the last time I saw him. They found his
body three days later in the woods. He had severed his
tongue with his teeth and torn out his eyes. I didn’t go
Do you feel the call too? I live it back to the cemetery looking for the three spirits after
every night, like eyes looking at finding out what they were. Given my plans for the
me in the dark, nails scratching future, I felt it was better to avoid these spirits. They
on the roof. are in fact gramae. They haunt the forgotten dead and
draw the living into madness and despair, to the point of
suicide. And I can’t afford either of these possibilities.
130
origins in those last years of her life, Bruna knew that he was a GM Tip: Gramae
That night I didn’t really pay much attention to the reckless young man, always ready to get into trouble. He can be a good
young man I had brought with me. I knew, as I had had met a woman, he had told her the night of our trip choice for an
spent a couple of nights with him, that his mind was to the cemetery, and he wanted to impress that woman adventure with
quick and brilliant, even if it had turned out to be a bit (who I believe was me). In a sense, he succeeded. only one PC.
brash and exuberant, qualities that in different activities I began to gather information about the gramae.
are certainly of value. Though I could not confirm the nature of these spirits,
It was, therefore, with some suspicion that when they their possible existence convinced me not to return to
found his body days after our visit to the cemetery, I that cemetery. The lore holds that the women always
considered his strange statement about the weeping appear as a trio in mourning, of identical semblance,
women in one of the crypts near where I had plucked weeping with heads bowed near the place where a
anemone glauco and tomb narcissus. His corpse showed corpse lies. It may be an unburied victim, a crypt that
signs of self-inflicted injuries so severe as to cause death the spirits infest, a grave, or the like. It is said that if
by haemorrhaging from his tongue being bitten off. The someone sees them on the edges of his vision, from then
young man had succumbed to an incomprehensible on, the three women will be visible to that person until
and sudden madness, it seemed, though he had shown he is dead.
no trace of such in the two days he had spent with me. They have the power to generate madness even in the
There were no residues of any kind on the body. mind of the most sensible and wisest person, and can
Some vegetables can cause euphoria, poisoning or easily seize the mind of a young person. It is an effect
disorientation, hallucinations or wonder, but I could connected to their nature, a sort of mental contagion.
detect none of these upon him. I could only confirm that In fact, since they have chosen their destiny in a twisted
he had spent time in the woods, eating some apples, and way and with a distorted logic, this scheme is imprinted
the meat pie he had brought with him in a bag. Likewise, through the eyes of those who see and seek them, like a
when I returned to the cemetery, I found no trace of sick obsession that alone does not lead to death if one
anything unusual. I went to talk to the old grandmother reacts in time. The women, in fact, do not persecute
of the man, his only living relative, to verify any family the living, but the dead. They remain invisible and
cases of madness. Bruna, who is 105 years old and a undetectable for all others.
truly brilliant person, banished all my doubts but also Grieving Sisters can be found in cemeteries outside
told me that three spirits have infested the cemetery for small villages, sometimes in the rubble of collapsed
several generations: the gramae. mines, or near lazarettes and hospices. They are never
No one really knows when the gramae (grieving present at mass graves since they always focus on a
sisters) first appeared. Some argue that they were the single burial, always a death who no one has mourned.
only three people who grieved for a mad king; others In cases where their intent is benevolent and
claim they were the daughters of a witch who sacrificed comforting, they show an angelic semblance, heads
her husband. All the stories claim that while they bowed, hands joined. Always emaciated and dressed
watched over the deceased relative, they died right there in severe but elegant clothing, the three women wear
at the graveside, but still remain to watch over the one
for whom no one has cried.
Of course, there is also a different version. In this the
three women are responsible for the death of a family
member, who in life had been a powerful person, ENCOUNTERS WITH GRAMAE
responsible for many vile and detestable acts. After O The player characters bury a friend. The funeral procession arrives at the freshly
his untimely death, the sisters were charged with his dug grave, the body laid to rest, and then everyone leaves but the characters
murder. Accepting that they too were to be dragged to who linger because they have to fulfil the last wishes of their friend. They have
the afterlife, they consecrated their spirits to their act of a list and the first task is to sleep in the graveyard watching over the fresh
justice and accepted the resulting corruption, eternally grave...
keeping the secret of the noble deed they accomplished, O A priest of the New God complains of being afflicted by evil vestiges of the Old
condemning themselves to wander forever on Urth. Faith and refuses to let anyone enter the church until the building is freed from
the presence that haunts him.
appearance and Habitat O A child is dead. In her dress of lace and ribbons she waits to be buried, but
Bruna told me that the death of her nephew was the family holds a tradition of waiting for three days before sealing her in the
certainly not due to any direct action of gramae, because family crypt and keeps her corpse at home, locked in her little white coffin. At
they were not voluntarily responsible for the effect night, the mother wakes up the whole house shouting that her daughter is
they had on the human mind. He had been unlucky. alive and is crying out in the coffin, begging to be released. However, when the
As much as she loved her nephew, her only company player characters open it, they find it empty...
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veils of dark pink or dull indigo and have their heads new cycle. In all likelihood, they appear at the grave of
adorned with withered roses. If their interest in the someone who has been their victim, perhaps infecting
dead is vexatious, they have black eyes without pupils new madness into the minds of their adventuring
pointed at the grave and fixed upon the burial mound or companions.
tombstone, saying nothing but from their veiled mouths There have been cases in which the Grieving
GM Tip: they seem to exhale the stench of polluted water. Sisters were monitoring a tomb not to curse it by
This monster is Whatever their intent, disturbing them when they their presence, but by explicit testamentary request
best used in a are seen and while they are engaged in their task of of the deceased. Like paid mourners, they almost kept
more 'narrative' mourning the deceased or cursing them will provoke the deceased company in eternal rest (at least in the
sense. It is a perfect a reaction. Even merely having a tinkling object with intentions of the deceased), and their presence was
starting point for you, such a bell or a piece of metal that clangs, draws virtually an anchor for the spirit, who clung to them
adventures, as the their unwanted attention since metal that beats on other gratefully. The moment the Sisters are torn from the
Sisters 'choose' metal disturbs their energy and they act to make it stop. place where they were recalled, although they were at
specifically her the same time detrimental to any unfortunate people
victim in a group. who caught their attention, the deceased could ‘resent’
As GM, you can Tactics, Strengths and Weaknesses it and have a push to ‘return’ just like a revenant of
decide the Gramae The mere presence of the sisters disturbs the some sort, with intentions not precisely benevolent.
associated weather atmospheric electricity, causing a slow deterioration
conditions in various of time (see Insane Presence below). Moreover, their Treasure
stages: another appearance seems somehow to strike those who Gramae can have spectral versions of objects belonging
narrative way to get are already touched with madness and they quickly to the dead they are grieving over, which can be used
the PCs involved. develop delusions of persecution. The mere fact of by those who can handle incorporeal objects.
having noticed them, or perhaps the fact that they
have chosen to be seen by the target, causes a slow
GRAMAE DIFFICULTY 50
progression into a nightmare spiral from which it is
Size 1 horrifying spirit
difficult to escape until one has succeeded in freeing
the place of their presence or died doing it. The sisters Perception 10 (+0); sightless
Defense 15; Health 48; Insanity —; Corruption —;
can make a victim hallucinate by their presence,
Strength 12 (+2), Agility 15 (+5), Intellect 15 (+5), Will
making the victim literally go crazy. Not everyone can 13(+3)
see them, and this accentuates their strength towards Speed 12
individuals whom they have made a target. In some Immune damage from cold, fire, disease, poison;
asleep, blinded, dazed, deafened, diseased, fatigued,
cases, their ability to manifest makes them evident to frightened, poisoned, immobilized, prone, slowed,
the target for some time and the victim is continually stunned.
cursed with their presence. Insubstantial A gramae takes half damage from
It is not known what happens when the sisters are weapons, can move through solid objects and other
creatures, and ignores the effects of moving across
defeated. They could dissipate to reappear somewhere difficult terrain. An area of 1,5-yard radius out of the
else, where someone is likely to have been grieved, in a sister becomes partially obscured.
Insane Presence Only creatures with Insanity or
Corruption scores of 1 or more can see a gramae.
Creatures that can see it make Perception rolls to
detect anything other than the gramae with 3 banes.
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success, the target becomes cursed for 1 hour and gains
1d6 Insanity. While cursed in this way, the target takes a regula arcana
–1d6 penalty to its Perception. If the penalty drops the
target’s Perception to 0, the target becomes unconscious. The first thing I look for, when I go to a cemetery, is cats. Cats
If the Insanity gained would cause the target to go mad, populate the cemeteries—quiet places where they sometimes
the target rolls an additional time on the Madness table find the offerings given by the relatives of the deceased and
and the GM chooses the result. which have green areas that host game to hunt, such as birds
and rodents. If there are cats, it is unlikely that there are spirits.
Cats have the power to disperse and drive away the dissonant
insane presence presences in the fabric of Urth, which they perceive at a
The very presence of the Grieving Sisters has an considerable distance.
influence on the place where they appear and decide If there are no cats, it is best to keep your eyes and ears open.
to stay. Their influence is not particularly harmful, What are the signs to notice? Listening is important. Some spirits
but it does have noticeable effects. The first sign of make a hissing in the air, like a breath of air that escapes from
their presence is an atmospheric change. Fog, light or a tube under intense pressure, others seem to cause a rumble, a
dull vibration in the air. As for sight, if you cannot see in the dark,
heavy rain, perpetually leaden skies, intense cold and
pay attention to the flame of your torch or lantern: it tends to
humidity, characterize the area, eventually bringing react to the air in a peculiar way or to take on a particular color.
cold winds or sleet. In the autumn, trees shed their leaves When gramae are reported in a cemetery, an anomalous spirits
rapidly, causing them to rain heavily to the ground far presence can also be detected; disturbed by their presence and,
faster than other trees. This gray and rainy weather therefore, dangerously aggressive. In such cases, it is useful to
wraps the area in a sad and melancholy shroud (Give burn incense made from sage and violets, clove oil and jon-ku
the location an aura effect to produce these effects) . bark, a precious wood that comes from Alfheim.
At the second stage, everything begins to look older to If, instead, it is for the peace of the spirit of one of your
the point of decay. Walls assume a shabby appearance, relatives that you fear, then the Eternal Rest is a preparation
crumbling plaster bloats with humidity and oozes water. whose sprinkling guarantees a calm journey to the spirit. At least
Plates and glasses become chipped, while cobwebs and in the transition from this land to its destination. Nothing can
ensure that a soul will not end up in Hell if that is its destiny, nor
a blanket of dust covers everything to make everything
reincarnated into another body.
appear as if it came from an earlier era. It can also act as a barrier by consecrating the body vacated
Not long after, a chill descends on the place. The cold by a soul, a punishment for the deceased who had access to such
persists even around fires, and lit hearths and stoves do arcana as to be able to rejoin the spirit and the body and return
not heat rooms or people: the heat produced is fleeting to life. However, remember: things are not always just good or just
at best. At the same time, light dims. Apart from the bad, as the old centenarian Bruna told me…
overcast sky, the light sources shed a fraction of their
normal light, torches burning dimly in their sconces, INCENSORY TURNSPIRITS (VERY RARE)
lanterns, candles, and chimneys always leave dark areas, The incense burned causes an aura of aversion to all spirits
especially in the corners of the rooms, in wardrobes and within a medium range originating of the incense burner. A
spirit must make a success on Will challenge roll with 3 banes.
on walls, in cellars and attics. The gloom does not affect On a failure it takes 3d6 damage and will flee away from until
magical light sources; such things, however, are bound the effects persist in the area. On a success, the spirit takes
half damage. Each dose of incense lasts 1d6 minutes. One bag
to attract the gramae. contains 1d6 doses of incense. Price: 2 gc.
The third stage reveals macabre signs. Digging in the
ETERNAL SLUMBER (RARE)
ground seems always to turn up old bones, unexplained
A preparation of crystal powder, glaucous anemone and
bloodstains appear on clothes, food becomes infested narcissus of the tombs to sprinkle on the tomb to make the
with maggots and other vermin, while drains belch corpse rest quietly and not disturbed by spirits. The body
becomes immune to spells and magic able to raise a corpse as
strong and acrid smells redolent of sewer stench. undead but also to resurrect it. Price: 20 gc.
Finally, at the fourth stage, apparitions and
infestations of rats, roaches, and other foul creatures
begin appearing in the area that only serves to heighten
the sense of neglect.
Creatures cannot leave an area under the influence
of the sisters when it reaches the fourth stage. Any
attempt to escape is blocked by dangers. Creatures with
Corruption scores of at least 1 find that when they leave
the area they reappear at a random point inside it no
matter how many times they try to escape. The Sisters
appear to all those who have succumbed to their Insane
Presence, randomly, in any situation, lingering on the
edges of their vision and causing a slow descent into
madness.
133
GRIMORIO
-—EMPTY GRIMOIRE— The capital is the capital. Knowing where to go, among
the labyrinths of its streets crowded with ancient
buildings, whose alleyways exude history and blood,
whose depths echo stories never told, you rediscover
places that were once very well-known and that today
are a refuge for lonely older people or book lovers.
The library in the Anemone Damsel neighborhood is
one of these places and is very popular with students.
I was looking for the volume Falena Nocturnae
in Sperdaro’s Yard, and I caught this conversation
at the table behind me. They were two students, a
frightened young man and a somewhat skeptical girl.
- I know it sounds crazy. But let me finish ... -
- It sounds like one of those stories told by someone
who swears they know someone who saw a ghost.-
- Here we are. The stories. When we talk about
someone so passionate about a story by reading it that
somehow he gets sucked in and then actually ends
up in the story, you know what I mean? Here ... You
asked me where I was, didn’t you?-
The girl remained silent. I turned around a little to
look at the young man. He was livid. He was showing
his friend a volume bound in old blue silk. He said
it was The Life of Judith, a martyr famous for her
unhappy love. But the pages were blank.
- If this is a joke, I don’t understand it - The girl
objected. - Someone must have traded it for another
book, entirely blank.
-No. You see? There are Matheus’ doodles ... -
The girl starts. This Matheus is a friend of theirs
who apparently had the habit of marking the books he
read with small vulgar little drawings.
- I checked: he disappeared, and even those who
took the book first. Yes, I know, we read this book
together last semester, you and me. Do you remember
when? When we were... -
- All right! Yes, go ahead! I didn’t like this book at
all. -
- I went around doing this, I didn’t disappear for
three months to go and have fun with another one!
I looked for them all. All those people. At least those
who were students. Gone into nothingness. But look,
this is not the only blank book here. I discovered
others, I opened dozens and dozens of volumes! -
- What books are they? -
-The right question. This is another fact that I cannot
explain to myself. They are all biographies. -
I introduce myself to the boys. The situation does
not have much to do with my research, but it reminded
me of a very special object that I read during my
necromancy studies. Books connected to mysterious
disappearances ... I convinced the young man to assist
me in this matter, especially as his friend Matheus
is one of the missing. The young man is studying at
a religious order here in the capital that encourages
a rational approach to life - something unusual for
This living of life through the a religious order - and so these days and nights we
lives of others has no future... will stand here guarding the shelves. We have moved
and exposed suspicious biographies, and I am very
curious to see what happens when some young people
become passionate about one of them.
134
Origins should close the grimoire immediately, if he or she still GM Tip: A
Forget about cursed objects, enchanted artifacts, magic can. There are few, however, who are willing to risk Grimorio does
books, and the like; some things in Urth are so complex such an attempt, and rightly so. not make attacks.
they strain the limits of reason and approach pure An empty grimoire tends to be hidden among other However, any
madness. A grimorio (empty grimoire) is one such item. books, just one more volume in the stack, such as in reader will find
A book—an ancient tome, a biography, a work of history, city libraries or in old, dusty antique shops. It might themselves
or some other such work—hides its deadly nature, for also happen that different grimoires find themselves gradually more
it is neither magical nor cursed. Rather, it is an entity together, on the same shelf of a bookcase or in the enmeshed and
created by the residual power of the horde—a restless same section of a collection, as if they attracted each finally forced
otherworldly spirit that uses an inanimate vehicle other according to their contents... or as if some curious to continue
to imprison the book’s readers in extra-dimensional deviant, having discovered their nature, had started reading until the
spaces. The spirit might seek to capture its victim’s story, collecting them, and then literally lost himself in what transfer of souls
convinced as it is of the value of every moment lived, so he believed to be a good book. is completed. In
it can be relived again and again. part this is due
Then again, the spirit within the book might intend Tactics, Strengths and Weaknesses'' to the will of the
no malevolence. It might see itself as a protector, Anyone who begins reading an empty grimoire becomes previous guest
safeguarding a victim from the fate of Urth, sealing the unable to stop. As much as they might try to stop reading, increasingly
victim away to preserve the identity it vicariously lives the compulsion to continue becomes increasingly taking over. If the
through. Being unaware of the victim’s mental state, stronger after each page, since the soul trapped in the reader is forced
the spirit does not realize the torment it inflicts upon book desperately yearns to increase the chapters of the to stop, he can
them. It simply preserves living beings against the fate book with new pages and new events by creating new become violent;
of this world, which the grimoire considers sealed: the vacant spaces. It feeds on those who are subject to its It may take years
inevitable slide toward the end of all existence. dangers or fostering the fervent imaginations of those for who has
As in other cases, even here we are in the presence who are to be trapped inside it forever, emptying them read last pages
of a work of genius and creativity contaminated by of their mortal life experiences and absorbing them to regain full
the hordelings. Perhaps the first empty grimoire was in itself. At first, the victim suffers nightmares and sanity, and it is
written with ink drawn from hordelings’ fluids and experiences déjà vu, but soon after the victim becomes not excluded that
the author became the first victim, as he sought to apathetic, unable to speak in complete sentences or pay unpleasant and
record his own fantasies and life experiences on paper. attention to anything other than the book. Finally, once collateral effects
Many special texts have been written with peculiar the reading is completed, the grimoire utterly consumes remain.
inks that reflect the intention behind the composition. utterly the victim’s personality.
Additionally, necromantic practices might be involved, At this point, the reader, as if in a trance, will be
maybe even blood or other fluids, in religious or simply incorporated into the void of the grimoire’s history,
erotic writings, as additional components. where the reader might revive as an unsuspecting
What I believe is that the author very literally put protagonist, in which role the victim remains if he or
all of himself into the book he wrote. His entire life, she does not survive. Even if the reader survives in their
his emotions, his deepest unconscious desires, came first false life, he or she could be incorporated forever
to be described in great detail in the pages, and once
the story was finished the first grimoire was formed
around the writer, who becomes a vacuous, and his soul
became one with the book, leaving the writer reduced ENCOUNTERSwith a grimorio
to an empty shell. And that was only the beginning! O One PC is informed that on of their relatives has disappeared in mysterious
circumstances, and taht the PC is their sole heir. Among the other papers
Appearance and Habitat handed over to PC by the executors there is the personal diary of the
Empty grimoires can be found anywhere, appear deceased, which could perhaps offer clues to what happened ...
as any kind of book, from a brand-new, well-bound O A wealthy bibliophile offers to pay the characters handsomely if they will
volume with gold inlays to a greasy, hand-written bring back a very ancient and precious text from a long forgotten temple
folio—but each one has the distinction of not having where he believes is kept the last existing copy. However, he recommends
any title inscribed upon or within it. They can only be to not read or open the book for any reason.
identified only by opening and reading them, which O An old friend of one PC recently started to behave strangely. She speaks
makes them even more insidious. There are some who in an unknown language and refuses to leave her room, where she does
believe that one can avoid the danger by opening any nothing but draw bizarre drawings on the walls of her room. The family has
suspected grimoire at the very end. If the narration, come to believe that she is possessed by an evil spirit.
after hundreds of pages of insignificant events, stops
abruptly with sic jacet in vacuum memory, the reader
135
to tell the stories as a new character in the narrative, Vacuo
GM Tip: while the reader’s real body slowly wastes away until it is A vacuo is an undead being who lies miserably in
You can create new completely emptied and becomes a vacuous (see below). its mortal life, wasting away more and more every
grimori following The spirit of the grimoire creates a vacuum for each day as its soul participates in the stories contained
the rules. For new story it wants to tell. Each grimoire can contain six in the vacuum that the spirit of the grimoire creates.
example the Tome stories, after which it will generate a new book. At present, When approached or confronted, the soul emerges
of the Vivisectionist: it is believed at least six empty grimoires exist in Rûl. from the vacuum and returns to the corpse to deal
This book tells of with any threats and disturbances, believing all the
the terrible events Treasure while that such intrusions are nothing more than
of a serial murderer Despite the perils the grimorio present to the a continuation of the events it experiences in the
and his mysterious incautious reader, the books themselves tend to be grimoire.
experiments on his quite valuable, constructed of precious materials. One
victims. Overcoming can handle these books safely provided they remain
VACUO DIFFICULTY 25
the trials and closed and unread. Thus, they might change hands
Size ¼-½, dead (possessed)
challenges of many times, mistaken for ordinary books. Despite
this authentic this “normality” of appearance, however, I personally Perception 10 (+0); sightless
Defense 12; Health 48; Insanity —; Corruption —;
journey through would not venture to write something in them.
Strength 10 (+0), Agility 12 (+2), Intellect —, Will —
the dark alleys Speed 10
of Sixtowns, also
GRIMORIO DIFFICULTY 1 ATTACK OPTIONS
grants the following
Size ¼-½, object possessed by a spirit Claws (melee) +2 (3d6)
Alchemy spells:
4°—reanimate Perception — SPECIAL ACTIONS
Defense 10; Health 10; Insanity —, Corruption —;
corpsesOP; 3°— Shroud of Oblivion When the vacuo deals damage with
Strength —, Agility --, Intellect —, Will --
manikinsOP; 2°— Speed — its claws and it does not have a creature trapped in
corrosive touchOP, Immune damage from disease and poison; asleep, the veil of oblivion, it can use a triggered action and
blinded, charmed, compelled, dazed, deafened, take 4 damage to force the target of its claws attack
acid dartsAR.
fatigued, frightened, impaired, poisoned, prone, to make an Intellect challenge roll with 1 bane. On
slowed, surprised, stunned, unconscious a success, nothing happens. On a failure, the target
disappears into a veil of shadow which occupies a
ATTACK OPTIONS space within short range of the vacuo and remains
there for 1d6 hours or until the vacuo that sent it into
Possession A creature who reads a grimorio must make a
the veil is destroyed. While in the veil, the creature
Will challenge roll and one Intellect challenge roll, each
can perceive from its space, but cannot use actions,
with 3 banes. On a failure on either roll, the creature is
There are no triggered actions, cannot move, speak, or otherwise
incorporated into the grimorio and experiences the
interact with the world or anything in it. Once this
proven methods macabre stories contained in it. If the creature survives
effect ends, the creature must get a success on an
to save a soul the encounters, it can be released even if it can feel the
Intellect challenge roll with 1 bane or gain 1d6 Insanity.
call and the desire to continue reading other chapters
prisoner, except by Break Memory While it has a creature wrapped in the
of the book. On a success, the creature suffers no effect
destroying Shroud of Oblivion, the vacuo can use an action can
from the grimorio and is immune to the effects of that
erase the that creature from the memory of each
the book. grimorio until it completes a rest.
creature it chooses within short range. A target must
get a success on an Intellect challenge roll or become
cursed (as if a rank 2 spell). While cursed in this
way, the creature cannot recall any memories of the
creature trapped in the veil of oblivion. A creature that
gets a success on this roll becomes immune to this
Blight : Roccasparta Monastery
the Blight: vauo’s Break Memory until it completes a rest.
The most precious books are made of rags. Roccasparta (Splitrock) is a veritable
factory of masterpieces, given that it provides everything needed to produce an
expensive volume. At the foot of the monastery is a village that aids the monastery vacuum
in the production of these works and depend on the money wealthy patrons spend A vacuum is an otherworldly representation of the
in the community whenever they come to commission and collect the volumes. The creator’s imagination, an extra-dimensional space
river allows barges loaded with rags from all over Rûl to sail to the village, where that traps those who read the book. It is believed this
everyone performs one task or another in the production of the books. The women space exists within the thin barrier that separates
of the village treat them and turn them into sheets, the men procure the organic the Void from reality—it is neither in the Void nor in
and mineral materials for the pigments, and the friars make unique illuminated reality itself. Whether this is true or not, no one can
masterpieces in the world. They do not ask questions about the kind of commissions say for sure. What is written in the book takes shape
that the abbot decides to accept, and they are all bound to silence and secrecy. in the vacuum and is imprinted within the tome, and
Roccasparta Monastery: 1 grimorio (Incarnation), 10 vacui; Aura: Hallucinatory victims live through the events described in the book
(Strong). Influence Strong. again and again. If someone dies in the vacuum, they
136
will remain anchored forever to the story, though the regula alchemica
victim’s deeds might give birth to a new vacuum to
entrap the next reader who later happens upon the Books are a luxury. I learned this lesson at the age of twelve from
book. one of the servants in my house. Her name was Rosaspina, a
A vacuum appears as tangible and vivid as the real book lover who did very little of the household chores. She lived
world, but is a fixed scene composed of a specific in the nearby village and had caught the attention of the lord
environment and tied to a particular situation. To of the house—my father, the baron—as she showed a marked
the mind trapped within it, everything in a vacuum intelligence and an acute sense of humor, despite being a a simple
appears and feels real. The breeze stirs hair, rain girl.
In those years, almost half a century ago, it was not very
dampens clothing, and the salty tang of the sea can
different from today, and relations between the owner and the
be smelled. Time also passes for the victim who
servants were common. The baron had never before given in
eventually feels the pangs of hunger and thirst. If the to such and it was whispered by some that there was a passion
victim comes to believe the vacuum is in fact reality, between both of them such that he could not hold back from
his or her body dies and becomes a vacuous, while expressing in the woods at first, then in the hunting lodge, and
their mind lives out a full life in the vacuum. Every eventually in various rooms of the mansion in those last months.
vacuous in the mortal world is tethered to a specific My mother initially had to be unaware of it, as she was very
vacuum. busy with her research and my education and often out for long
journeys, but one day she heard a few whispers. A short time
lost grimori later, the girl was skinned alive and hung naked to die on a cross
The following books are latent grimori scattered in the internal garden below the master bedroom. My father said
nothing, nor showed the slightest sign of emotion.
throughout the lands of Rûl. It is believed at least two
Only after many years did I discover that my mother had
can be found in the Northern Reach.
crafted an ink from the tortured Rosaspina's blood, given it the
Grimorio of the Underworld: This tome tells of a girl's name and written a poetry book for my father. It was my
journey into the Underworld, from burial, with useful father's favourite book.
information about protections of the soul from the Many spells are written using special mixture of inks. Even the
attacks of damned creatures during its journey until act of obtaining coloured ones requires fixatives and pigments
it is judged. Overcoming the trials and challenges of that may seem strange, such as bile, and it must be considered
this authentic journey into the nightmare realm also that many organic substances, such as blood, are perishable if
grants the following Necromancy spells: 2°—funeral they are not mixed with blockers or alcoholic preparations. This
shroudOP; 1°—bone armorOP, mark of the necromancerOP. is why alchemical solutions applied to inks and enhanced with
Tome of Whispers: This grimorio tells of the devious various magic is a powerful tool.
demonic influences designed to manipulate the weak
mind, leading mad desperate ones in a downward MATILDA'S INK (RARE)
a spiral of sad hopes broken by cryptic predictions The reader of a book, parchment, diary, written with this ink
and the Void oblivion. Overcoming the trials and must get a success on a Will challenge roll or gains 1 Insanity. If
it takes several days to read the entire script, the reader makes
challenges of this authentic journey to the limits of the challenge roll with 1 bane for each additional day, but gains
the Void, also grants the following Demonology spells Insanity in this way once a day.
o: 3°—demon seedOP; 2o°—whispers from the VoidAR 1°—
mark of the beastOP, otherworldy screamOP.
Tome of Diabolus: This grimorio tells of the
descent into Hell to save an innocent soul from the
eternal torments of the devils, among gruesome
visions and damned creatures. Overcoming the trials
and challenges of this authentic nursing journey
also grants the following Fire spells: 3°—see through
the flameOP; 2°—fire walkOP; 1°—sword of fireOP, blazing
columnsOP.
Grimorio of the Illuminates: This grimorio tells
of the journey into Desolation in search of the lost
knowledge of the Men of Gog, of entities that have
fallen into forgotten necropolis full of ancient terrors.
Overcoming the trials and challenges of this authentic
journey into the fiery deserts also grants the following
Soul spells: 3°—introspective tranceOP; 2°—soul to soulOP;
1°—fead on the windOP, focused strikeOP.
137
INFLUX
-—TEMPORAL FLUX— The group I recruited for this task proved to be up to it.
They have been working together for over two years
now, and for this region that is a record. They joined
Neverfall, a joke of fate says Amina, the sign that Astrid
guides them, counters Grintwister. Grintwister is an ogre
who lives for the faith and he is a quite unusual sight, like
the rest of his party. The goblin, Dogface, is the expert
in magic and is the main reason why I hired them, while
the warrior, Magnus, is a juggernaut, probably with jotun
blood, and a useful bonus that came with the group.
With the missoverso successfully archived, without
any loss despite my pessimistic assessment of the initial
situation, Dogface was instrumental in making trackable
the entity that the reaper released. Dogface does not use
alchemical preparations and not any common magic, but
instead has power deriving from the essence of being
goblin, it seems to me, so it cannot be replicated. And
now we are in the alleys of the city, after a search lasted
more than ten hours. Dawn has arrived, but the sun has
not risen. Not here, at least. And this is a side effect of
the presence of the influx, something unexpected ... and
powerful.
The people of this small town opened their windows
a few hours ago and immediately closed them, not even
seeing the sunrise. Passing under the barred windows,
armed with all our survey instruments and with Dogface
sniffing around, I can hear the swearing behind the
shutters, but the voices are immediately silent when
Magnus appears a few steps behind us. We arrive at the
cathedral.
This small city has an impressive cathedral. The
Crusader States pay no heed to expenses, but as regards
architectural choices some find questionable their
propensity to fill the facades with statues in dramatic
poses and the tendency to emphasize some details with a
solid gold coating, like the radiant face, the accusing hand,
the rays of power that surround the head like a halo. And
the windows are so colorful that they hurt the eyes when
the sun is reflected. And here, in this square, the sun has
risen. The sun is at the zenith now, while in the rest of the
city it is still night ...
-I don’t feel it anymore,- murmurs Dogface.
-It must be here ...- I press. -The church doors are
laminated with copper which destabilizes the creature.
The windows are leaded glass; they are a cage, and it
cannot cross them ...
I signal to Grintwister, who peeps out on the other
side of the square: the tuning fork given him by Dogface
didn’t vibrate, he didn’t perceive anything, and Amira
confirms this on the opposite side.
-So, where is it?- is Magnus’ irritated question.
Suddenly one of the windows explodes. The Holy
Torchbearer on the stained-glass window is projected
against us in an infinity of sharp moments. We are just in
time to pull away, and a moment later Magnus charges,
The eternal present is a utopia... shouting. But it is only a moment. He is thrown away
like a twig overwhelmed by the vortex of fragmented
images of the saint ... and stops in mid-air. Dogface, on
the other hand, with a burst speed goes past me in a blink
of an eye, making a run for it...
138
origins three times, while its component essences form GM Tip: An
Defeating a missoverso, a temporal reaper, is no easy in the present, experiencing the past through Influx is strictly
task, but even if defeated one must remember that their memories, with their awareness also cast far connected to a
Urth hides unfathomable secrets. The whirling forward in the future. Missoverso, see
energies of time cannot be tamed as a hound might This superior nature of the influx, undeniable page 63
be or controlled as a weakened shell of skeletal from its point of view, compels it to destroy any
bones. Harnessing such a force for any purpose is living being that instead tries, whether by choice
extremely dangerous at best. Time can shape Urth or not, to exist in a single point of time. The notion
into a new image, and, according to Master Strogius, of such an existence is just as alien to the influx as
it coexists in a unique whirling form on itself, where the influx’s existence is to any who live on Urth.
past, present and future are one instead of a linear The essences of the influx appears confused,
sequence of events. It still waits to be seen how this deformed, or most accurately, unformed. Yet, if
phenomenon can affect the world, yet the influx, one is able to use magical or supernatural means,
birthed from the missoverso’s destruction, proves it would be possible to see whirling faces, although
that the past is never completely lost and that the whether they are the faces of the past, present,
future is far more present than any might imagine. or future is unclear, without some familiarity
The flow of energy that comes from the with someone eliminated from the temporal flow
destruction of a missoverso creates a whirlpool of by the influx. Whoever is within the creature
time from which the previous essences of time it had consciousness manifests a destructive nature, and
captured crystallize to form a unique sentient entity, the energy clot feeds the fragments of his previous
an abominable new birth of the crushed missoverso. awareness, making it appear in various forms of
This new entity, the influx (Temporal Flux), the previous self, young, adult, or even dead. Often
continues the work of the reaper in another way by this is more evident during a direct confrontation,
seeking new lives to be absorbed and bodies to be where those subjected to direct attacks of the
possessed. Occasionally, some timeless apparitions spirit begin to see their own reflections within
are released to wander like shadows without the essence, images that are not those of which
seemingly any purpose but which, according to the subject is aware as it exists in the present, but
Master Strogius, would exist simultaneously in the are the result of multitemporal perception of the
past, in the present, and in the future. influx, and that therefore can show the subject in
its past or in an unfinished future.
Appearance and Habitat The influx’s essences have only a rudimentary
A Temporal Flux is a clot of psycho-temporal sense of their former selves. Although they may
energies, a flow of chaotic force that appears like have some memory of who they once were and
a veil wrapped around itself. It assumes the form the time in which they existed, this knowledge
of a sizeable semi-material humanoid that, as with is confused and not usable in the form of skill or
a heat shimmer, distorts what can be seen of its ability. Their timeless existence supports their
shape, confusing and fraying the edges, always in
constant motion. A sort of mirage, like so many
I have had in the Desolation, a dream vision in
which it is our inability to observe the flow of
time that prevents us from fully understanding ENCOUNTERS WITH AN INFLUX
what it hides or reveals. The temporal essences O Strange things happen in Campomarzio. People no longer arrive on time for
swirling within it, which sprang from the reaper, appointments, and some parts of the city remain in the dark more than others.
coexist in a unique temporal dimension, devoid People are confused and scared. They don’t know what to do, mainly because
of precise linearity and endowed with their own strange presences wander to the edge of sight and, if you look at them, they
consciousness. I believe that it is nourished by the suddenly disappear...
accumulation of overlapping conscious essences O While the city council or the wealthy client is thanking or paying the PCs for
during the preparation phase (that is, when the eliminating the threat of the Time Reaper, loud cries sound from outside. Time
spirit was a material creature, a missoverso). seems fragmented, some birds are frozen in mid-air, the water of the spring
In that phase they somehow acquires a sort of precipitates violently splashing everywhere, and runaway animals overwhelm
unified self-consciousness, together with the passers-by. What is going on? Is it the PCs’ fault?
precise perception of their superiority over any O A shepherdess tells the characters that she continues to lose some of her sheep
monotemporal intelligence, but are limited in this as she leads them to pasture. The sheep are always the same two, and also the
phase to the present. It goes without saying, in way she finds them always seems the same. Perhaps the lonely and forgotten
fact, that the influx exists simultaneously in the cairn in the hills where she grazes her herd could reveal something.
139
INFLUX DIFFICULTY 100
crazy ecstasy and their inability to accept those
who live in a single time, as a vile offense and Size 2, spirit
GM Tip: You imperfection that needs to be purified through Perception 10 (+0); darksight
can play with destruction and absorption. Defense 18; Health 50; Insanity —; Corruption —
Strength -, Agility 16 (+6), Intellect 8 (-2), Will 12 (+2)
time with influx
Speed 12, flier
and missoverso, Tactics, Strengths and Weaknesses' Immune damage from cold, disease, poison; asleep,
changing the PCs The mere fact that the influx exists is proof of the diseased, fatigued, poisoned, prone, slowed
group history or inevitability of Urth’s destiny , and that the area Insubstantial An influx takes half damage from weapons,
can move through solid objects and other creatures, and
adventure temporal surrounding the universe in which Urth exists is a ignores the effects of moving across difficult terrain.
line. This is a very continuous temporal paradox. It seems that time Time Immunity The influx is immune to Time spells.
good solution if does not flow as usual when one is in the presence of Temporal instability The mere presence of the influx
you cannot play as an influx, but often such discovery occurs long after creates a temporal deformation within 30 yards from
the creature. Anyone passing through the area of
always as you want, one has left the influenced area. If this can already Temporal Instability is dependent on the change in the
but you would create a change to the continuum, the very touch of temporal flow. Generally, for one minute spent in the
like to mantain a the influx can give shape to one of the recurring fears area, an hour passes in “normal” time, although some
influx can also extend the time to 1 day.
background story to of many people: losing years of life in an instant or
which every single going insane from having seen your own reflection ATTACK OPTIONS
adventures are in the future or in the past. These reflections are but Time Touch (melee) +6 (2d6 plus Dissonance on attack
linked. one of the influx’s dangers: the entity can also evoke roll 20+)
Dissonance A living creature must make a Strength
temporal clones of its opponents to combat their
challenge roll. On a failure, the target ages 1d6
present selves in a horrifically mind-twisting battle years. The target also takes damage equal to the
to the death. number of years it aged and becomes fatigued until
Finally, since the influx is also able to see the it completes a rest. On a success, the target instead
ages 1d3 years and becomes fatigued for 1 round.
present, past, and future simultaneously, it can
For every Dissonance the influx gains a +5 bonus to
change the course of its actions during an encounter. its Health. Aging can be “cured” by major healing
Ultimately, a conflict with an influx is so inexplicably spell from the Life tradition if cast within a year.
alien and desperate that those few who survive it SPECIAL ACTIONS
cannot even begin to describe it.
Time Insanity The influx can use an action, or a triggered
action on its turn, to flood the mind of one creature
Treasure within 9 yards of it with visions of its future. The
The creature does not collect treasure per se. The target must get a success on a Will challenge roll or
gain 1 Insanity and become impaired for 2d6 rounds.
physical form it takes might acquire things such as
Temporal Clone The influx can attempt to capture the
spells recited by the victims in the past or future reflexes of an opponent in the area of its Temporal
that float like sparkling runes inside the figure, Instability and create a temporal clone from the past
which themselves become manifest (see below), or or the future of the victim that appears at short range
of the influx, as for the use of the Conjure spell conjure
objects from other dimensions that can coexist in a medium monster under the control of the influx. The
multiplicity of different spaces and times. clone attacks only the creature it copies. The influx
can have a maximum of two temporal clones at a time.
140
at any point during the next round.
6. Time Stop: Each creature within the area of its regula ARCANA
temporal instability must skip its next turn.
Some unique side effects occur due to the
proximity and the wake released by the influx.
If it moves to a densely populated area and stays
Manifest glyphs there long enough, it is possible that
Manifest glyphs can be vestiges contained within an influx, it will affect the gestation of human
liberated manifestations of the essences previously women. In practice, if the woman
held in the temporal reaper. Glyphs are essentially is pregnant, pregnancy can last for
magic coagulated together over time, lost knowledge months beyond the deadline or be
of some victim of a temporal reaper who found his very rapid, even if the influx then
essence trapped inside the reaper’s strange continuum. leaves the area. Indeed, human
Manifested glyphs are coagulated spells, entangled with foetuses seem to be particularly
sensitive to this influence.
temporal and spatial effects. Glyphs are symbols that
I believe that a similar
appear in the place where an influx is eliminated, which procedure was voluntarily
can be of great power and have three possible effects. implemented by my mother
The greatest power of a manifest glyph is to create a during my gestation to slow
temporal portal capable of transporting anyone who down my growth, and
touches it or crosses the area on which it appears to a her own aging. These
different time in the past or in the future, but without effects, which make
spatial displacement – their consciousness can travel senescence a vague and
there, but they cannot affect or otherwise interact distant event, also have
with the timeline. other consequences of
A second effect is teleporting to another glyph, which I prefer not to speak of here.
When an influx decides to stop in a
with a spatial shift only, in the same timeline on Urth.
given place, temporal variations begin t o occur.
The third known effect is the dimensional one, able Its influence makes the influx coexist in a shared and unique
to teleport to a similar glyph in an alternative reality time space, and therefore someone inside it can see the
or Hidden Kingdom. reflections of its past or future, perhaps mistaking visions or
Opening the gates of a manifest glyph is not a manifestations as true incarnations when, in reality, they are
straightforward arrival at the destination, but a real only reflections of the place itself rippling through time. There
journey through the paths of lost time, in a limbo of is a manor wrapped in this mystery, where those who enter
darkness, in which time is slowed and filled with all often come out at another time. The manor was the abode
kinds of unknown dangers (See below): of the Red Priest, a noble and accomplished magician whose
beloved died. He tried to exploit the peculiarities of an influx
3d6 Dangers
to both learn the magic knowledge necessary for his purposes
and to bring his beloved back, deceased in a fragmented and
3 1 Void larva mob (see Hunger in the void) decidedly disorienting present. I could not enter the place, due
4 1 large demon to the nature of my birth, but I had the opportunity to speak
5 1d6 medium demons with the Red Priest in order to conjure the Orb of Souls.
His great powers enabled him to create a particular
6 1d6 small demons and 1d3 medium demons
artefact from the filaments of the aura released by a
1d6 tiny demons and 1d3 small demons and 1 influx: the Ring of Continuum Break, which can rewrite
7 medium demon
a person’s past.
8 1d6 Void larvae
9 1 barghest RING OF CONTINUUM BREAK
10 1 Fury The wearer of this relic can reverse their personal timeline
11 1 tormentor (see Exquisite Agony) before completing any task. The wearer performs a normal
cycle of actions, noting all the results temporarily. After the
12 1 fragmented psyche (see With My Last Scream) action round, before the next creature's turn begins, they must
1d6 darkling manhunters (see Scions of the decide whether to keep the action made or to rewind it. If the
13 wearer keeps the action, all changes on themselves or other
Betrayer)
characters during their turn become permanent. If the wearer
1d3 hellbound Darkling 1 darkling manhunters decides to reverse the timeline, they gain 1 Corruption and return
14 to the initial moment of their round cycle and all changes that
(see Scions of the Betrayer)
occurred during the previous round are canceled on all creatures
15 1 killing mist and objects. Nobody except the ring wearer remembers the
16 1 memory mist (see Freehold of Nar) actions that took place during an inverted time round. If the
wearer is killed or passed out during a personal time round, they
17 1 ghastly chorus automatically return to the beginning of their turn.
18 1 grim reaper (see Weight of the Underworld)
141
LOCULUS
-—CONFINED SOUL— I’m trying to summon Hardhammer, he didn’t
activate the transformation of his body when he died.
He had time to remember the word to activate the
gem - it was not difficult, since he had it tattooed on
his wrist and with a mineral that shines in the dark,
even though he should see very well in the dark. But
his body is still where he fell, though I don’t know
where it is. I have to warn him to exhale his life-
breath, to let it go, or the transference won’t work. I
need him for when I call him back from his death for
his last duty. He’s probably scared, but he’s a dwarf
and will never admit it ... I focus on the spell; his
words reach me. Memories ...
142
origins the soul remains to continue its useless expiation.
When I sent Sage, one of the clockworks who recently Whatever their history, these souls so tainted by GM Tip: Loculus
chose to be at my side so I could carry out my plan, she real sin or remorse for non-existent faults are very can be used to
found Hardhammer stuck in a very narrow passage dangerous. They develop powerful abilities and spells, protect the gate
within the rock. It seems he could not turn around to sometimes instilled by their creators. Timothy was such to another world,
get out, and there he expired, trapped where he had a case, who with his ball game fascinated and seduced if you like. Also,
slipped in an effort to escape something. Sage found Hardhammer, as though with a spell of Enchantment. fairies and devils
his last words written on the wall. He must have used Loculi obviously also share qualities and traits with other can use Loculus
an old nail and the innards of those red worms, or spirits: they can provoke illusions and hallucinations, to defend the
maybe his blood—Salvia can’t tell. He wrote about a or make themselves invisible or intangible (most borders of their
child playing with a ball, who told him his name was distressing to targets who believe a good stroke of an realms.
143
They also despise other undead that seek only to Draining Touch A living creature must make a Will
challenge roll. On a failure, a fog creeps into his
destroy. They cannot move beyond a certain distance memories causing the target to reduce its Intellect
GM Tip: You can from where their fetish lies, protected by powerful by 1. The reduction can be removed by a creature
change fatal enchantments, which makes them hostile to all who using an action to touch the target and expending
scourges to give to cross the boundaries of the place. A loculus’s sucking the casting of a rank 5 or higher Life spell. For
each Intellect point drained in this way, the loculus
loculus a peculiar blow is terrible because it not only destroys intellect, acquires a special pool of scourges from which it
aspect. Use fairies blurring the memories of the victims who wander can spend to bestow a Fatal Scourge . A creature
or devils traits and endlessly in the confines that the soul guards, but also whose Intellect drops to 0 dies and, if the loculus
powers to alter the immobilizes them in chains of ghostly fog, infecting is not destroyed within 24 hours, the dead creature
rises as mistborn.
loculus talents and them with a fatal plague that echoes the pain of the
add mistborns as loculus’s punishment. SPECIAL ATTACKS
Spectral Fog Chains The loculus evokes spectral fog
spies and guards to
chains that attack each creature within short range.
important places. Treasure' A creature must get a success on an Agility challenge
A protected area can contain a wide variety of items, roll or take 3d6 cold damage. The loculus can then
ranging from goods left by other less fortunate use a triggered action on its turn to solidify each fog
chain that dealt damage to a creature, which deals
adventurers to legendary memorabilia and treasures 3d6 extra damage to that creature and forces it to
specifically guarded by the confined soul. make a Strength challenge roll. On a success, the
creature breaks free of the chain. On a failure, the
creature becomes immobilized for 1d6 rounds and, at
LOCULUS DIFFICULTY 500 the end of each round the creature is immobilized, it
Size 1 frightening spirit takes 1d6 damage. The chain can be destroyed. It has
Defense 5 and Health 10. Once it uses Spectral Fog
Perception 10 (+0); spiritual Perception Chains, the loculus must wait 1 minute before it can
Defense 18; Health 90; Insanity —; Corruption — use it again.
Strength —, Agility 16 (+6), Intellect 10 (+0), Will 14 (+4)
Speed 12, flier 24; It cannot move more than 100 yards SPECIAL ACTIONS
from its anchor Fatal Scourge A loculus uses an action to expend 4 points
Immune damage from cold, disease, fire and poison; from its scourge pool and bestow a Fate Scourge
asleep, charmed, compelled, dazed, deafened, on an immobilized creature that has an Insanity or
fatigued, frightened, immobilized, poisoned, slowed, Corruption score of 1 or higher and that does not
stunned. already have a Fatal Scourge. While a creature has a
Insubstantial A loculus takes half damage from weapons, Fatal Scourge, it is impaired and takes 1d6 damage
can move through solid objects and other creatures, at the end of each round. The effect lasts until the
and ignores the effects of difficult terrain. loculus becomes incapacitated or until removed by an
Spiritual Perception A loculus can pinpoint the location effect that can end a curse (as a rank 3 spell). A Fatal
of each living creature within 50 yards of it and each Scourge has additional effects as described below.
undead within 100 yards of it. Such creatures cannot
become hidden from the loculus. END OF THE ROUND
ATTACK OPTIONS Unholy Regeneration Until the anchor that keeps the
soul tied to this world is intact, the loculus cannot be
Grave Touch (melee) +6 (3d6 cold damage plus destroyed. If incapacitated, it reforms 1d6 days later in
Draining Touch). an open space within 1 yard of its ashes.
fatal scourges
The loculus can inflict a ghostly wound to its victims.
blight : Garden of Willows:
The blight: You can choose one of the following scourges. A victim
In one of the capital’s quarters there is a cemetery entirely paved in gleaming can only be marked by one type of scourge once.
marble. The tombstones presumably mark the resting places of those who There may also be other types of plagues besides those
were interred there, but for a long time now the entire surface has been described below, since the creature's talent to inflict
sealed, and there are no more burials. It seems that the cemetery is full, and torments or punishments has very few limits.
the slabs cannot be moved. The desolate place, overlooked by the rear of an Fatal Scourge of Constricted Silence: Invisible threads
imposing palace, is said to have once been a garden, shaded by a patch of seal shut the creature’s mouth, preventing it from
verdant willows. A visitor might sometimes catch a glimpse of two children speaking.
standing in the white marble space. They hold hands and intently stare at a Fatal Scourge of Snatched Fingers: The creature
window on the third floor of the building, where there is now the library of experiences the pain of pincers that break bones and
the Order of Mariah... cut fingers. The creature cannot hold anything in its
Garden of Willows: 1 loculus (Emissary), 10 boneguards. Aura: Draining hands or perform any activity that involves the use of
(Strong. Influence: Strong. its hands.
144
Fatal Pague of the Painful Scalp: The creature regula Alchemica
experiences the pain caused by the skin of its skull
being torn off. The creature makes Intellect, Will, The unhappy end of Hardhammer might have deprived me of
or Perception attack rolls and challenge rolls with 3 a useful collaborator, but at the same time it has earned me a
banes. considerable advantage. Due to his unnatural death, the soul
Fatal Pague of Unholy Nails: The creature experiences gem I had given him was not able to encapsulate his spirit nor to
transport his body to its destination. Hardhammer’s remains have
the pain caused by nailing the joints of its legs which
been left where he died, but being a dwarf, I think he would like
prevents it from walking properly. The creature is
his final resting place.
slowed. The gem has instead ensnared a much more interesting spirit:
Fatal Scourge of Hot Wax: The creature experiences the soul of Timothy. Sage made sure to bring it to me without
the pain caused by melted wax burning on its body. damaging it. Questioning the boy, I discovered that he had been
The creature cannot heal damage. in that mine for only twelve years, after being drawn to the edge
Fatal Scourge of Macabre Starvation: The creature of an artesian well not far away, where his father threw him
experiences the pain caused by the lack of food and down. It didn’t seem to me that the child spirit was guarding
water that prevents natural healing. The creature is anything, so I thought his circumstance was a punishment (though
fatigued. far more severe than my mother’s harsh discipline). I went to
Fatal Scourge of Spectral Bruises: The creature have a talk with his father
experiences the pain caused by blows all over the
“I wonder, Master Eustorgio, what serious sin a child of five, six
body that cause bruises. The creature is immobilized
years? could have committed to be confined to that place.” I am
if it wears armor or carries more than two items. In at the house of the man, a scholar who teaches moral philosophy
addition, it makes attack rolls to attack with weapons at the Schola Rhetorica in Segesta, a pretentious town in the
that are not light weapons with 3 banes. Holy Kingdom. I had introduced myself as a researcher, and my
Fatal Scourge of Dark Bleeding: The creature credentials supported it. The man says he is “honored that the
experiences pain caused by internal bleeding. The capital is interested in my studies,” but though he endeavored to
creature falls prone and cannot stand up. hide any connection with the Forbidden tradition, my question
about his son freezes him. “He never wanted to play with the
Remove the Fatal Scourges other children? Did he tattle when his little brother was making a
Fatal scourges are treated like curses, so any effect mess? I must say I’m intrigued.” He starts to run away, but he isn’t
very fast and the black robe hinders him. I rip several fragmented
that can remove a curse is also able to remove the
memories out of the man’s mind, including the face of a child
scourges. with an innocent smile, pale pink cheeks, and no front teeth. The
man is a cultist, just like the Savii of the Ordo Crepuscularis who
SPIRITUAL ANCHOR occasionally cross my path, and simply offered up his son to his
The spiritual anchor is the place where the remains demonic lord in exchange for knowledge. I have no monopoly on
of the body of the loculus lie. Usually the place is virtue, to be sure, but as I tear this man’s flesh to shreds, freeing
protected by defensive spells, which prevent the his son from suffering, I feel better.
soul from approaching more than 1,5 yards from the
anchor. In order for a soul to be freed from its ordeal,
its remains must be treated with a special ritual that
dissolve the anchor, and give to the loculus proper
burial on consacrate ground.
Mistoborn undead
A victim of the loculus rises as a mistborn. As long
as the loculus is not destroyed, the mistborn wanders
in search of victims to suck its Intellect until it has
recovered all its former Intellect. When it does, it
returns to life and gains 1 Corruption.
Until then, the only way to recover the victim is by
destroying the loculus (see sidebar) or temporarily
annihilating it and casting the spell major healing
on the victim. Consider the victims as an animated
corpse with the Grave Touch ability, where the Drain
Touch goes to replenish the victim’s Intellect reserve.
Victims of a mistborn die instantly and are not
considered other mistborn.
145
NECROLIMBO
-—FOG OF THE DEAD— In my long wanderings in inhospitable territories I
found many clues about ancient rituals. The ritual
that has impressed me the most remains that of the
necrolimbo. Many ancient burial sites seem to have
made extensive use of it in the past, then nothing
more as if its secret had been literally erased from
existence.
The weather was not suitable for fog, yet the closer we came
to the ruins of the ancient temple, the thicker the fog became
and enveloped us all. The condensation on my body indicated
that the temperature had dropped quickly but this was not
the reason why some of my companions trembled.
146
origins
The Empire is based on submission and conquest. realization that the fogs were not easily controllable.
When it was still young, its leaders believed Only at a high price did the priests learn that the
themselves to be the best guides for their people. mass consciousness felt a deep resentment for its
In reality, they were still barbarians, though captors, so much so that temples and structures
more organized, and laid the foundations for the devoted to create necrolimbos had to be abandoned
inevitable coming of the Demon Lord. and left to fall into ruins.
When the city of Caecras began to become a A necrolimbo can be found wherever there are
local power, imperial forces marched to put down ancient ruins. Many buildings in the Desolation,
the upstarts. Many citizens surrendered without a which the shifting sand occasionally reveals, are still
fight. They were granted limited rights and allowed guarded by necrolimbos created from the myriads
to contribute to the growth of the Empire. Others, of slaves, guards, and prisoners who were massacred
however, preferred the path of resistance, and once and condemned to eternal defense. Necropolis,
defeated they came to an end even worse than mausoleums, castles, fortresses, pyramids, magic
that of the jotun, their longtime rivals. Deported towers, and temples are all ideal places. Many today
en masse from their conquered and enslaved city, are those who search for the secret of the ancient
men, women, and children were forced to march to ritual to tie souls to a site for eternity, and perhaps
distant lands and there raise temples for the gods of in the Kingdom of Skulls, the Dark Lady has been For more
the Empire. successful in that pursuit. information about
Many perished in the construction of these the Dark Lady,see
structures, but a far more tragic end befell those Tactics, Strengths and Weaknesses Shadow of the
who remained alive at the end of the project. They The necrolimbo is a terrible creature. The hatred demon Lord:
were chained together and consumed by magical it feels for the living pushes it to ruthlessly attack Kingdom of Skull.
flames in a ritual sacrifice to bind them to the place everyone that invades its territory. Such things do
as eternal wardens. The priests of the various cults, not defend their locales out of a sense of duty but
necromancers, and other spellcasters had no mercy only because they are bound to them and cannot
and did not spare anyone. find an escape.
The forbidden magic that fueled the flames Combating a necrolimbo is quite complicated and
transformed the remains into an everlasting fog of dangerous. When I was in charge of accompanying
smoke and ash. It forms whenever the protected Magister Leviandro in exploring the Crypts of the
ground is profaned by anyone who is not authorized Last of the Varsath, an old tower perched on the
to enter. This wall of death is called a necrolimbo, or coast of the Auroral Ocean, we were forced to give
fog of the dead. up over and over again because of the necrolimbo
locked up in it. I cannot honestly say that it was a
Appearance and Habitat real fight. Merely being immersed in a gloomy, sooty
A necrolimbo rises from the ground, forming a
smoke screen that encompasses anyone who enters.
Furthermore, the ashes that still swirl in it coagulate
into humanoid forms with aspects of the burnt
victims. The unholy magical fire resumes, igniting
them from the inside to create monstrous figures encounters with a necrolimbo
of smoke, fire, and ash that attack anyone. These O A sudden earthquake caused part of a mountain to collapse near the village
undead creatures are merciless but endowed with of Tamir, showing the entrance to an ancient temple. What hides inside it, and
a group consciousness, and sometimes an object, a above all what is that strange haze that sometimes comes out of the ground?
melody, or a weapon can cause a shared memory to Previous adventurers who tried to explore the place did not return.
resurface in the collective mind. This event, albeit O In the forest near the village of Mur there is an area forbidden to all, a zone of
rare, creates an emotional shock that renders the persistent fog. But sometimes this fog thins out, and within is visible a small
mist unable to act, and after a while it returns to the manor of a distant past.
depths whence it came. The trick is to learn what O The lake near the village is said to have formed after a powerful ritual ended badly,
emotional trigger can affect the fog. with the ruins of an ancient necropolis lying on its bottom. Still, village boys go
The ritual for creating a fog of the dead did not fishing there. Some children tried to reach the ruins, and since then, every night
include a specific number of people to be sacrificed, a dreadful haze rises from the lake. So far nothing has happened in the village,
so necrolimbos can have different sizes and varying but some other boys from nearby settlements have reportedly disappeared while
powers. Fortunately, the ritual was forgotten with fishing in recent days.
the civilization of the Empire, as well as through the
147
Speed 6; flier
GM Tip: haze near the building made it so difficult to walk Immune damage from cold, disease, and poison; asleep,
A necrolimbo the narrow path that snaked over the ridge that more blinded, dazed, diseased, fatigued, frightened,
can be used than once we risked falling into the abyss below. We immobilized, poisoned, prone, slowed, stunned
Spell Defense The necrolimbo takes half damage from
to protect not were accompanied by a howling wind all along the spells and makes any challenge roll to resist a spell
only a place but way that undermined our sanity, so that Magistro with 3 boons. A creature attacking the necrolimbo
also a spirit or Leviandro had to rely on all his magical arsenal to with a spell makes the attack roll with 3 banes.
the ghosts of allow us to reach the doors of the building before Mist Form The necrolimbo takes half damage from
weapons, can move through solid objects and other
some ancients I succumbed to the forces that left me completely creatures, and ignores the effects of movement across
regents. Maybe blind and deaf. Though Magistro Leviandro’s difficult terrain. The necrolimbo totally obscures its
their home melodies relieved the fog, the souls that blocked the area.
Song Vulnerability The necrolimbo takes double
disappeared passage were decidedly worse than I imagined. Our
damage from Song spells. It makes challenge rolls to
so they roam weapons bowed to their will, and the acrid smoke resist Song spells with 1 bane.
the land in of their appearance penetrated our lungs with Eternal Bond The ancient rituals of the priests bound
order to fuel every breath. We abandoned the initiative several the necrolimbo to be a guardian and, because of this,
it and the summoned souls cannot be move away
the life force of times to better understand how to deal with those
more than 20 yards from the place they protect.
their protected defenses, and in the end we succeeded, although
master. the departure of each soul was accompanied by a SPECIAL ATTACKS
painful wave of ghostly radiance. Underworld Wind Each living creature within 10 yards of
the necrolimbo must get a success on a Will challenge
SPECIAL ACTIONS
Emotional Memory At GM’s discretion, the necrolimbo
NECROLIMBO DIFFICULTY 250
may have a shared memory of an object, a melody, a
Size 10, frightening undead weapon, owned by the people who profane the place
they guarded. In this case the necrolimbo freezes and
Perception 15 (+5); sightless
becomes incapable of acting, at the end of the same
Defense 5; Health 200; Insanity —; Corruption —
round it dissolves and leaves the place for 2d6 rounds.
Strength —; Agility 5 (-5), Intellect 8 (-2), Will 7 (-3)
If after this time those who have invaded its lair have
not left, it takes its form again and will no longer suffer
the effects of emotional memory.
148
immobilized, poisoned, prone, slowed, stunned.
Mist Form The necrolimbo anima takes half damage regula alchemica
from weapons, can move through solid objects and
other creatures, and ignores the effects of movement
across difficult terrain. The necrolimbo anima totally
I have learned in my years of study to
obscures its area. apply my theoretical knowledge in
Spell Defense The necrolimbo anima takes half damage the field. Initially I thought that an
from spells and makes any challenge roll to resist a academic education was sufficient,
spell with 3 boons. A creature attacking the necrolimbo but since they welcomed me
anima with a spell makes the attack roll with 3 banes. into the Guild of Alchemists,
Unholy Burst When the necrolimbo anima becomes
I took every opportunity to
incapacitated, it explodes in a burst of incandescent
spectral embers that deals 3d6 damage to everything accompany some of my tutors
within 6 yards of it. A creature can makes an Agility in explorations of various
challenge roll and takes no damage on a success. kinds. My interdisciplinary
knowledge, my mastery
ATTACK OPTIONS
of weapons, and my lack of
Spectral Touch (melee) +4 with 2 boons (2d6 plus Drain unnecessary ethical scruples
on attack roll 20+)
have always been of great
Drain A living creature must get a success on a Strength
challenge roll or gain 1 Corruption and take a –6 value to almost all my
penalty to its Health score that lasts until the creature teachers. Furthermore,
completes a rest. While the creature has the penalty by moving often and not
to its Health, it is also impaired. If a creature with this lingering in places where I
penalty becomes incapacitated from a necrolimbo could be traced, I was able
anima’s attack, the creature dies and, at the end of the
to develop adequate skills
next round, its body dissolves into fog that folds into
the necrolimbo anima and cannot be restored to life
for the task that awaits me.
by any means.
Morphosis Using an action, or a triggered action on its Arcane Implement If you make the stone your implement, you
turn, the necrolimbo anima can channel the profane get 1 Corruption. As long as you are attuned to it, you have
fire that feeds it into one metal object within short a Power +1.
range. If the target is not worn or carried, the object Sublimation The heat that emanates from the stone allows you
takes damage equal to its Health and melts into a not to suffer the effects of natural cold. If exposed to extreme
puddle. If the target is worn or carried, the creature cold situations the wielder makes challenge rolls to resist cold
in possession of it can make an Agility challenge roll. with 1 boon. Additionally, the wielder makes all challenge rolls
On a success, nothing happens to the object. On a to resist spells that inflict damage from cold with 1 boon.
failure, the creature holding or wearing the object Fire Magic The stone reveals 1d3 + 1 spells, chosen from the
takes 1d6 damage and the object is destroyed. Battle, Fire, Metal, Runes and Technomancy Traditions, when
Profane Smoke On its turn, the necrolimbo anima can you make it your implement. Spells must be of a rank you
use a triggered action to condense smoke of its body can cast and you must know the associated tradition. The
to cause each creature affected by its Drain trait to spells count as learned and you can cast them, as long as
take 1d6 damage and make a Strength challenge you wield the stone.
roll. On a failure, the creature gains 1 Insanity and Fire Powers The stone can hold one of the following powers
1 Corruption from inhaling part of the necrolimbo (optional). Every time you use the power, you spend 1
anima’s essence. charge. You can spend charges equal to your Power score
every day. After that the power cannot be used again until
you complete a rest.
Fire Immune The stone covers the owner of an amber-like
ember soulstones shell making it immune to fire for 1d6 minutes, after which
the Immune becomes fire resistance for another 1d6 minutes.
Although it was difficult to deal with the necrolimbo, In this case, damage from fire is halved. Eventually the skin
I realized that for some unknown reason the returns to normal.
incandescent embers that remain after the explosion Burning Hands Your hands glow with an halo of fire for 1d6
minutes. Your unarmed attack deals 1d6 damage. You can
of a soul do not remain in that form but create a stony
transfer this ability to melee weapons made of metal, but in
shell similar to amber. this case the duration becomes 1d6 rounds and the weapon
This shell preserves the embers inside, which deals 1d6 damage from fire.
remain red-hot and incandescent, acquiring a force Fireball You can throw a sphere of embers and smoke within
short range against a target by making a ranged attack roll.
far beyond worldly flame. Used as a implement, these The attack deals 3d6 damage from fire.
red-hot stones can grant many benefits to those who Ember Eyes Your eyes become re as you summon 2 tiny
use spells related to fire and metals, such as those monsters or 1 small monster of smoke with red eyes. You
from the Battle, Fire, Metal, Rune, and Technomancy can give a single command to the monster (such as attack,
defend, explore, etc.). The monsters have the flier and
traditions. The benefits given by multiple stones insubstantial trait and you can see through their eyes as long
are cumulative (maximum 3). See sidebar for major as they remain at your command. After 1 minute, or after
details. they have completed their task, they disappear. You can act
freely on your turn after having summoned them.
149
OCULUS
NINIVEh’’S EYE—
-—NINIVEh The man is no longer a man. He stands motionless in
the icy storm that seems to swirl around him without
touching him. He is a gelidus now, and all he wants is for
a Niniveh’s Droplet to be stuck in my heart.
I turn around and start running. I don’t see anything,
but it doesn’t matter. I have to get far enough away
from the creature if I want the oculus to go through me
and deposit the Droplet inside me: this is essential for
what I planned to do, but I don’t want the gelidus to
take me.
The oculus passes by the creature, headed towards
me - I know it even if I don’t watch. A cloud of frost
detaches from the storm to protect the oculus, a frost
globe the size of a lantern made entirely of ice that
exhales chill, sharp as a thousand blades of ice as it sails
from the swarm of crystals to the target, me. Look for
my warmth, my spirit, my fear ... I will have to slow
down, or it could miss me. I pretend to be confused,
I turn to the right, then I get back on my way. I set
four sticks with the clodium tip in the frozen ground that
should prevent the gelidus and the others from finding
me when the Droplet is implanted in my heart. I can’t
see the clodium tips, I may have made an irreparable
mistake ... I turn to check that the ice ball is following
me. I see it a moment too late. It hits me and passes
through me, the frost is so painful that I lose control
voice, and I shout involuntarily.
I slowly open my eyes. I feel my chest is heavier, I’m
not cold, but I can’t feel what I’m lying on. I only see
white. My tears have crystallized.
-Do not get up...-. I recognize the voice, even if it
is rough and uncertain. I turn my head and see him:
blades of ice come out of his head, from his forehead,
piercing him. His features are still, almost serene, and
his mind is present even though it is no longer his mind:
General Sabellico Vitruvius, whom I called uncle. He
is kneeling beside me. We are in an ice room whose
vaults hide the sky, and what I am looking at is a ceiling.
-I ... can’t ... stay ... -
I flex my hands and the thin layer of ice that had
formed there crumbles. I invoke the light of the sun,
and a warm luminescence radiates from my body
that forces the General, who is now an imposing frost
regent, a kainarex, to move away and cover his face. -I
do not want to hurt you!- I shout. -Help me, and we will
both have what we want! -
I hadn’t planned to include Sabellico in my plans.
However, instead of being dead, I’m here, and I’m
talking to him. When the oculus pierced me and gave
up its Droplet, it would begin to take control of me
according to the natural process of conversion, but I had
taken precautions to prevent it from happening. Outside
the clodium barrier, every frost regent should have
killed me. But it was the General who found me and, if
I am alive, he is not entirely enslaved. I didn’t know it
Frozen tears is what i taste. could happen, but I won’t hesitate to use it.
My tong bears the burden I tell him everything, about what happened in the
of all my sadness. past, about what the Order planned at my expense,
about the threat of the Hordelings, and I ask him to help
me prevent it from happening again. He remains and
listens to me, what will he decide?
150
origins of a living creature at once. Its fundamental purpose
To explain the origin of the Nineveh’s Eye, or Oculus, is to transport Niniveh’s Tear to whatever mysterious
I have to recollect the origins of Gelidus and to the destination it has, the element that effectively turns Gelidus, page 88
Kainarex that are bound to it and whose existence a victim into a Kainarex—assuming the victim
depends precisely on this entity. survives, of course. The graft of the Tear upon flesh Kainarex, page 96
The strength of the vortex, the maelstrom significantly lowers the creature’s body temperature
generated by the cold fatal aggregation of thousands and some, weakened beyond the point of no return
of consciousnesses and intellects of faeries that died by wounds or cold, cannot survive.
suddenly at the same time, emanates from the Hidden As I mentioned, in a vortex the Oculus can be
Kingdom of Nineveh, which is trying to regenerate varied. Oculi depart from the eye of the storm
and is what determines the transformation of living outwards in all directions, in a sort of vortex
beings with intellect investing them in Gelidus or bombardment transversal to the agglomerating
Kainarexes. The vortex, also known as the Heart direction of the vortex, at the height of about one-
of Nineveh, hides the Incunabula, ice fortresses and-a-half meters from the ground.
guarded and controlled by those it has transformed. Out on a patrol, General Sabellico Vitruvio, who
There are in fact two types of creatures that was a great friend of the man whom I considered my
vortexes can potentially create from the flesh of father, was hit during an exploration near his lands.
those who become trapped there: Gelidus, no longer (See Kainarex). My mother was sent to him in order
sentient and suitable only for the Incunabula and to investigate what had happened, and she tried,
the hunt for new victims in the storm; Kainarexes, apparently unaware of any further information, to
the martial deathless guardians who were pierced save Sabellico’s life.
and slowly transformed by the Droplet, subjected I knew that General Vitruvio, whom I called
with a near-invincible compulsion to the service of uncle, had been struck by a Nineveh’s Eye during
Nineveh and the Faerie Kingdom. his inspection of the maelstrom that appeared on
So what is the Oculus? The Oculus appears his lands and that the Oculus had infected him
inside the vortex and acts as a sort of insemination with the Droplet. But the vortex had not appeared
vessel. There are many of them. There are many randomly on his lands. It was my mother who
aggregations of energies and spirits that exist opened the way for Queen Nineveh, with whom she
between this world and the Hidden Kingdom, as if had a pact. What my mother had done to Vitruvio,
they were lumps of a preparation that expels non- when she was called, was to make sure that he lived
soluble elements from its spiritual fluid and isolates without succumbing to the Tear. Incidentally, her
them, enveloping them in a crystallizing mantle that efforts to fortify the general’s mind, along with my
lets them emit a frost so strong it can freeze whatever uncle’s fierce temperament, and various objects he
enters within a few meters of them (depending on kept in secret that shielded his mind allowed him
the density of the nodule, and therefore the strength to maintain greater consciousness with respect to
of the Eye).
151
what usually happens to Kainarex. The General, Once the Oculus hits a living creature the Oculus
Eye of Nineveh in fact, did not actively extend the dominion of stops moving and releases its Nineveh’s Tear, which
can become a the Incunabulum that had been entrusted to him then seeks its way to the heart of the victim, whose
recurring villain in by the Queen. Instead, he tried to save as many body temperature has been sufficiently lowered by
a great campaign innocents as he could from the claws of the Gelidus, the chilling field radiated by the Oculus.
involving other while managing to find a way to circumvent the When an Oculus is destroyed, its component will
creatures, like compulsion that the Tear had imposed and thus returns part of the vortex, while in the same time
gelidus or retained part of his memories. In fact, he set up an other ganglia are expelled to reconstitute a new
Kainarex. entire ice room with what he preserved from the oculus.
past, with his memorabilia and the artefacts he The Oculus might attract other creatures of ice
collected over the years. I know he has my voice kept and snow such as Gelidus and ice genies.
in a mechanical nightingale and, every now and
then, listens to the song I loved humming as a child
when I was expecting him before our lessons. This treasure
and other memories help him maintain contact with An Oculus is a nucleus of a faerie realm made up
the living, for he is now without death. of imprisoned spirits and energies. Those who
succeeded in recovering an intact Oculus would have
Tactics, Strengths and Weaknesses' in their hands an inexhaustible, though dangerous,
The sphere moves on a whirling course at high source of cold, but also a faerie seed for the creation
speed from the center of the maelstrom, where of their own Hidden Kingdom.
the Incunabulum rose or formed. Not sentient, the
Oculus cannot alter course or stop moving, but it
OCULUS DIFFICULTY 100
can accelerate the speed of its rotation. Heat from
Size 1, spirit
living creatures attracts it, causing it to inexorably
move toward them. The area around the Oculus is Perception 10 (+0)
Defense 17; Health 50; Insanity —; Corruption —
a small vortex that causes everything in its area with
Strength —, Agility 16 (+6), Intellect 12 (+6), Will 14 (+4)
to rime over with ice. Speed 12; flier
Despite its unearthly freezing aura, the Oculus Immune damage from acid, cold, disease, poison;
is not very resistant precisely because its ice shield asleep, blinded, dazed, deafened, diseased, fatigued,
frightened, immobilized, poisoned, prone, slowed,
is the vehicle to carry the spirit that animates stunned
it and is the germ of the Nineveh’s faerie realm. Resistance of Ice The oculus takes half damage from
Destroying an Oculus is a dangerous thing to do, weapons. When it takes damage from fire, it takes
for if one remains nearby, once broken it releases a a –2 penalty to Speed and becomes impaired for 1
round.
tremendous explosion of ice across several meters in Water Enhancement When the oculus would take
addition to expelling the shattering Droplet for even damage from a Water spell, it instead adds the amount
more damage. of damage it would receive as a bonus to its Health that
lasts for 1 hour. Every 20 points of the bonus, the oculus
increases its size by 1.
Fire Vulnerability The oculus makes challenge rolls to
resist Fire spells with 1 bane and takes double damage
from Fire spells.
ATTACK OPTIONS
Blight : The Baths of Karelia:
the Blight: Frosty Emanation ((medium range) +6 with 2 boons (2d6
A blessing for those who venture into the Desolation, these ancient baths were cold damage plus Ninive tear with attack 20+)
abandoned. Being fed by volcanic springs, it should surprise no one that the water Niniveh Tear A living creature must make a Strength
challenge roll. On a failure, the Niniveh Tear pass
is always hot. What is surprising is the frigidarium, a large basin of transparent and
through its heart and it stops beating. The target
cold water, with a crystal droplet at the bottom. Despite it being found in a desert gains 1d6 Insanity and becomes immobilized for
region, fog always shrouds the baths. Many people seek out the baths for the waters 1 minute. At the end of this time, the target must
are reputed to cure skin diseases and halt the advance of certain deadly illnesses. make a Strength challenge roll with 1 bane for every
2 Insanity it has. On a failure, the target dies and
But locals warn visitors to stay no longer than a half-hour in the waters, since a soak rises up as a gelidus 1d6 minutes later. On a success,
lasting any longer might afflict the bather with a chill that never leaves. Any waters the creature’s heart starts beating again, keeping
removed from the pool lose their curative powers. alive the Nineveh Tear, and the victim will eventually
The Baths of Karelia: 1 Oculus (Incarnation). Aura: Freezing (Strong), Despair become a kainarex. The only way to end this fate is
with a spell that removes curses of at least 3 rank
(Moderate). Influence Strong. or greater to be cast within 1d6 days. In this case,
the tear will melt, and the victim will be free from
the curse.
152
ATTACK OPTIONS
Star Explosion The oculus uses an action, or a triggered
regula alchemica
action on its turn, to release a freezing burst. Each I avail myself of bath houses as often as I can. Many Imperial
creature within short range must get a success on cities have natural thermal baths that have a particular appeal
a Strength challenge roll or take 3d6 damage and to uses of magic. Some claim the waters can rebalance the
become slowed for 1 round. If the creature becomes dispersion of the arcane energies magicians manipulate and
incapacitated by this damage, the creature becomes
channel. Often found in ancient places built atop magical nexuses
subject to the Niniveh Tear. Once the oculus uses
Star Explosion, it must wait 1 round before it can use and figured prominently in certain mystical rites, the pools are
it again. often used for the consecration of new cultists, the cleansing of
sins, and, even, in some cases, ritualized drowning. Much of the
SPECIAL ACTIONS
knowledge of these pools have been hidden away in ancient texts
Recall Fey Oculus can use an action to cause 1 crystals and in alchemical treatises. In particular, several pools are prized
whirlwind, 1d6 gelidus or 1 ice genie to appear in by alchemists for the water’s enhancement properties. Such
open spaces within medium range. Once the oculus
waters, sometimes called arcane catalyst, can extend the durations
uses Recall Fey, it must wait 24 hours before it can
use it again. of potions and elixirs, or amplify their effects, though the addition
of this fluid can also create noxious poisons or utterly neutralize
MAGIC a potion’s magical properties if improperly mixed.
Power 3 The preceding reflection also allows me to present an ointment
Arcane arcane armor (3), magic dart (3), unerring darts I previously mentioned. This is the ointment that, together with
(2), arcane shield (2), explosive darts (1)
my particular characteristics, saved my life during the incident
Water freeze (3), drown (3), ice blast (2), geyser (1)
with the Gelidus: miraria. Miraria’s primary component is
END OF THE ROUND the resin of the myrrh bark, a fantastic shrub with renowned
Chilling Presence Lethal cold radiates from the properties. Myrrh is the binder of this ointment, which is made
oculus, freezing all liquids within short range. In by combining its base with date oil, powdered placenta, essence
addition, each creature within short range must get of frost berries, ice fern, blue lichen, and troll urine, which has a
a success on a Strength challenge roll or take 2d6 preservative power essentially and regenerates the lipid film that
cold damage.
the cold tends to destroy.
of sharp crystals based on its rank will accumulate Miraria is an ointment that protects against normal and magical
cold. Sprinkling a dose helps prevent damage from exposure
magic energy and dissipate immediately. For to cold for 1d6 hours. It also halves damage from magical cold:
example, a spell of rank 1 will dissipate 1 crystal, one every time it is used in this way, the duration is reduced of 1
of rank 3, three crystals, and so on. hour. Price 5 ss for one dose.
153
SUSURRUS
-—whisper in the dark— The man approaches me while I am inspecting the
abandoned factory on the outskirts of Crossroads.
I know there are always tramps and drug users in
this area, but I’m looking for one of them who didn’t
show up for the appointment.
The man who approaches me is not the man I’m
looking for. He looks like a sixty-year-old rich man,
even though he has rumpled and stained clothes as if
he were sleeping between these half-turned walls.
His head is conspicuously tilted, and he murmurs
incessantly passing an invisible thread between his
fingers. It is like he is telling his own story not to
forget it ...
- It’s hard to remember. Even the names or the face of
my daughter or my wife, it has become difficult. I’m not
sure if it is because of the secret I learned is having a side
effect, but increasingly, every day, I begin to fear that it
is so.
It started when I met a sussurrus in the woods. It was
dark, so I didn’t see much, but he called me, with a loud and
clear voice. He promised me a fantastic secret, which would
have made me very rich. To know this secret, all I had to
do was get closer and listen to what he was whispering so
that the secret was not heard by anyone else but me.
Because I was on the verge of bankruptcy, my family
reduced to a mere meal a day and to dress in what the
others threw away, I accepted.
The breath of the sussurrus was warm on my cheek,
his breath smelled of ... rosemary. And what he was
whispering in my ear ... Fantastic! At that moment, I
didn’t notice that part of my head became numb, because I
knew I could immediately use that secret knowledge. I must
not say what it was, because it’s my secret and nobody else
needs to know. I used what I learned to enrich myself and
my family, that’s all I’m willing to say.
Unfortunately, the nightmares began shortly after.
Hallucinations. And the gradual erosion of my mind.
Sometimes I hear the sound of someone gnawing and
chewing.
There was blood on my pillow this morning. He came
out of my ear ...
154
origins and severe man, much like the judge who presided over
Some say that
I don’t know much about the origins of the susurrus. the court of Politus; and poor Emma said that the one
susurrus are
I found out about its existence less than a year who spoke to her was a kind middle-aged woman with
nothing else
ago in Crossings, and my research suggested that my own mannerisms and kindness. The figure inspired
that the past
it is a faerie wandering through the mortal world. in her such an intense and immediate trust that she had
memories that
However, due to the manner in which it feeds (see no doubt about the truth of the gossip it related, which
come back to
Appearance and Habitat), I believe it is more correct became gradually more engaging and intriguing ... and
mortals in order
to ascribe it to the infernal, another aspect of the dangerous. It seems clear that a susurrus is an intangible
to destroy the
demonic powers of corruption. It is a spirit that entity that manifests according to the expectations of
new ones. Maybe
feeds on those who give in to temptation—not of the its victims, so they will never be able to give a precise
this can be true,
flesh, but of the mind. description. And add to this what happens to a victim
but there are
The desire for knowledge is not only a passion of shortly after the secret has been transmitted...
no clues except
academics but arises in the form of curiosity within
that this creature
every living being endowed with a reasoning mind. Therefore, whether its victims cannot fix it in their
sometime roams
My best teachers knew that piquing curiosity would minds or the entity’s appearance has been lost in the
the Underworld
stimulate a student’s interest, while rote learning of fog of their tortured memories, they cannot describe
in search of
material in any field produced nothing but slavish a susurrus in detail.
memories to eat.
imitation. For this reason it is easy to understand In general there are no witnesses to its arrival;
how victims of the susurrus can be of any nature, the Meiamothes’ trap was a pure accident. People
social background, race, and age. approached by the entity are always alone - it is
The creature’s spiritual nature allows it to survive an essential requirement - and are convinced that
in an undying form and also produces an insatiable they been chosen to share in a great secret. The
hunger. A susurrus remains in the world, creeping thought of attaining knowledge that can disrupt and
from body to body to avoid departure. Perhaps if drastically change existence initially overwhelms
one could not find someone willing to listen to it, these people with a gamut of powerful emotions
a susurrus would go crazy and dissolve forever. Yet, (craving, delusions of omnipotence, extreme
so far no mortal has managed to resist the urge to happiness, horror, and so on).
approach the spirit and learn its secrets in hopes Why are emotions so crucial in this process? A
of gaining earthly benefits, such as power, lovers, susurrus does not only convey its secret through
and riches. So there is no doubt that a susurrus can the auditory canal, but also another, more fearsome
range in mortal lands for a very long time. transmission. Its whispers are accompanied by a
tiny infernal larva that makes its way into the brain,
Appearance and Habitat triggering horrible nightmares while gradually
This entity’s appearance is not well known. It is consuming the victim’s thoughts. The victim’s
only glimpsed in places hidden in the shadows, emotions trigger the larva’s activity, so it might not
and none who have come across it can remember
what it looked like.
However, I found some descriptions of the
susurrus in Perpetualia, a study on the enslavement
of spirits. In general, The book explains that it is
necessary to identify a spirit before attempting ENCOUNTERS WITH A SUSURRUS
any form of interaction with it. The Sisterhood of O The player characters need some information. They learn that there is a sage who
the Meiamothes (three shamans who occasionally lives in the woods, but who will deal only with individual seekers of knowledge,
worked together selling their services to the never groups.
Order of the Crusaders) had created a sort of trap O A man rushes into the street, screaming about nightmares and secrets. He lashes
to catch spirits. On one occasion they ensnared out violently at everyone around him, because he is pursued by hallucinations.
a susurrus, which proceeded to infect one of Within a few hours (perhaps in a prison cell or alone in an alley), he dies and a
them, thus putting an end to the Sisterhood. They susurrus emerges from his corpse.
describe it this way: O The captain of a sailing ship on which the PCs are embarked wanders at night
on the deck. That in itself is not strange but, day after day, wakeful PCs see
It now seems clear why most victims who encountered him talking to himself and ranting about a dream island full of treasures, and
the spirit remember it as a humanoid in a dark cloak, sometimes also hear a faint murmur. Will the crew follow him in this crazy
wearing a large hat and a dark bandage over the eyes. I delusion? Does anyone notice that he is changing course? And does death await
saw a wise woman who reminded me of my older sister, the ship, or will they come to the promised realm of the susurrus?
whom I trusted more than myself; Anna described an old
155
survive for long if the victim does not feel such of Hell that will grant them a new sould in the form
things. But that has yet to be proven. of an infernal larva.
In the end, when the victim is nothing but a
hollowed-out shell, a new susurrus is born in its body treasure
from the larva. The new entity knows all that the Susurrus does not accumulate treasures, as it does
victim knew, as well as possessing all the knowledge not need them. Eventually, one of his secrets could
of the original susurrus, including horrible demonic be real if the GM wants it.
GM Tip: secrets and those hidden in the souls of the living.
You can use SUSURRUS DIFFICULTY 10
a Susurrus to Tactics, Strengths, and Weaknesses Size 1, faerie (umbra)
reveal really A susurrus prefers to escape from combat and will
powerful secrets retreat from any encounter that threatens violence. Perception 12 (+2); darksight
Defense 15; Health 60; Insanity —; Corruption —;
if you like. Maybe If it is forced to fight anyway, it offers a secret in
Strength 10 (+0), Agility 15 (+5), Intellect 9 (-1), Will 13
these secrets exchange for its life. If its opponents are aware of (+3)
can be strange the dangerous nature of such secrets, then it might Speed 10
revelations give up valuable information not infected by its Immune damage from disease; charmed, diseased
Whispering Larva A creature within 1 yard of the susurrus
of something larva, but only if they swear a solemn oath to let it can choose to learn an important secret (GM’s choice)
happened or of go unharmed. Should the opponents still want to by listening to the whispers. However, on doing so, the
future events. fight and the susurrus fails to escape, then it defends creature becomes cursed (as if by a rank 4 spell). If the
himself to the best of its ability. creature dies while cursed, it rises up, 1d6 rounds later,
as an umbratilis.
A surprising thing happens if a susurrus is Iron Vulnerability A sussurrus is impaired while in
destroyed: its infernal nature generates an umbratilis. contact with iron
Umbratilis are the essence of individuals killed by Sunlight Weakness A sussurrus is impaired while in an
the susurrus, in particular the last one, which gave area lit by sunlight.
birth to the current entity. They do not retain the ATTACK OPTIONS
secrets of the susurrus, since the spirit disappers Fangs (melee) +5 with 1 boon (1d6 + 2)
from existence. Umbratilis do not even remember
SPECIAL ACTIONS
what they used to be; they have only fleeting visions,
Hide in Shadows The sussurrus can try to hide when
heartbreaking for those who recognize former loved
it is partially obscured by the shadows, even if it is
ones in those faint apparitions. observed.
Umbratilis can be encountered, although they are
MAGIC
likely to disappear into the shadows to try to become
susurrus again. An umbratilis takes that risk only to Power 2
Fey misdirect (2) will-o'-wisp (2) slumber (1)
discover new secrets. It is drawn to them like a moth
to the light; it feeds on them, only listening without UMBRATILIS DIFFICULTY 25
understanding. Once it has discovered 1d6 important
Size 1, faerie (umbra)
secrets, the umbratilis can again attract the attention
Perception 12 (+2); darksight
Defense 16; Health 20; Insanity —; Corruption —;
Strength 15 (+5), Agility 16 (+6), Intellect 9 (-1), Will 12
(+2)
Speed 12; shadow stride (as the Shadow spell)
Blight : the Favorite’
the Blight: Favorite ’ s Carriage: Immune damage from cold, disease, and poison;
diseased, poisoned
At night, in the cities that never sleep, near the theaters where the latest hit of Invisible in Shadows An umbratilis is invisible while in
the season is being performed, outside the buildings where guests attend a party areas obscured by shadows or darkness.
that has lasted almost until dawn, or in front of the most elegant brothels, where Sunlight Weakness The umbratilis is impaired while in an
area lit by sunlight.
patrons dine with courtesans, smoke expensive tobacco, and lose significant
sums at the gaming tables, gossip is a powerful weapon. The Favorite’s Carriage ATTACK OPTIONS
is waiting for its mistress, who is invariably the last to leave, and the coachman Shadow Touch (melee) +5 with 1 boon (1d6 + 2 plus
is a haughty yet bored man who offers to share some gossip if you look like you Shadow Stain)
Shadow Stain The target must get a success on a Will
have nothing else to do. “Do you know my mistress, sir?” he asks, pulling on his
challenge roll or gain 1 shadow stain. For each shadow
long-stemmed pipe. He knows something that will make you rich, powerful, and stain, the target makes attack rolls and challenge rolls
well-liked, and what he sells is not smoke... with 1 bane and grants 1 boon on attack rolls made
The Favorite’s Carriage: 1 susurrus (Emissary), 3 umbratili. Aura: Hallucinatory against it. If the number of stains reaches six, the
creature dies. Shadow stains fade away after a creature
(Strong); Influence Moderate. completes a rest.
SPECIAL ATTACKS
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Manipulate Shadows In an area of darkness or dim
light, a umbratilis can use an action to cast the wall of regula alchemica
darkness from the Shadow tradition.
Undulating Darkness When a creature attacks the
umbratilis and the creature is not hidden from the
For those who frequent the most exclusive aristocratic salons
umbratilus, the umbratilus can use a triggered action and circles, or the halls of politics, the knowledge of secrets is
to become totally obscured until the end of the round. a real currency that cannot be stolen, but only freely granted.
Masters of politics and social climbing use the illusion of trust
END OF THE ROUND
to buy these secrets, pretending to be what they are not so as to
Shadow Regeneration While hidden inside a shadow, an enter the good graces of people they don’t actually care about.
umbratilis heals 1d6 damage at the end of each round.
Nicodemus was one of those. A social prostitute without a
single good quality, devoid of morals or values, he had made
Infernal Larva a name and a position for himself among those whose tables
he shared, who foolishly believed whatever he said. As his
Devils and faeries are united by a common origin, facade began to crack, though, he freely spent every coin stolen
and even their fates seem linked. Both are connected from his “friends” to buy drugs that made him feel powerful
to the mortal world, and their survival depends on and respected by the members of the aristocracy to which he
keeping it alive. A susurrus stands in the middle, would never really belong. One day, after his wife had left him,
between the eternal Underworld and the faerie tired of his constant lies that could not survive the marital bond,
and mortal worlds. These beings spread through Nicodemus found himself in a brothel. A soft voice whispered
the mortal world as devils do, tempting mortals in his ear that he could get everything back, because there was
with irresistible secrets and arcane knowledge. a secret that only he was worthy of knowing.
The infernal larvae are the “souls” of the susurri, After lying for so long, Nicodemus at last had found a real
secret, something he could use to cheat others with under the
their infernal progeny: disgusting parasites that
slogan “business is business.” But did that knowledge burn his
feed on the flesh of mortals and use their bodies
brain, or was it the drugs he had never stopped taking? We
to hatch more susurri, born with the knowledge of will never know. You can find him in the alleys of Sixton:
the infernal ancestor and the mortal that it fed on. Nicodemus has become a mindless urinal for stray dogs in the
A larva takes 1d6 weeks to infect the victim with a city.
debilitating disease that is not contagious but kills
quickly. Each time the infected creature completes
KNOWLEDGE DISTILLED (RARE)
a rest, it must get a success on a Strength challenge
The infernal larva of a sussurrus, if extracted, can be ground,
roll or take 1d6 damage and become fatigued until added to an alcoholic drink and consumed. After absorbing the
it completes a rest. The larva cannot be removed by concoction you can learn something important on a random
normal means, but only by spells that can remove a topic. Price 1 ss.
curse (as a rank 4 spell). A victim’s death causes the
larva to turn into a new susurrus. By removing the
curse, the larva can be extracted (or emerges from
some orifice), and if preserved can remain in torpor
for an indefinite time. If it is reinserted into a living
creature, it picks up where it left off to complete the
creation of the susurrus. The larva could also be
used in other ways; see the sidebar.
memory eaters
A susurrus is hungry for knowledge and survives
thanks to it. Discovering secrets that lie in the
memories of the living allows this creature to
perpetuate its existence to infinity, tempting like all
devils the weak souls of mortals.
Often this craving leads whispers to cross the planar
thresholds of the Underworld, and to explore its
enormous underground vaults and fetid corridors in
search of secrets to be assimilated by the remains of
the mortals who rot there. They are so enthralled by
their blinding desire that they could wander in those
meanders for time immemorial, constituting another
threat to those who travel those paths.
157
SACELLUM
-—BURIED— Tap tap tap... the swift, light patter of many small
insects. It is almost a tormented echo in the depths of the
night. Those who live in the mansion assures me that
you get used to it until you don’t notice anymore and
don’t feel any fear ... almost. Except that they are not
isolated events: every new moon manifests something
strange and different. Entire colonies of insects swarm
along the corridors, as if fleeing, other times they move
in circles, stopping at specific points on the walls until
they dry out.
- Sometimes they seem like circus creatures! They
leap crazily from side to side, throwing themselves
into the flames or starting to create some figures or
symbols, poor little creatures ... - The woman tells me
as she leads me to the room.
The villa rises between the green pastures and the
forest, behind the river. The tenant still pays a tithe to my
father’s steward, and the woman does not remember me
- I never came here when I lived at my father’s estate. I
stopped here now and asked shelter for the night, I didn’t
want to move to my family estate. The woman looks
after the house and the four children of the owner while
he is in town, where he resides fairly regularly. She
offered me a tasty dinner and started telling me about
the house. I’m afraid there’s some old trick here, one of
my mother’s, and I can’t help but be concerned.
The strange phenomena that she describes to me, at
first was dismissed as pranks or the fevered imaginings
of children, but over time even others noticed and it
has become difficult to retain servants. The night is the
worst, when sleep is interrupted by screams of pain,
distant but close at the same time. That’s when the
insects begin to go crazy, and those who, in the early
days, had dared to investigate, ran away scared when,
at the end of the hallway, they saw an ethereal and
screaming figure rasping against the wall. Finally, stains
have appeared for some time. - It was thought, it was
hoped actually, they were simply signs of damp, but it
was strange for them to be in that part of the house –
all internal rooms, moreover they are adjacent to the
main living room where the large fireplace is always
lit.- Explains the woman.
Those spots move, even if only slightly, sometimes
disappearing for several days and then reappearing
suddenly. Black, yellow or greenish mold, always
different. - Sometimes dry or more often moist, wet
as water. We have tried every means to remove
them; last year the owner gave the order to scrape the
walls and plaster them again, but as soon as the work
began, the carpenter swore he could feel vibrations in
the wall, like distant tremors, and did not want to go
further: we covered everything immediately with new
plaster ourselves, hoping that it was enough. And yet,
like every time, not longer than a moon cycle, the stain
appeared again and now the stain is looking more and
“Every step I take always takes more like a screaming, angry and capricious face.
me back to the starting point ...” -What happened to the lady, the master’s wife? - I
ask.
- Which one of the three? - The housekeeper wants
to know, while I feel the first punch coming from the
walls...
158
origins priest or a noble, and even more so a young one, is
Buried alive can
A sort of sense of responsibility led me to take considered by the ignorant populace a sacrilegious
be used for a lot
an interest in the mystery of the mansion. It was act that will bring misfortune. Thus, the solution:
of structures, from
certainly not the first time I had witnessed such the condemned is walled up alive, sometimes even in
a typical crypt to a
events and, in particular, this alleged haunting could large and luxurious rooms, together with provisions,
pirate ship.
have arisen from the necromantic energies widely precious objects, books, and even family members
used and dispersed in the area over the years. It was or a prostitute for company. Surrounded by every
not so, though, but actually due to a practice of the pleasure, the prisoner will nevertheless despair and
Ordo Crepuscularis (my mother’s followers, whose ultimately die of hunger and thirst, but no one can
existence I recently learned of ). be directly blamed for the death and bear the heavy
This practice of immurement (walling up) is very burden of murder.
ancient, and I have collected numerous studies that
deal with it. In my opinion, it falls under one of two Appearance and Habitat
distinct approaches. A victim may meet his end in a number of ways. If he
The sacred practice has been conducted since is lucky, the lack of air will kill him in a short time,
time immemorial and is linked to the multitude of but more often it will be a long drawn-out death,
sacrificial rituals that can still be observed today, to an endless torment of gnawing hunger, shortness
propitiate the gods or appease their anger. Children of breath, muscles screaming with pain from being
and newly blossomed girls were chosen by the cramped in a tight space. Sometimes rats, though
community to be buried alive, an offering to Mother frightened at first, soon lose their fear and crawl over
Earth to ensure the success of future harvests. It and even inside the entombed one, tearing off small
was a great honor to be selected, and the families bits of meat. No wonder that when death comes
of those young would have been blessed, respected, at last, the soul, overcome by horror and despair,
and helped by the whole community. In similar cannot detach itself from the mortal realm to go
cases, on the death of a monarch, the youngest or the to the Underworld. Instead, it is bound to its own
most devoted servants were buried alive, together remains and becomes a sacellum (or a buried). Such
with the ruler, to guarantee adequate support and ghosts seek revenge, but above all, even if at first
assistance in the other world. In such cases, usually they do not realize it, they yearn for a well-deserved
the chosen ones were drugged to extinguish their rest.
vital flame gently and painlessly. As a buried becomes aware of its condition over
These examples are obviously echoed by the the decades, the soul wants to understand what
sacrilegious ones: cultists and priests of more obscure happened, attract attention, and be freed. At first
horrors, who offered up the living to satiate the there are strange incidents: weird apparitions,
appetites of their infernal lords or strengthen the suspicious noises. Vermin flee the burial site, but
necromantic energies required for a ritual. These over time they are drawn back to it by the trapped
unfortunates were buried in narrow and deep wells, soul, in hopes that some kind folk will investigate
which were then sealed. Their screams echoed for a
long time, a dreadful background to later meetings
and rituals. Such ancient practices have even
flourished again in recent years.
The profane practice is by nature even more ENCOUNTERS WITH A SACELLUM
abhorrent; it has nothing to do with divinities and O An old mausoleum at the top of a mountain enjoys a sinister reputation, so
rites, but is dictated by opportunism, a desire for much so that over the centuries, the area has become depopulated. Here lies
power, hatred, or revenge, to punish a rival and a lord of ancient times, guilty of having killed his whole family out of fear of
make the body disappear. The victims are confined betrayal. In the end, grown mad, he wanted to be walled in along with his
within walls, in narrow and dismal spaces, with treasures, so he could watch them and protect them from robbers.
no possibility of movement. Sometimes they have O The heir of a haunted mansion seeks help to understand what is happening
passed out, or are drugged and gagged. When and why worms and insects emerge from the ceiling every night, falling and
they return to their senses, they have no idea what crawling on the bodies of sleepers.
happened, but horror quickly seizes them as they O At night, in a clearing in the middle of the woods, inhuman screams echo.
realize they are doomed to die by starvation. This place was chosen by cultists of the Demon Lord for their obscene rites.
Perhaps the worst fate is reserved for those who Sacrificial victims have been buried alive here, in wells or stone mounds, their
must serve as a warning but cannot officially be moans rising to the skies like prayers. It is time for heroes to end this atrocity
sentenced to death. It is not always possible to and perhaps save the most recent victims ... or join them in their eternal prison.
behead or hang a person so condemned: killing a
159
and start digging where they disappear into the wall. from the wall and disappear before taking damage.
As well, stains and mold on the walls begin to take It can regenerate any injuries while in its grave,
GM Tip: You can the form of bodies and faces: at first with mercurial making it a formidable opponent. A buried retains
add great and and angry expressions, but over the years, becoming glimmers of intelligence, so it can learn the tactics of
powerful relics of desperate and anguished. Typical exorcisms are not a group of adversaries and react accordingly, often
the ancient world enough in these cases. Instead, it is necessary to trying to surprise spellcasters before facing the
and add them to understand what happened in the past and identify warriors in the group.
the treasure of the where the soul has been confined. Only after finding
sacellum. See Evil the remains and giving them a proper burial is it Treasure:
Relics for some possible to exorcise the spirit and finally set it free. Very varied. If the deceased was immured as a
examples of ancient punishment, there is usually nothing of value with
enchanted objects. Tactics, Strengths and Weaknesses' it. However, sepulchral chambers used for religious
Most adventurers come across a sacellum when it rites might contain ancient tomes of prayers and
manifests itself using its ability to possess structures, spells of a particular deity, and a royal tomb can
driving a stream of insects, worms, and batrachians hold valuable treasures: jewels, precious stones and
from cavities or cracks, as well as causing mortar and gold, weapons, and ceremonial objects.
stones to coalesce into a figure. Though monstrous,
this form yet resembles the deceased in life.
SACELLUM DIFFICULTY 50
A sacellum can also move through the structures
Size 1 spirit (parassite manifestation)
surrounding its “grave,” whether natural or not,
allowing it to direct its anger against mortals. It Perception 10 (+0); detect life
Defense 14; Health 30; Insanity —; Corruption —
presses against one of the walls of its burial site,
Strength 14 (+4), Agility 14 (+4), Intellect 7 (-3), Will 12
perceiving the presence of living creatures outside (+2)
and directing vermin that infest the place to surprise Speed 10 (only within the limits of its structural
its victims, at the same time attacking them with possession)
Immune damage from cold, disease, fire and poison;
claws and fists improvised from crushed stones. asleep, charmed, compelled, dazed, deafened,
The manifestation of a sacellum also presents fatigued, frightened, immobilized, poisoned, slowed,
many other threats: it can eliminate breathable stunned.
air around itself; inject insects and parasites into ATTACK OPTIONS
victims to slowly devour them from the inside; and
Claw (melee) +4 (1d6 + Infestation).
open an unnatural breach to drag a victim inside Infestation A swarm of voracious, burrowing insects
its prison. wash over the target. If the target is a living creature
Despite its incorporeal nature, the buried is of flesh and blood, it must make an Agility challenge
roll. A creature takes 1d6 damage on a failure, or half
vulnerable to attacks against the manifested form of the damage on a success.
rubble and insects as if it were its own body, and if
that is destroyed, so is the undead. For this reason, its SPECIAL ATTACKS
usual tactic is to reveal itself, attack, then move away Double Attack The sacellum attacks with its claw twice.
If it attacks the same target with each attack and
succeeds on both rolls, the target becomes grabbed.
Inject The sacellum injects a cloud of eggs in the mouth
and nose of one creature it has grabbed, causing the
creature to take 2d6 damage and become impaired
for 1 minute. It takes 1d6 rounds for the eggs to hatch.
blight : The well of the faun:
The blight: When they hatch, the creature takes 4d6 damage and
Behind the villa built on my family’s lands is a well wrapped in bindweed, whose becomes stunned for 1 round. The insects hatched
white blossoms open during bad weather or in the absence of sun. The inhabitants of from the eggs form into a swarm of small insects.
the house know that when the bindweed climbs up the rope of the well, it isn’t safe SPECIAL ACTIONS
to go and get water. The water has generally recognized curative properties and can Death Rattle The sacellum drains all air within medium
assuage many kinds of fevers. When the bindweed is clinging to the rope, though, the range, which extinguishes all natural fires in the area.
well teems with insects that crowd toward the light to escape its depths. The swarms In addition, living and breathing creatures in the area
do not get far; in winter they die from cold as soon as they spill onto the frozen grass, become subject to the effects of suffocation and
cannot speak.
and in summer they attract hordes of dragonflies that feast on the insects by day, and Structural Possession The manifestation of a sacellum
fireflies by night. Sometimes, when the insects emerge, whines and moans are heard, occupies the same space as a portion of a 1-yard
and something else creeps out in the dark ... long wall, appearing as if its torso emerged from
the wall but as an amalgama of insects and rubble
The Well of the Faun: 1 sacellum (Embodied); Aura: Draining (Strong);
instead of its normal decomposing flesh. The
Influence: Weak. manifestation can appear in any portion of the wall
that contains the undead secluded chamber or other
160
walls connected to this structure within 30 yards. In
any case, the manifestation will be only partial and regula alchemica
cannot be separated from the wall itself.
The sacellum can perceive living creatures through Death is a daily reality in this world of horrors, an aspect of life
its manifestation at any time. In fact, it often uses the that everyone is destined to face, and for the uninitiated it is
manifestation to feel the presence of new victims in
his grave. The sacellum can make claw attacks against
nothing more than the rotting of the body. But for us Necromancy
creatures within reach from the portion of wall from scholars, it is the subject of in-depth studies, both scientific and
which it manifests. The manifestation can move along esoteric. It is the supreme unknown, an incomprehensible mystery,
the wall at a maximum speed of 5 yards per round. the primordial source of all fear. I believe that death itself is not
The manifestation can be attacked as if such attacks the enemy, but rather its very idea: the dread of having to face it,
targeted the sacellum but the attacker make this attack the doubt about what will happen next. The undisciplined mind
with 1 bane due to the partial cover from the wall.
succumbs to dark emotions and fear when it realizes that its fate
While using Structural Possession, the sacellum in its
grave is considered defenseless. It can use an action is a slow and unavoidable death, as in the case of those who are
to end its manifestation, but the creatures that attack buried alive.
it can make a free attack to it before it disappears Through necromantic techniques, it is possible to harness all this
completely. If the sacellum is moved from the wall spiritual energy and direct it through physical ducts that empty
in which it is melted, it takes 2d6 damage and its into taps, from which it can be collected. My mother excelled
manifestation disappears immediately. If the sacellum
in death spells. From my family’s mansion, buried pipes led to a
is destroyed, its manifested body is immediately
reabsorbed into the possessed wall.
fountain with spouts in a small temple. This fountain, the Source of
Underworld Breach A sacellum can use an action, or a Death, supplied precious distillates. I believe my mother had the
triggered action on its turn, to touch a non-magical idea from the Faun’s Well, which still stands in the rear garden of
wall and open a structural rift from which flows a the mansion.
stream of insects and parasites that gather with rubble Among her papers I also found some writings about a woman
and stones to form its manifestation. The wall section who disappeared on our estate, a servant. My mother secretly
returns to its original state once the manifestation
recalled her spirit and discovered her history and place of burial,
disappears. Once every 1d6 rounds the sacellum can
create an Underworld Breach around its manifestation, also obtaining a finger, which she kept with her collection in a
a semi-solid dark membrane. It is not possible to velvet box.
see through it and, due to poor visibility, movement The disappearance occurred about 40 or 50 years earlier, at the
through the split counts as moving across difficult time of some restoration work on one of the baronial palaces in
terrain. The sacellum can drag a target it has grabbed, town. Two maids quarrelled, competing for the attention of one
using a triggered action on its turn, through the split
of the carpenters. A drink and a word too many led to a fight, and
in his grave if the creature it has grabbed gets a failure
on a Strength challenge roll with 1 bane. one of the two slammed her head and collapsed. Believing her to
be dead, the other convinced the young object of her love to hide
END OF THE ROUND the corpse inside the wall the carpenter was repairing. Considering
Secluded Healing A sacellum in a closed room without the grooves dug on the inside of the bricks, and the position of the
any external opening, heals 2 damage per hour. If the body described by my mother, the woman had only been knocked
room has no exit or is somehow also magical, it heals out by the blow. That wall was adjacent to a large fireplace, so the
4 damage instead.
unfortunate maid was not only walled up but also cooked alive,
and her suffering must have released an enormous quantity of
the atrocious circle power that my mother collected and bottled.
The craving of the fairies to destroy mortals and
perpetuate their eternal revenge is well known. What DEATH WATER (RARE)
is less known are the infinite, cruel and subtle ways in Death water is distilled from the moods of sacellum with some
which this occurs. According to my personal theory, secret ingredients. Drinker is able to block hunger and thirst
for 1d6 days and cannot suffer the effect of suffocation for 1d6
this practice was induced in mortals by a Lady of the
hour. Drinking too much doses of this potion can alter the body
Fey who lost their consort because of them. Hate was functions and can trasform the drinker in a ghoul (Strength
as strong as love. And to keep alive her realm, she challenge roll with 1 bane to avoid the transformation). A flask
perpetuated the ephemeral existence of her husband can contain 3 doses. Price: 50 gc.
by absorbing the vital energies of mortals, inculcating
in them some ancestral respect for himself as a divinity.
It is not known if Mother of the World is another name
for this lady, but the fact that the practice of burying
alive is very tied to her cult and suddenly appeared
between rituals and prayers, as the first distortion of
the religiosity of mortals.
The very existence of the sacellums guarantees
the survival of the realms itself. For this reason,
for every sacellum destroyed or released from its
atrocious afterlife agony, someone else will appear, to
perpetrate what has begun.
161
vanaglorica
-—Living armor—
Jhia’h brushes my elbow as we sit at the inn table. I chose
the table closest to the door, next to the fireplace. She
nods to the round table nearby where a man is talking
about the knight we are looking for. As I unfasten and
lay my sword down the table, Jhia’h retreats into the
shadows and changes her face.
- Pass the pitcher, I will tell you the story. No one
knows who he is or where he comes from. He stands
for hours on the other side of the old river bridge, mute
as a fish. Not moving, doing nothing. Think about how
he cramps in the evening! Once the old Bletus went near
him ... that is, he swears his helmet was empty! So he
moved a bit further, maybe its occupant was near, let’s
say … this side of the bridge, you know, and he yelled
at that armor. Stuff like “go away” and “we don’t need
knights. No orcs in these parts. “But that didn’t move.
And do you know why?
- No, why?
- Because that one considers Bletus, me and you and
the other country people, only as bags of walking shit.
Sure, the armor is old, but imagine how rich that guy
must be to have such stuff. Who knows? Maybe he is a
fallen nobleman and he challenges people to duels to kill
time. A nice challenge, yes, I think it excites him. When
a foreigner passes, an adventurer, in short someone who
is quick to draw his sword, there he is, the silent paladin
who challenges him by pointing at him with his sword.
I tell you, he is waiting for those like that. He’s already
taken out three.
- What do you know about it?
- I saw the bodies rotting in the river. My old woman
lives there, but listen to what I’m saying. As long as that
armor is there I do not go visit her. The guy has something
wrong. The last time it was windy, the armor was there
standing as always, a stockfish on the wooden planks of
the bridge. But I didn’t like the smell it emanated. No. It
tasted of dust, and of old rotten bones.
- Hey, man - Jhia’h calls to him as she steps forward.
She wears the face that her human parents gave her, a
blond young man with a decidedly pleasant appearance.
- I listened to your conversation with great interest. I’m
interested in this challenger. Tell me more. Innkeeper,
the beer is on me. -
The men make room for Jhia’h sit down, and I leave
this part of the matter to her. We found it. It is certainly
the spirit that we seek, the embodiment of pride that falls
like a dark curse on some of the greatest warriors of Rûl.
We are not here to face it, but someone else will do it for
us. A group of young adventurers who enjoy spending
time in such occupations is here. We followed them here
and, yesterday, one of these vigorous young men, clearly
“From the visor, the pale succumbing to the alcohol, boasted that he had defeated
reflection of what had once been a troll armed only with his spear. Just challenging him to
a man looks back.” prove his worth will do the trick. In the case of a sudden
jolt of fear, a compulsion will solve the problem...
162
origins Appearance and Habitat Runes can be
This is what I understood after my studies on the Vanaglorica can remain dormant for years, perhaps
very important
subject. According to a theory in vogue among even decades. In this state they are not unlike cursed
for a vanaglorica.
some Necromancy scholars, the spirit that inhabits objects and can therefore be found in ancient crypts,
Amors and
a suit of armor to create a vanaglorica arises from the underground vaults, and forgotten armories. They
weapons can
suicide of a grand champion, usually a knight or a usually contain remnants of mummified creatures or
often reveal new
brave warrior who has ended his or her life through skeletons, and thus are often mistaken for boneguards
runes and they
guilt or shame. Regardless of the veracity of this idea, or similar types of undead.
can become very
there is no doubt that each vanaglorica belonged in
the past to individuals of considerable prestige or Tactics, Strengths, and Weaknesses' powerful relics
once defeated the
influence. Pectoral, helmet, greaves, and vambraces For one who bears a vanaglorica, the only way
creature.
are ancient and often decorated in a refined and to defeat it is to resist its mental control attempts
valuable fashion, with gold and silver inlays. three times in a row. Before this happens, however,
Despite its stiff movements (since inside there the bearer develops an obsessive attachment to
are only moldy bones or a body almost wholly the armor that prevents getting rid of it in any way
mummified), a vanaglorica fights with great martial (much like a cursed object).
skill, testing an opponent to become its next If the bearer shows sufficient willpower, denying
“possessor.” If defeated, the spirit that pervades its the influence of the spirit three times in a row, the
shell (a complete suit of plate armor) becomes latent, vanaglorica immediately manifests itself as an
allowing the armor to be collected and worn for a incorporeal horror that looks like its last bearer,
few days before manifesting its pernicious influence emerging from the cuirass in a cloud of black smoke
on the unsuspecting victim. and a vortex of translucent energies. In this state it
When the bearer of a subjugated vanaglorica can be fought and destroyed forever: the armor rusts
dies or goes insane, the body is consumed instantly suddenly, covering itself in blood before crumbling
as if through old age (this is how the spirit feeds). away with an obscene stench.
If no one claims the armor, at the following sunset
the vanaglorica “revives,” again becoming a sort Treasure
of bizarre undead knight, looking for another A vanaglorica is in itself a magnificent object, but it
challenger to repeat its unholy feast. cannot be sold or given away since its owner can never
dispose of it. If, for whatever reason, the vanaglorica
another Theory on origin? were forcibly removed (for example, by stealing the
The intrinsically physical and tangible nature of armor), the bearer would begin to suffer emotionally
the hordeling creatures does not at first suggest a from the separation. Until the treasure is regained,
relationship with metaphysical and incorporeal such distress requires making a Will challenge roll
entities such as spirits and ghosts. The average whenever the bearer completes a rest, gaining 2d6
observer would consider the two groups as belonging
to completely different realms.
Yet I have long investigated the possibility that the
appearance of the Horde, in the past, had a role in the
birth or at least in the spread of vanaglorica. In fact,
hordelings have the ability to release a multitude of encounters with a vanaglorica
secretions from their repulsive orifices, a veritable O Verrio, a famous burglar wanted by the authorities, has returned from his
universe of substances (some of which are invisible), latest venture by dressing in an old armor that he is not willing to take off for
which is the foundation of their olfactory language. any reason. All those who know him cannot explain his eccentric behavior,
In this they are not dissimilar from other mundane especially since a bounty hangs over the man's head. Members of the local
creatures, but no being native to Rûl can emit thieves guild are worried that Verrio will be able to make their names once
pheromones as powerful as a hordeling’s stench. arrested.
It is known that these smells are capable of altering O A sudden earthquake caused the hillside to collapse, revealing access to the
the psyche of living beings, especially the simplest tomb of an ancient warrior. The sheperd who ventured inside saw a complete
minds or those inclined to be conditioned and armor placed over a stone sarcophagus. He heard the clangor of the old metal
influenced, so it would not surprise me to discover and a deep voice talked to him in an old language...
that the craving and desire induced by a vanaglorica O A mysterious knight roams the streets of the region. He challenge any warrior
are actually the results of a mutagenic influence left or adventurer brave enough to fight against him in duel granting them some
by the Builders (or perhaps the armor itself is a new jewels as a reward in case of victory.
incarnation of such horrors
163
Explosion of Runes Any runes from Wicked Rune that
Insanity on a failure, or half as much Insanity on a have charges expend their charges. In addition, the
success. target must get a success on a Strength challenge roll
GM Tip: You can with 3 banes or fire washes over the target, dealing
create new types Disembodied Knight 3d6 damage, and the target become defenseless for
1d6 rounds.
of Vanaglorica by An ancient full plate armor, with greaves, breastplate,
simple changing the helmet, gloves and other protections comes alive to SPECIAL ACTIONS
spirit in the armor face those who dared to pass it by. He wields a two- Abyssal Gaze The vanaglorica uses an action, or a
personal history handed sword engraved with runes that shine reddish triggered action on its turn, to raise the cover of
its rusty helmet. One creature within 1 yard of the
and substitute the every time the creature inflicts damage. vanaglorica must get a success on a Will challenge roll
Hero's Delusion or gain 1 Insanity.
with some similar
VANAGLORICA DIFFICULTY 50
other powers.
Size 1, spirit-animated object
spirit in the armor
Perception 13 (+3); darksight When the armor is defeated, the spirit that animated
Defense 18 (full plate); Health 36; Insanity —; Corruption —
it is released waiting for someone to seize it and then
Strength 13 (+3), Agility 10 (+0), Intellect 10 (+0), Will
14 (+4) bind itself inextricably to that creatrure for eternity.
Speed 8
Immune damage from cold, disease, fire and poison;
asleep, charmed, compelled, dazed, deafened, SPIRIT IN THE ARMOR DIFFICULTY 100
fatigued, frightened, poisoned, stunned Size 1, horrifying spirit
Resilience the vanaglorica takes half damage from
weapons and fire. Perception 13 (+3); darksight
Defense 16; Health 50; Insanity —; Corruption —
ATTACK OPTIONS Strength —, Agility 14 (+4), Intellect 10 (+0), Will 14 (+4)
Greatsword (melee) +5 (3d6 + 3 plus Wicked Rune or Speed 10
Explosion of Runes with 20+) Immune damage from cold, disease, fire and poison;
Wicked Rune The vanaglorica’s greatsword has three asleep, charmed, dazed, deafened, compelled,
runes etched onto its hilt. When it deals damage to a fatigued, frightened, immobilized, poisoned, slowed,
creature, all three runes become charged and shine stunned
with a red, blue, and purple light until the charge Insubstantial A spirit in armor takes half damage from
is expended. If the vanaglorica deals damage to weapons, can move through solid objects and other
a creature while it has at least one rune charged, creatures, and ignores the effects of difficult terrain.
it can expend the charge and force the target to Naturally Invisible A spirit in armor is invisible to creatures
make a Strength challenge roll. On a failure, the other than the creatures whose defeat the armor in
target takes 1d6 extra damage and suffers an effect combat. While invisible, the spirit in armor lacks the
determined by the rune from which the charge was horrifying trait and cannot use its attack options.
expended. The red rune causes a target to become Linked The spirit in armor is tied to its armor. Unless all
immobilized for 1 round. The blue rune causes a parts of its armor are destroyed, a spirit in armor will
target to become slowed for 1d6 rounds. And the raise again after it has been destroyed with a specific
purple rune causes the target to become poisoned ritual.
for 1d6 rounds.
ATTACK OPTIONS
Grave Touch (melee) +4 with 2 boons (1 Corruption plus
Hero’s Delusion)
Hero's Delusion A living target makes a Will challenge
roll. On a failure, the target becomes compelled until
the end of its next turn. The compelled target must
attack a creature different from the spirit in armor,
blight : The Stone Ship
The blight: chosen by the latter and within the target’s reach.
On a hill stands a soaring structure, made entirely of polished stone, which
SPECIAL ACTIONS
resembles a ship. Its origin is completeley unknown. Some say that it is an
Manifestation The spirit in armor uses an action or
ancient place where, according to local legends, the corpses of warriors died in
a triggered action on its turn to become visible. It
epic battles were displayed for a whole month, decomposing in their glorious remains visible until it uses an action or triggered
armor before being recovered, stripped, and burned on a pyre in front of the action to become invisible once more.
ship. Thier souls wander the plains of the Underworld waiting to come back
to Urth. It is also said that at a particular time of year - solstice, equinox, or
every new moon - a warrior awaits a challenger on the bow of the stone ship. Spirit of the Blade
He reveals himself only to those who actually stand a chance of defeating his This well-preserved armor belonged to an honorable
awaken spirits of the blade. knight who was guilty of the unforgivable: betrayal
The Stone Ship: 1 Vanaglorica (Emissary), Aura: Spectral (Strong), Imprisonment of his lord. The knight self-inflicted the ultimate
(Moderate); Influence Moderate. punishment out of guilt and shame, sacrificing
himself to save his master’s life and rehabilitate his
164
own name. In this case, replace the Hallucination of regula arcana
the Hero with the following talent.
Destroying a valuable object
Suffering The spirit in the armor can inflict an atrocious
is always a waste, especial-
pain on anyone hit with its Grave Touch, instead of ly when it comes to ancient
Hero's Delusion. Targets hit by this attack suffers 1d6 relics or magical artifacts.
+ 4 damage and must make a Will challenge roll. On In general, I am inclined
a failure, the target is diseased for 1d6 rounds. towards a sort of “confi-
nement” or isolation of the
Spirit of the drowned item in question. Howe-
A templar devoted to chastity for his order succumbed ver, in some cases, such
to the temptation of lust with a young cadet. After objects could continue to
discovering this love was false, he took his own life, present temptation, and
therefore danger, for those
drowning himself while wearing his armor.
who do not scruple about
Censor The spirit in the armor can inflict an atrocious
bondage to them or for those
pain on anyone hit with its Grave Touch, instead of who have an unrealistic opi-
Hero's Delusion. Targets hit by this attack must make a nion of their abilities, and
Will challenge rolll. On a failure, the target is deafened, therefore destruction is a
blinded and dumb for 1d6 rounds. forced choice.
In the case of a vanaglorica, ke-
Spirit of the Martyr eping the armor intact is absolutely
An ogre, to avoid death at the hands of his own not advisable, because its abilities
kind, had to slaughter the adoptive family who had protect the spirit from intangible
raised him and who had saved him from a life of attacks with reasonable effective-
ness. Moreover, this armor does
hardship. Ashamed and plagued by guilt for what
not interrupt the bonds between
he’d done, he changed sides and defended his other an object and a soul, much as with some
“family” - the community in which he lived - from metal bodies of the more “modern” clockworks. However, di-
the ferocity of plundering orcs, but succumbed to smantling it requires applying specific procedures, which are both
their fury. complicated and dangerous.
How we proceeded: Once the armor was purged of the perni-
Justice The spirit in the armor can inflict an atrocious cious influence that permeated it, we had to carefully disassemble
pain on anyone hit with its Grave Touch, instead of
it and then melt down at least two-thirds of its individual parts in a
Hero's Delusion. Targets hit by this attack must make
a Will challenge. On a failure, the target t is dazed for
copper cauldron (which must be crafted by a handsome dwarf 15-
1d6 rounds. 30 years old). The process required a Fire spell of rank 3 or higher
and produced ingots of a (metallic?) material never seen before.
I had them analyzed by Krongul Jadesight, the best goldsmith
Spirit of the pyre in Caecras, who was shocked: the molten product is not the same
Cultists sacrificed a man at the stake to obtain favors metal used for the construction of the armor, but something ... to-
from the demon they worshiped. The sacrifice tally different. How this can be, he doesn’t know. The interior of
required a man of faith, and they chose one of the each ingot shows a network of tiny images that are repeated in a
paladins of the New God who most of all had tried to disturbing and endless pattern. Are they eyes? Hands? Neither of
eradicate their cult us knew how to describe it exactly, because attempts to focus on
that particular feature proved incredibly frustrating and gave us a
Honor The spirit in the armor can inflict an atrocious feeling of impending doom.
pain on anyone hit with its Grave Touch, instead of From the armor we have therefore obtained the material in
Hero's Delusion. Targets hit by this attack must make a
question, as well as two greaves and a breastplate. My Divina-
Will challenge. On a failure, the target t is immobilized
for 1d6 rounds. tion spells showed that the ingots’ substance has great potential for
constructing objects to mask the wearer’s psychic aura. Those we
smelted are enough to craft at least one necklace and two brace-
Spirit of betrayal lets. These objects function only if worn together.
A dwarf was betrayed by members of his clan and
forced to flee to the Desolation. There he lost all
VANAGLORICA JEWELS (RARE)
forms of sanity and died to protect an ancient tomb.
Worn together, these strange jewels make those who wear
them immune to these spells: locate (Divination), obedience
Insanity The spirit in the armor can inflict an atrocious
(Forbidden), life sense (Life), rune of finding (Rune), enslave
pain on anyone hit with its Grave Touch, instead of
(Enchantment) and sigil trap (Rune).
Hero's Delusion. Target hit by this attack must make
a Intellect challenge. On a failure, the target gain 1
Insanity.
165
166
EPILOGUE
167
macabre remains
And now I have come this far. loculi. I also have with me some of the clockworks
If it goes wrong, I can at least say that I have lived that have accepted to take part in my plan, and
thirteen years longer than my mother and her cult that over the years have taken steps to transport
had planned. Thirteen years that led me to cross here other skeletons and all the objects that I have
Urth, to travel through its forests, its peaks and its collected to restore the semblance of life to this
abysses, its belly traversed by treasures and worms, army: they will be used almost simultaneously.
its external spaces, and many worlds that surround I make one last check with Altomonte, who
it as motionless and heavy gems. There is no doubt prepared the minds and bodies of skeletons and
that, if I were to fail now and my capture was a deceased, and proceed to the second room.
consequence of this long-awaited confrontation, This is my personal shrine. Here I have sent
my death would soon follow, as per the plans of those who have agreed to help me throughout
the Order of Builders. This time I would be unable their lives and have died fulfilling their mission.
to escape, I have no doubt that they have prepared Lined up on diorite altars, sealed by the insult of
themselves at their best. decomposition in death, their last breath of life was
The site of my death would not open wide the suspended when they died and enclosed in one of
gates of the Void, but it would be enough to tear the soul gems that deeply embedded themselves
the Veil enough to allow much of the Horde to pour in their skull. My personal variant of Deathlesses
over Urth. Once the Horde has swept everything know what they are called to do, know the reason,
away, nothing would remain for the Demon except and share a common purpose.
mashed meat, lands soaked in blood and guts, Father Faber was the first. When he realized
turbid red seas. This is the plan of these refined he was sick, he asked for my help to complete the
scholars: to destroy the world before the inevitable procedure. He could not accept being devastated
coming of the Lord of the Demons. Without by the disease, so he decided to suspend his life,
souls to torment, the Demon would be forced to and his body is now preserved by the frost of one of
leave Urth, and the chosen few who would hide, the Nineveh stylus. He was moved here, his mind
waiting in a bubble world with a perfect view of separated from the body in a continuous series of
the hecatomb, would return, ready to harness clones of callaria genitrix that he controls in full
the Horde. They would have changed matter in - seeing him around in three identical copies of
their bloody hands, no longer living beings, but himself is strange, but somewhat reassuring.
material prepared to be shaped as they please: a There is also Loth, closed in a simulacrum. He is
virgin world, ready to be reborn from death and conscious at times. As only two years have passed
from raw material obtained from the corpses that since his death, his willpower is intact. He saw
populated it. the destruction spread by the Order’s plan with
There are so many imperfect elements in this his own eyes, and decided he wanted to be part of
imaginative plan, so many aporias and unverified all this. I have modified the simulacrum in many
assumptions that I cannot say for myself what ways, and it has become a generator of energy. I
possibility of success such a strategy could have. Of can hardly recognize Loth, in the mass of muscle
course, I don’t want to be used and destroyed for a and power he has become, enclosed in the meat
hypothesis without a quantifiable probability, and idol that has continuously strengthened and fed
therefore the Order will not find itself disposing of him with dracharius fluids and materials, like a
my corpse in case I fail today. I have foreseen this. baby in amniotic fluid. Loth’s mind has turned on,
I look around in the darkness of the cave. I chose and he has spoken to me often in recent months,
it because the necropolis in its belly allowed me to showing me hypotheses and possible results of our
create an oscillating reality extended to the stretch hypothetical battle tactics.
of the sea next to it, thanks to what I learned about There are some others, men and women, with
the practices of the senectarium. I stacked several whom I have shared the need for this battle. They
dozen corpses in this cave system, connected with died and are here, lying on the funeral altars in their
the underwater caves, which I myself prepared for suspended life, waiting for the right moment. The
the recall ritual according to long and intricate litanies of the desecrate fixtures in the stone walls
necromancy spells that worked very well thanks support their minds and intentions, suspended
to what I learned and collected in my research. waiting in a plane that does not exist, and fortify
In fact, I used them together with materials and them because they resist the attacks of monsters
knowledge that I derived from corrupti, sacelli, that will soon take the field. For each, an aracraneo
168
by E. Albini
169
mixed with other pebbles, hidden and unreachable mass of deformed orcs and ferals, which the Order
for eternity. boasts of having subjugated. Behind them are three
For the last time, I look out to the western handfuls of men, two of them led by an imposing
opening of this cave system on the rock wall. I warrior in armor, twice the size of a man, armed
see the depths of the sea, and I guess the massive with a morning star and an ax, a champion who is
silhouette of one of the creatures that, attracted by not in a hurry to make them advance on the first
the portal, populate this stretch near the coast. I balcony.
chose this place, the wall on the west side of the It does not seem possible for them not to
Troll Mountains, because it has natural caves that encounter resistance. Indeed, it is not possible.
overlook the water from a considerable height. My animated skeletons and corpses are ready.
It is in part a natural system, partially built as an I release them. And then it’s up to my two bone
ancient and forgotten necropolis whose lower machines, which begin to rise from the bottom of
level can be reached through an amphitheater the turquoise amphitheater, higher and higher, like
carved into the turquoise rock that gradually columns that twist and strike, like solid and spiny
descends. The mountain vault visible at the top, tentacles that crush and sweep.
its levels are tombs excavated in the gemstone, ring And here they are, finally: the Order has sent its
by ring, until they descend at the bottom pool of most expendable, keeping the highest in rank in a
seawater, aa underwater conduit that leads off, safe. They are three, calmly entering on the back of
under the mountain to the open sea. Protected huge horses with black twisted horns. The bishops
by rites and spells, by its keepers and sleepless wear long crimson tunics adorned with consecrated
remains, this space constitutes an additional power gold, crowns, white gloves - fingers festooned with
that I can oppose to the forces that the Order has enchanted amethyst rings, rods loaded with lethal
brought into play: butchers, saints, murderers and spells that tear, imprison, weaken, dissolve ...
fake champions of a cause destined to destroy Bishops cast spells, fund their arsenal, sweep
them, fools who are fighting for those who are my front line. But champions and humans do not
deceiving them. Their stolen magic, enhanced by advance. Bishops are holding them back. They have
my mother’s secret knowledge and her remains, identified me, and they know that they will have
is strong; their flesh, modified by the mutagen to come to me, crossing the well, descending the
and the spells, as well as by their relics they have balconies or finding the tunnels that, they suppose,
borrowed from the faith they do not really possess, conduct to my rooms. What are they waiting for?
almost indestructible. Their champions - humans, A little girl makes her way through the horses,
orcs and machines - unstoppable. her mind reaches mine. I’m sorry, she tells me.
I’m not ready yet, nor have arrived all those I What it is supposed to be, I do not care. I summon
need for this battle. But I don’t think I will have the the shield. A wave of green energy emanates from
opportunity to choose the moment. I complete my the child towards me. The magic protections of the
preparation. I hold the sword. I advance towards necropolis are useless. The child devours them,
the opening that overlooks the interior of the making them hers. The champions advance by
mountain, towards the whispering darkness. I rising into the air. So, they have chosen this way.
stop to observe the descending amphitheater, so I give orders to my comrades, the time to fight has
low that it seems motionless. Instead, amid the come. I waited for my last help to come, but I can
exhalation of the mists of the dead, I see my little no longer delay ...
Alisee swimming, my familiar never born in the A sharp and terribly iced burst of wind hits the
form of a dragon that I composed working on the crowds at the entrance from behind and knocks
dracharius egg with all the knowledge I acquired in down the mounting bishops. Deadly globes of ice
my 75 years of life. She swims lazily in wider circles flash towards me and stop abruptly floating in the
climbing towards me in the air, and brushes against air, suspended on the turquoise necropolis and its
me, recognizing my bond. watery black bottom. A relentless group of gelidi
Slightly lower than the balcony on which I am, follows and, behind gelidi, advances, imposing and
separated from me by the entire diameter of the terrible in the blizzard of ice that he has evoked
amphitheater, the entrance to the cave vibrates. My himself, a kainarex that I once called uncle ...
clockworks have sealed it with enchanted metal Now the battle can really begin.
plates, but it won’t last long. And it doesn’t have
to. Under the blows of magic and the mass of an
army determined to take me, the plates yield. The
doors break down to the ground, trampled by a
170
171
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Balazs Foldes David South Jeffrey Meyer Martin Heim Rafael Fagundes Pinto TheTygre
Bear Weiter David Stephenson Jennifer Martin Shelby Raí Barbosa Thomas Drevon
Ben Ferguson Delos Adamski Jeremy Kear Massimiliano Ramose78 Thomas Kavanagh
Benjamin Maillet Derek Guder Jez Tavarone Redfuji6 Thomas Ladegard
Benjamin Menard Dilson Ferreira Jmt Mathias Green Richard Mundy Thomas R.
Bill Weir Dirk Schlobinski JMXG Matt H Richard Tamalavitch Thor Asa
Bjørn Benjaminsen DivNull Productions Joe Castelli Matthew Jordan Rickola1977 Tim Baker
Black Candle Games Douglas John "johnkzin" Rudd Matthew Koelling Riley Gibbs Todd
Blake Kearney DZgamer John Bellando Matthew Pierce Rob Risko Tom
Blaze Beyer Edward Kabara John Chambers Matthew Richardson Rob Wieland Tom
Boyd Stephenson Elia Santi John e Graham Mauro Monti Robert Brambley Tom Cadorette
Brandon Barnes Emanuele Rutali John Eternal McKendry Herrmann Robert G. Male Tomas Trillingsgaard
Brendan M Emilio Giordano John Hickman MeleeMagthere Robert J Schwalb Trevor Peterson
Brian Johnson F Lennon John Pyrich Michael De Plater Robert West Trip Space-Parasite
Brian Perkins Fabian Recht Johnathan Visani Michael G Roberto Mandrioli Twistedcrow
Bruce R Cordell Fabio Renzetti John-Michael Michael G. Palmer Roberto Rossi Vincenzo de Letteriis
Cable Fernando A. Dolande Warkentin Michael Graves Ronald Lewis Jr Wes Baker
Campaign Coins Filipe Cunha Jon Terry Michael Pruitt Ronaldo Moreno- Will Triumph
CaptainNorway Finagle Jonathan Breese Michael Stevens Aramburú William P
Carl Erez Francesco Maria Iena Jordan Kelsey Flynn Michele Facco Ronnie Grahn William Tinnin-Timm
Chamo Frédéri "V.K. Bilak Michelot Bertrand Saepius YLF
Charles Choi Friedrich" POCHARD Jordi Rabionet Mike Myler Sage Zach Yokell
Charles Lutz Fucklebutte Q Hernandez Mike Nusbaum Sam Hing Zane Lee
Chef Pandakage Shitlord Jørgen Sætermo Mirco Scott Maynard Zhoover
Chris Edwards Furstenberger Joshua David Bailey Mirco Scott Robinson
Chris H. Gabriele Camerati joublack046 Mirko Sean
Chris Westbrook Gajoos Jouni Kittela Mirko Froehlich Sean K Reynolds
Clyde Garth Cummings JT Scott Mog MacLaughlin Sean Phelan
Colm Lundberg George Vasilakos Julian Monte Young Secespitus
The tension between uncontrolled destructive forces, such as those embodied by the Horde, and the structured control of magic seen with the Belt or spells from the Forbidden tradition embodies a central theme in fantasy: the struggle between chaos and order. Destabilizing forces like the Horde threaten the very fabric of universes, representing anarchy and the dissolution of structured existence. In contrast, structured magical systems often attempt to impose order, albeit with potentially corruptive effects, pointing to the dual nature of power and its use. Such narratives critique unchecked power's potential for destruction and the ethical boundaries of control .
Undead entities like Hexia and Loculi reflect themes of redemption and punishment, symbolizing the struggle for absolution from past sins. Often controlled by necromantic or religious rituals for specific purposes, their existence questions the efficacy and morality of eternal punishment. Hexia, aware of their infinite service's futility, personify the torment of unfulfilled redemption, longing for autonomy and peace. Loculi, similarly, are caught in cycles of presumed or false atonement. Such narratives critique afterlife justice, suggesting it is retributive rather than restorative and raises ethical questions about the purpose and fairness of prolonged punishment after death .
"Horde of the Blackstar" embodies the classic apocalyptic motifs of invasion and destruction within speculative fiction, where it serves as an unstoppable force threatening to devour worlds. The motif plays into the narrative of doom, where the impending apocalypse catalyzes character transformations, pushing them from complacency to action or leading to despair. Settings transform under apocalyptic threat as societies collapse or adapt, leading to new social orders or chaos. These motifs urge reflections on human resilience, the fragility of civilization, and the moral consequences of facing extinction-level events, offering a lens to explore existential anxiety and hope for renewal .
Forbidden knowledge in these narratives acts as a catalyst for transformation and destruction, significantly shaping character fates. For instance, engaging with entities like the sussurrus or ingesting condensed time introduces characters to secrets or powers beyond their understanding or control, often leading to hubris or downfall. This knowledge can yield power and wisdom but frequently comes at the cost of sanity, relationships, and stability, as seen in characters driven to madness or moral corruption. Characters who pursue forbidden knowledge often find it dictating their destinies, emphasizing the dual-edged nature of such knowledge that can both enlighten and doom .
The Loculi symbolizes eternal punishment and the complex nature of supernatural justice. Driven by exorcisms, curses, or resentment, Loculi are condemned to wander and guard areas, serving as a deterrent and a moral lesson. Their existence, often unjustly founded due to false accusations or coercion, questions the fairness of eternal punishment. Loculi are bound to fetishes that perpetuate their torment, reflecting the supernatural theme of justice as both retributive and corrective, where victims of circumstances must expiate sins, real or perceived. Importantly, their continued confinement contrasts the relief found in freedom, suggesting justice that traps rather than redeems is inherently flawed .
The Horde's destruction of unfinished worlds showcases a cosmic narrative where creation and destruction are intertwined. The genies' initial act of creation using the Demon Lord's sundered body symbolizes divine construction. This process is disrupted by the Horde, which is an instrument of the Demon Lord's vengeance, seeking to reverse creation and restore the divine substance to their master. This cyclical nature of destruction leading to rebirth fits within larger cosmic stories where life and death are necessary counterparts. The narrative suggests that creation is not a finite act but a repeated cycle, where the destructive forces serve to rejuvenate and rebalance the universe .
The fleshshaper's mutagenic venom embodies the theme of transformation by inducing drastic physical changes that render victims helpless. While this transformation literally reconfigures the victim's body, fusing limbs and reshaping bones, it also metaphorically represents the loss of personal agency and identity, reducing them to a state of agony and dependence. Ethically, this reflects the horror of forced change and the violation of natural order, as the victim is denied any consent in their transformation. The implications highlight the brutal power dynamics involved in such changes, positioning the fleshshaper as a manipulator who forcibly alters beings into forms of horror for its own ends .
Each aura type emanated by a transfigurated creature compels victims to make challenge rolls based on different attributes: will, strength, or agility. For instance, the burning aura involves a strength or agility challenge roll—failure results in heat damage, varying by aura strength: weak (1d6), moderate (2d6), or strong (3d6 plus catching fire). The chaotic aura uses a will roll, compelling victims who fail to endure effects akin to a chaos boon spell, with strength levels affecting the roll amount. The despair aura requires a strength roll; success grants immunity until a rest, but failure results in will damage and conditions such as fatigue. The strength and type of aura determine the scale and type of inflicted conditions .
The Missoverso's manipulation of time, capable of aging or rejuvenating individuals, underscores profound philosophical questions regarding human fears of temporality and the desire to master time. This evokes the age-old human yearning for youth and the horror of hastened aging and mortality, confronting fear of the inevitable passage of time. Such control over one's temporal existence questions identity continuity and the ethics of altering life's natural course, as physical and psychological transformations can destabilize one's sense of self. Through its time-altering powers, Missoverso challenges the acceptance of fixed human life spans and natural temporal progression .
Wearing the Belt of Forbidden Magic implicates both ethical and metaphysical concerns. Ethically, the wearer gains significant power (+1 to Power) and the ability to cast spells from the Forbidden tradition, necessitating a responsibility given the potentially malevolent nature of these spells. Metaphysically, the belt's ability to enhance sublimation and challenge rolls against hunger and thirst suggests manipulation of natural bodily processes, raising questions about the boundaries of human enhancement. Additionally, the belt unreveals spells contingent upon the belt being worn, highlighting dependency on artifacts for supernatural power, which may corrupt or alter one's natural abilities and moral compass .









