Nothing Special   »   [go: up one dir, main page]

Sundered Skies PDF

Download as pdf or txt
Download as pdf or txt
You are on page 1of 180


S UNDERED SS
S UNDERED KIES
K IES
KIES
WRITTEN BY DAVE
AVE BLEWER

ADDITIONAL MATERI
ATERIAL
AL BY KEVIN L ANDERSON,
PAUL “WIGGY”WADE-WILLIAMS, AND SIMON LUCAS
EDITED BY JENNY BLEWER, PIOTR KORYS, A ND SIMON LUCAS
GRAPHIC DESIGN & TYPESETTING BY ROBIN ELLIOTT
PROOFREADING BY JASON YOUNG AND PAUL “WIGGY”WADE-WILLIAMS

Interior Art By: by Nicola Cardiff,


Cardiff, Julie Dillon, Simon Fella, Slawomir Maniak,
Daniel Rudnicki, Veronica Jones, Cheyenne Wright
Cover Art By: Daniel Rudnicki

Cover Design By: Robin Elliott


Cartography By: Cheyenne Wright

Playtesters: Kevin L. Anderson, Jenny Blewer, Brian French, Brad Guyer, Paul Keeble,
Piotr Korys, Michal Kuzniacki,
Kuzniacki, Lee Langston, Ross Lewis, Dave Lloyd, Radoslaw Miodek, Eli
Moreland, Colin Patworth, Marian Plaszczyca, Abraham Sadafi, Joe Sargent, Matthew Scott, Simon
Scott, Snowy, Sarah Steward, Ian Sutton, Dan Tunbridge, Gavin Watts, Maggie Wade-Williams,
Paul “Wiggy” Wade-Williams, Maciej Ziebicki
Special thanks to: Dave Blewer (Snr.), Jenny Blewer, Steve Benton, Dave “Grubman” Bezio,
Markus “Derfinsterling” Finster, Marc Hameleers, Bob Harding, Gerald Harding, Shane Hensley,
Mauler, Rich Mitchell, Mike Montesa, Randy Mosiondz, Eric Nieudian, Skathros, Brent Wolke and
Dave Wood. Thanks Chaps!
Additional thanks to: Frank Uchmanowicz & Jim Searcy
Dedication: To my own three little wildlings, Rhiannon, Jordan, and Molly.
Special Dedication: This book wouldn’t have been half so much fun to write without the support
and encouragement of my gaming group, Kevin Anderson,
Anderson, Paul Keeble, Dave Lloyd, Matthew Scott,
Simon Scott, Sarah Steward, Dan Tunbridge, and Gavin Watts.
© 2008 Triple Ace Games. Sundered Skies and all related marks and logos are trademarks of
Triple Ace Games, Smiling Jack, Savage Worlds are trademarks of Pinnacle Entertainment Group.
Used by Permission. All Rights Reserved.

Permission is granted to print this book for personal use only.

This game references the Savage Worl


Worlds
ds game system, available from Pinnacle Entertain
Entertainment
ment Group at www.pegin
www.peginc.com.
c.com. Savage
Worlds
Worlds and all asso
associated
ciated logos and trademarks are copyrigh
copyrights
ts of Pinnacle
Pinnacle Entertainment Gro Group.
up. Used with permi
permission.
ssion. Pinna
Pinnacle
cle makes
no representation or warranty as to the quality, viability, or suitability for purpose of this product.
C
C ONTENTS
ONTENTS
THE SUNDERED
THE SUNDERED SKIES
SKIES ...........................
...........................3
.............. 3
...........................
.............
3 Salvage....................................................88
....................................... .............88
Complications ........................................92
CHARACTERS .............
CHARACTERS ............................
............................
............. .............7
............................ 7
............................
.............
7
Making Characters....................................9
................................. ...9 SAVAGE
SAVAGE TALES
TALES .............
............................
..........................
............. ...........9
............................ 93
..........................
...........
93

Races ......................................................10 Scavenger


A Dragon’sHunt Rage...................................
.................................. ...93 ...96
Hindrances .............................................15
....................................... ......15
Edges ......................................................16 Orcbane ..................................................99
............................................. .....99
The Iron Citadel ...................................100
................................ ...100
GEAR ...............
GEAR ..............................
.............................
............... ......................
............................. ...........2
............................. ...27
...2
.......................
........
...27
7
The Mad God .......................................105
Trading ................................................
...................................................28
...28 The Damned Dwarf ..............................107
........................... ...107
Skyships ..................................................34
............................................ ......34 Savior of the Elves .............................
................................107 ...107
MAGIC & RELIGION
MAGIC RELIGION .............................
.............................3
3. 9
............................
.............................
3 9 A Call to Battle .....................................108
Religion in the Skies ...............................39
............................ ...39 The Heart .............................................110
Other Gods.............................................44
....................................... ......44 W
Wit
ithi
hin
n A Blood
lood Red
Red SkySky....
......
....
....
....
....
....
....
....
....
....
....
....
....
....
.....
.....
..11
114
4
New Spells ..............................................46
........................................ ......46 The Festival ..........................................114
The Diseased Dead ..............................114
SETTING RULES
SETTING RULES ....................................
....................................5
.............
............................ 51
.......................
........
5 1
The Phantom Isle .................................115
Glowmadness ...................................... ...51 Murder Most Foul ................................116
Skyship Rules .........................................52 The Bloody
Bloo dy Temple
Temple ..............................118
........................... ...118
Repairs....................................................54
...................................... ..............54 Requiem ...............................................119
Docking with Islands..............................54 Bad Business ........................................119
Crew .......................................................54 W
Weapon
eapon Run ...................................... ...120
Travel & Encounters ...............................55
............................ ...55 The Ship Snare .....................................120
GAZETTEER...............
GAZETTEER ..............................
............................
..............................
............... .............5
............................57
.............57 The Unnamed ......................................121
A WORLD
A WORLD IN
IN HELL
HELL ................................
................................6
............................. 63
................................
...
6 3
The Shepherd
Sh epherd .......................................122
.................................... ...122
The Dwarven Mother ...................................123
...................................123
ISLANDS OF
ISLANDS OF THE
THE SKIES
SKIES ........................
........................6
............. 67
........................
...........
6 7 Brotherly Love ......................................123
................................... ...123
Aria .........................................................68
........................................... ..............68 Behemoths ...........................................124
Bridgeways .............................................68 Haunted! ..............................................124
Dragon’s Spine .................................... ...69 The Bait ...............................................125
Heartland ...............................................70 The Treasure Horde ...................................126
Freedom Isle ..........................................71 Fire Upon The Deep.....................................126
.....................................126
Shadowhaven .........................................72 Landfall.................................................127
...................................... ...........127
Star Crater
The Ice IslesIsle........................................73
...........................................73 A Hero’s
The Wraith
Wraith
Courier ....................................127
................................. ...128
....................................... ...127
The Draining
Drainin g Sea ....................................73
................................. ...73 The Hunger ..........................................128
Canopy ...................................................74 Gladiators .......................................... ...130
Meeting Place .........................................75 The Delivery .........................................131
The Lower Reaches ...............................76
............................ ...76 Dragon’s Sons ......................................131
Deepsky Citadel .....................................76 Doubles ................................................132
Mount Ore ..............................................77
........................................ ......77 Civil War ............................................ ...133
Plenty......................................................77
........................................ ..............77 Council Games .....................................134
.................................. ...134
The Shattered City..................................77 Festival’s Tear
Tear ....................................
.......................................135
...135
The Void .................................................78
........................................... ......78 CHARACTERS & CREA
CHARACTERS CR EATURES
TURES ..........
CREATURES ..........13
13
137
......... 7
137
ADVENTURES .............
ADVENTURES ............................
..........................
............. ...........7
............................ 79
..........................
...........
79 Salvage..................................................137
....................................... ...........137
Adventure .........................................
...............................................80
......80 Heroes and Villains ..............................168
Employment ........................................ ...82 Character Sheet ....................................173
................................. ...173
Trade ......................................................84
Crime......................................................86
........................................ ..............86 Ship/Ally Sheet .....................................174
Index ....................................................175
T
TH E SS
HE NDERED SS
UNDERED
U
UNDERED KIES
K IES
KIES

The Sundered Skies began when another them—is open to conjecture. Many put it
world died. down to the gods. Others claim there is a
Millennia ago, a terrible cataclysm shattered magically-active mineral within the islands
a world. What remained was an unknown that keeps them aloft. Most do not question
number of islands floating in a fathomless the mysteries of their world and simply get
void. Millions perished in the Sundering, and on with their lives.
hundreds of thousands more died during Very
Very rarely,
rarely, it has been known for an island
the chaos that followed. Despite the horrors to fall and either crash into a lower island or
of these times, the races of elf, dwarf, man, disappear into the depths of the void. This
orc, and drakin—aided by mostly benevolent terrifying phenomenon is called “landfall.”
gods—survived and flourished in this strange Sometimes the inhabitants of an island get
new world. some warning, such as tremors or smaller
landfalls, before the cataclysm. More often
Now,, skyships fly between islands, allowing
Now
they do not.
trade, travel, exploration, and the salvaging of
artifacts and material from the pre-Sundering Collisions with other islands can also
age. Skyship crews face dangerous weather, happen. Seventy years ago, the city of Spire
pirates, and more, while scavengers of ancient was destroyed
destroyed in a catastrophic
catastrophic collision with
ruins often face the undead and other, darker a previously unknown isle, killing thousands.
creatures. The churches of the Skies bring A group of sorcerers surviving the disaster
together worshippers to pay homage to the founded a paranoid guild of astronomers,
gods. The powerful and bureaucratic Trade The Sons of Spire. Now they scour the void
Council enforces a sky-wide peace, turning looking for rogue islands, anxious to prevent
a blind eye to several small, clandestine disaster.
wars continuing in the shadows. Meanwhile, The vast empty spaces between islands
mysterious and arcane secret societies hatch are plagued with winds that can blow at
their baleful plans. extraordinary speeds. The inhabited islands
Sundered Skies is still a dangerous place. are those spared these destructive winds,
but many an isle can be found that has been
scoured clean, leaving nothing more than
THE ISLANDS
THE ISLANDS wind-eroded bedrock. A permanent twister,
twister,
Islands range in size from those barely called a vortex, forms where predominant
large enough for a single tower to a size airstreams meet, creating a navigational
where they can support several cities. In the hazard strong enough to tear islands apart.
inland regions of larger islands, there is often Unknown forces prevent ships from flying
no evidence you are standing on a lump of over islands unless they travel at least a mile
rock floating in an endless void. above it. A ship may approach an island’s
Why the islands float and how they orbit edge, but for reasons not fully understood,
one another—sometimes
the strong moving
wind currents that against
whip between they are
sailing unable to sail closer without also
higher.


SUNDERED SKIES
SUNDERED SKIES

method, for reasons unknown, animals and


non-humanoid sentient creatures, such as
dragons, are immune to glowmadness.
Each individual
individual can withstand a different
different
period of exposure before succumbing to
glowmadness. Most spend their sleep cycles
out of the direct voidglow, as any exposure
carries a slight risk. Those unable to find
shelter must seek alternate protection,
and experienced travelers carry a piece of
heavy canvas to avoid the glow’s maddening
embraces.
Ship voyages are very hazardous, then, as
crew members must expose themselves to the
danger in order to complete their journey.

SKYSHIPS
SKYSHIPS
Different races favor skyships of different
designs. Dwarven ships are often metal clad
steamers, loaded with cannon. Elvish ships
have an organic look, and are grown rather
than built, with sail-like canopies of leaves
that catch the winds. Drakin ships are built
to resemble and honor their dragon kin,
THE VOID
THE VOID &
& GLOWMADNESS
GLOWMADNESS and are often propelled by a pair of huge
A vast void fills the spaces between the wings. Orcish ships are large galleys, rowed
islands. Wicked winds blow through the void, by goblin slaves. Humans build sailing ships
sometimes at hurricane strength, propelling for the most part, though some use steamers,
sailed ships at incredible speeds. Even so, galleys, or hybrid designs.
travelers often see nothing for days on end, Skyships navigate their way through the
such are the distances between islands. void using mysterious scrying devices called
The void is bathed in a constant glow of wayspheres—heavy
wayspheres—hea vy crystal globes filled with
orange light, which comes straight down magically charged water with a flint-tipped
from
is no above at every
night in pointThis
the Skies. andglow
place. There
has two arrow suspended
are attuned at their
to a ship center.
as part Wayspheres
of her launching
alarming properties. Firstly,
Firstly, sentient human- ceremony.
oid creatures cast no shadows. Structures, A navigator must handle rock or dirt from
trees, and even islands cast shadows as usual, the island to which he wishes to travel no
but humans, dwarves, and members of other more than thirteen hours before attuning the
races do not. sphere. Then all he need do is concentrate
Far worse, though, prolonged exposure on the chosen destination and the arrow
to the glow—sometimes called voidlight— points the way.
drives a humanoid “glowmad.” This creeping, Navigator halls are found in every port
degenerative affliction causes rage and and contain earth from all known islands.
uncontrollable aggression, and if unchecked A nominal fee (typically 10 cogs) allows an
changes the individual into a bestial, hate- hour’s access to the hall. Many captains keep

filled
cannotsavage. Though
be restored victims of glowmadness
to normality by any known samples
to reducefrom every island they have visited
costs.


THE SUNDERED
THE SUNDERED SKIES
SKIES

THE TRADE
THE TRADE COUNCIL
COUNCIL FOOD &
FOOD & WATER
WATER
Trade is the life-blood of the Sundered The void is teeming with life. Huge flocks
Skies. No island is self-sufficient and all rely of bird-like creatures called skylers roam the
on imported materials. Three hundred years Skies, seldom sighting land. Strange, edible,
ago, a series of wars raged across the void rootless plants, which draw sustenance
over resources and trade conflicts. from the air, are blown wherever the wind
may take them. The Skies are vast, and even
Slowly, to
stuttered after over 100
a close and years,
yea rs, the
truces wars
were finally
called as though life is present
and harvesting enough in abundance,
to feed an finding
island
people tried to understand what had driven requires constant effort.
them to such madness. Powerful figures Most islands maintain fleets of trawlers
in the political, religious, and commercial that constantly sail the Skies, nets deployed
arenas—led by the Battlelord’s warpriests— for miles behind them to collect food. Such
took steps to ensure a similar tragedy must trawling is dangerous—ships disappear into
never be allowed to happen again. the void never to be seen again, the victims
of pirates, predators, or other dangers—but
The Trade Council was born. their role is a vital part of life in the Skies.
Island jealously guards their sovereignty. Most ships traveling through the void
Each ruler is able to pass laws and edicts deploy nets. These usually collect enough
without input or intervention from other foodstuffs to feed the crew. Should such a
islands. The Trade Council does not get ship collect a surplus, the crew can generally
involved unless
affect trade an island’s
or threaten laws or
the general actions
peace. In find a willing buyer at the next port.
Most islands support the trawlers’ catches
such cases, the decrees of the Council take by cultivating edible fungi on underisles—
precedence—and it calls upon the militia of islets constantly in the shade of the main
every island, as well as its own military might, island—and harvesting whatever plants or
to enforce its decisions. animals their climate supports. Islanders
are brutally pragmatic and underisles often
Each island sends one representative to
also serve as burial grounds. Nothing goes to
the Council meetings at its headquarters waste in the Sundered Skies.
Skies.
in Shadowhaven. In theory, this means rich
islands, such as Heartland, have no more Thirst is a constant problem in the Skies.
Very
Very few island
islandss have any standing water
water and
influence than any other isle. In reality
reality,, richer
lakes are not fed by springs or underground
islands drive the Trade Council policies to streams, but only by rainfall. Arid islands
their advantage. However, they have to tread are forced to bolster their meager rainfall
carefully lest a coalition of smaller islands
defeat them. The balance is delicate. with water imported from more fortunate
islands.
Much of the Trade Council’s work is in Hundreds of leagues above the highest
organizing food and water transports to inhabited island floats the Draining Sea—the
remote islands, bankrolling wayfinders, who largest known landmass. Explorers have
survey and map the void, and arbitrating yet to map it all. The island is covered by a
trade disputes. massive glacier, which constantly splinters,
spilling ice into the void. The ice thaws as
Many, mostly the rich, consider the Trade it descends through warmer bands, falling
Council to be an overwhelming success. as snow or rain on the islands below. Strong
They point to hundreds of years of sky-wide air currents in the higher altitudes bring
peace—choosing to overlook the many occasional rainfall to even the most remote
“silent wars” and constant sabotage that islands.
continues unchecked—and so justify their Several orc tribes force slaves and convicts
endless bureaucratic
all the while debates
lining their and filibusters,
own pockets. to mine
away, iceselling
and from the
it toDraining Sea,
islands in ferrying it
need.



SUNDERED SKIES
SUNDERED SKIES

CLIMATE
CLIMATE
The Trade Council was founded upon Although the Skies seem boundless, there
three standing instructions. are laws of altitude. The altitude an island
occupies dictates its climate. Those islands
1. No island may maintain a
standing army. Only the Trade found at the higher altitudes are frigid
Council is allowed to maintain a tundra, desolate steppes, or icy mountains.
permanent military. Those found in the lower reaches are wind-
Although this law is technically observed swept deserts, rainforests, dank swamps,
or even active volcano ranges. Most heavily
by all islands, many maintain a civilian
populated islands are between these two
militia, and some of those forces are well
extremes, in the temperate band.
equipped and trained, forming armies in
principle, if not in name. Nobody has ever discovered the limits
Many islands also have perpetual con- of the Sundered Skies—if any exist. Sail a
tracts with mercenary bands to provide skyship too far above the Draining Sea and
services to the island. For example, the the air becomes thin and freezing. Even the
elven Oakthorn Company, which guards strongest ship’s hull becomes caked in ice
the Willow Queen on Heartland, have and splits, spilling its crew into the void. Sail
been under contract since their inception
i nception too deep and the air warms, wood smolders,
more than 300 years ago. and iron glows cherry red. The ship must
retreat from the depths or burst into flame.
2. Only Council registered Sky- The dwarven citadel, Deepsky, is as deep as a
ships may service a trade route. ship can safely go.
The Council takes 5% of each cargo as
a service fee. This law makes the Trade COMMUNICATION
COMMUNICATION
Council the richest organization in the
Skies, as the skylanes are busy and every The distances between inhabited islands
occupied island has been declared a trade can be vast, with many relying on songpriests
route to or from somewhere. Many ship to bring them news. Trade Council skyships
captains resent this tax and have taken to are expected to share information freely on
smuggling or even piracy. Unregistered islands they visit in their travels, though other
ships discovered trading are seized and captains often charge a small fee.
pressed into Council service. If a message has to be delivered quickly,
3. Any island or Guild found the Couriers’ Guild is usually used. Guild
guilty of waging war on another messengers are clever, resourceful, and often
island is embargoed for one year. year. masters of disguise, not to mention able to
Council warships enforce all embargoes, memorize even the most complex message.
and any ship that tries to break through is Each messenger is magically bonded to an
seized or destroyed. Despite this law,law, many ever-burning
ever-bur ning candle at the guild headquarters,
islands and guilds wage clandestine wars, through which a guild diviner can discern
acting through mercenaries engaged in the messenger’s physical and mental condi-
sabotage, assassination, or outright attacks. tion. When the messenger dies, the candle
The largest so-called silent war raging today goes out and can never be re-lit. Rumor has
is the Ale War, a trade dispute between it the guild masters can even end the life of
dwarven, orc, and human breweries. a messenger prematurely by snuffing out the
The Council is aware of the silent wars, candle.
but as long as they don’t threaten to halt Sensitive or illegal messages are usually
trade or cause a large loss of life the Council passed through private couriers, however,
ignores them. It has been more than 60 years and there is good money to be made by
since the last Council-decreed embargo.
those
a priceproviding such services.
in the Sundered Skies. Everything has



C
C HARACTERS
HARACTERS

Making heroes for Sundered Skies is as Boughbreaker: Not all elves agree with
easy as creating characters for any Savage the enslavement of wildlings. Indeed, some
Worlds game. Detailed below are a number actively work to end it, smuggling wildlings
of common character types inhabiting the off Heartland. These “boughbreakers” lead
Skies. Your character doesn’t have to be one dangerous double lives on Heartland, risking
of these individuals, of course. Feel free to death—or worse—should they be discovered,
create your own cool character concepts. while others roam the Skies masquerading
as adventurers, ready to thwart shepherds
Bounty Hunter: Every glowmad has a
wherever they can.
bounty on hisbusiness
a dangerous head. Hunting glowmadare
however—they is Engineer: Engineers worship the Artificer
ferocious, canny opponents—and bounty and create magical artifacts. Some engineers
hunters sometimes elect to supplement their make their home on a single island, where
income doing less dangerous work, like they adopt the positions of community
hunting pirates, or scavenging. leaders and priests. Most wander the Skies,
helping where they can, finding adventure
Chosen: Drakin dragon priests who show during their travels.
the correct aptitude and dedication to one
Explorer: The Sundered Skies are vast and
day ascend to dragonhood are called the
largely unexplored. Some brave souls have
Chosen. Chosen are often sent out into the
dedicated their lives to exploring the void,
Skies to learn as much about their world as
hoping to discover riches and wonders.
possible, or elect to follow the life of the
adventurer in order to satisfy their curiosity.
curiosity. Ex-Oakthorn:
Ex- Oakthorn: Feared elven mercenaries
famed for their bonded, thorn firing armor.
Common Folk: Some of the greatest Some have been cast out or have become
heroes in the Sundered Skies started out as disillusioned with their old companions,
trawler crew or blacksmiths. They did not and now wander the Skies looking for a new
pursue glory, riches, and fame, but were cause or master.
instead forced upon the path of the hero by
circumstance or tragedy. Ex-Shepherd: Shepherds are much-
Ex-Shepherd:
despised elven wardens and controllers of
Double: Open conflict is illegal in the wildling slaves. Their ability to cow wildlings
Skies—the violent emotions involved rouse into submission is vital to the elvish economy.
economy.
suspicions of glowmadness in those who Shepherds are sent out into the Skies to track
fight. Doubles represent others in duels and and hunt wildlings who have managed to
are less prone to glowmadness during the escape. Occasionally a shepherd’s eyes are
duel since they are not emotionally involved. opened by his experiences in the Skies, and
Typically, these duels are to first blood, but he begins to view wildlings as more than just

combat to willing
parties are the death canenough.
to pay be arranged if the prey. Some ofthe
as to joining these shepherds even go as far
boughbreakers.



SUNDERED SKIES
SUNDERED SKIES

Hunter: Wi
With
th food
food sca
scarce
rce in the
the Skies,
Skies, many
many enough to support a determined bunch of
make a living hunting the various creatures bandits or cutthroats who terrorize and prey
found in the void. (The meat from a behemoth on communities.
can feed a small island for weeks.) Hunters are Scavenger: The Skies are teeming with
often the first to discover new ruins. ruins from the days before the Sundering,
Mercenary: Many mercenary companies most notably in the Shattered City. Those
offer their arms to factions in the Silent Wars who are willing to brave these trap-filled,
that
have rage
dreamsacross the Skies.
of forming Some company
a famous warriors monster-haunted places are sometimes able
to recover precious metals and wonders from
of their own. Mercenaries know the art of long ago. Scavengers have been known to
war and expect to get paid to fight.fight. uncover mother lodes of valuable equipment
Noble: Most aristocrats’ children never during their expeditions. On the other hand,
expect to inherit their parents’ positions in many are never seen again.
society, as older siblings
sibli ngs gain all the status and Sky Sailor: Some islanders feel the pull
responsibility. Instead, they lead a feckless of the void and simply must travel to see
life of privilege, decadence, and boredom. the Skies, while others see an opportunity
Many of these “second sons and daughters” for profit and respect. Whatever the reason,
run away to prove themselves. Some have many in the Sundered Skies become sky
become renowned scavengers, mercenaries, sailors, and help bring much needed food,
or adventurers. goods, and gossip to the islands.
Pirate: Where there are those who are will- Songpriest: W Wandering
andering songpriests are
ing to work hard to better themselves, there the prime source of news and information
are others who wish to rob, steal, and cheat for most islanders. A skilled songpriest can
their way to an easy life. Most pirates are often get a berth on a ship for free, and rarely
good sky sailors, but some islands are large has to pay for rooms and board at an inn.
Songpriests also serve a vital role on board
ship entertaining the crew, staving off the
real dangers of boredom.
Sorcerer: Magic is all-pervasive in the
Skies. Some have learned to command and
shape this magic, bending and even breaking
the rules of reality. Such talented islanders
are commonly known as sorcerers, and are
feared or respected depending on whether
they abuse their powers or put them to good
use.
Wandering
W andering Priest: Some priests become
community leaders, living their lives on a
single island, setting pious examples for its
inhabitants. Others choose the life of the
wanderer,, traveling where their faith leads,
wanderer
righting wrongs, and easing the suffering of
others.
Wildling Fugitive: Wildlings who have
escaped slavery lead the life of a vagabond.
They must always be on the move, constantly
aware a shepherd may catch up with them at
any time. Despite this (or perhaps because of
it),
few they
otherhave a delight for life witnessed in
races.



CHARACTERS
CHARACTERS

Pace is equal to 6”, unless changed by


Making Characters Edges or Hindrances.
Once you have decided what kind of hero Parry is equal to 2 plus half your Fighting
you want to play,
play, it’s time to figure out your die type. Edges, Hindrances, and some types
character’s statistics. You’ll find a character of equipment can modify your Parry score.
sheet designed for this setting both in the Toughness is equal to 2 plus half your
back of this book and at www.peginc.com.
Vigor
Vigor.
. Edges,
Edges,
can modify Hindrances,
Hindr
your ances, and wearing armor
Toughness.
1) RACE
1) RACE
First choose your hero’s race. The available
available
3) SPECIAL
3) SPECIAL ABILITIES
ABILITIES
races of Sundered Skies
Skies, a brief description of
their culture, their benefits, and the rules for Now decide if you want your hero to
playing them are presented, starting on page have any Hindrances. If so, you may use the
10. Read through them and choose a race. points you earn from them to gain one of the
benefits below. You may choose one Major
It’s a good idea to read over all the races.
Your
Your hero should ha have
ve a working knowledge Hindrance (worth 2 points) and up to two
of the other people of the Skies and the ways Minor Hindrances (worth 1 point each).
in which they interact. For 2 Hindrance points you can:
• Raise an attribute one die type

2) TRAITS
2) TRAITS • Choose an Edge
For 1 Hindrance point you can:
Now it’s time to choose your character’s
attributes and skills. Unless your racial • Gain another skill point.
description says otherwise, your character • Gain an additional 500 cogs.
starts with a d4 in each of his five attributes:
Agility,, Smarts,
Agility Smarts, Spirit, Strength and Vigor.
Vigor. You
You 4) GEAR
4) GEAR
then have 5 points to distribute among them
as you choose. Raising an attribute a die type A hero starts with the clothes on her back
costs you 1 point, and you may not raise an and 500 cogs. You’ll want to spend some
attribute above d12. now on armor,
armor, weapons, and whatever other
Next, you have 15 points to buy skills gear you want, and you’ll need some cash for
(unless your racial description says other- day-to-day expenses. There’s a list of basic
wise). It costs 1 point to buy a skill
skill at d4 and gear on page 29.
1 point to raise a skill by a die type as it’s
no higher than the attribute it’s linked to. It
costs 2 points per die type to raise a skill over 5) BACKGROUND
5) BACKGROUND
its linked attribute.
Finish up your character by filling out her
All the usual skills are available to you in background. Think a bit about which island
Sundered Skies , except Piloting, Riding, and
she comes from, who her parents were, and
Swimming. Characters who take an Arcane
Background may also purchase the corre- what may have happened to her before she
sponding arcane skill. Those available are embarked upon her adventuring career.
career.
Magic, Miracles, and Weird Science. You
You don’t have to go into a lot of detail
(unless you want to, of course), but a well
SECONDARY STATISTICS
SECONDARY STATISTICS thought-out background gives your character
Charisma is a measure of your hero’s depth. Having some kind of background also
likability, and is added to Persuasion and helps the GM to make compelling stories,

Streetwise rolls. Your


+0 unless changed Charisma
by Edges modifier is
or Hindrances. weaving your character’s
fabric of Sundered Skies. history into the



SUNDERED SKIES
SUNDERED SKIES

RACIAL
RACIAL EDGES
EDGES AND
AND HINDRANCES
HINDRANCES
Races RACIAL
RACIAL
Arcane Senses: Drakin can detect super-
There are seven races available to your natural persons, objects, or effects within
character. Each has its own strengths and sight. This includes invisible foes, enchant-
ments on people or items, weird science
weaknesses, so read through and choose a
devices, and so on. Drakin find this taxing
race that interests you.
and must succeed on a Spirit roll at –2 or

DRAKIN
DRAKIN suffer
after ana hour’s
level ofrest.
Fatigue, which is removed
Dragonkin: Drakin have the blood of
Drakin worship and serve the dragons of dragons coursing through their veins. If they
the Sundered Skies. choose the Arcane Background (Magic) Edge
Dwelling mainly on a long, narrow island they start with 15 Power Points.
called Dragon’s Spine, Drakin carve their Small: Drakin are only about 4’ tall. Their
homes in the very bedrock of the island, small size subtracts 1 from their Toughness.
although a small portion stands above
ground. These “upper” levels are decorated
with carvings and statues dedicated to the
DWARVES
DWARVES
drakin’s dragon rulers. Technology is the domain of the dwarves.
Drakin allow the other races of the Skies Dwarven craftsmen, engineers and miners
access to only one city on Dragon’s Spine, produce the finest goods in the Skies, from
known as the Foreign Quarter.
Quarter. Though quiet communities, called darkhomes. The most
and friendly to the other races, drakin guard famous is Mount Ore, a vast mountain rich
their privacy—and some say their hidden in metal.
wealth—closely..
wealth—closely The heart of the dwarven race is Deepsky
Hatchlings are taught the lore of their Citadel, located somewhere in the depths of
dragon lords, learning their triumphs and the lower reaches. Deepsky is hard to find,
defeats. Elders take those with high aptitude for its earth is only found at the navigator
into hidden temples, where they become hall of Mount Ore. The Citadel is home to
King Bloodaxe’s court and The Factory (the
one of the Chosen. Chosen who show great
holiest of Artificer temples, and the god’s
skill, wisdom, and luck have the potential to
avatar in the Skies).
become dragons themselves.
All dwarves venerate the Artificer,
Artificer, Lord of
The transformation from drakin to dragon Invention. Deepsky houses the god itself, and
is long. Most non-drakin in the Sundered most dwarves there have spoken to it directly
Skies are unaware of any direct link between at least once in their long lives.
the two races, and consider those rare drakin
A pragmatic race, dwarves are physically
who do exhibit enhanced draconic features
suited to hard labor and war-craft. Those
and abilities to be drakin nobles.
few dwarves who study magic almost always
Many drakin choose to venture out into follow the elemental tradition, favoring spells
the Skies to find their place in the world. that manifest as fire, steam and heat.
Elderly drakin frown upon this wanderlust, King Bloodaxe tries to maintain cordial
often forgetting their own youthful follies. relations with most other races of the Skies.
Slight of build, drakin rarely stand taller The dwarves distrust the elves in general,
than four feet high. Their hairless, scaly skin but are not alone in doing so. Occasionally,
varies greatly in color from white through ancient disputes with orcs also flare up.
deep red to a metallic bronze or gold. Drakin Dwarves are stocky, rarely over 5 feet high.
live between 80 and 100 years. Those few They have ruddy skin and dark hair and
who undergo
live much, thelonger.
much transformation
longer . to dragons beards. Almost
beard and takes every
great male
pride dwarf sportsare
in it. They a



CHARACTERS
CHARACTERS

very long–lived, often exceeding 250 years of tasks, while the ferals—larger,
ferals—larger, less intelligent
age. Unfortunately
Unfortu nately,, the birth rate has declined and more savage creatures—become guards
alarmingly over the last few centuries, and the or are set free to patrol Heartland’s forests.
nurseries of Deepsky are currently empty. Heartland exports timber and foodstuffs,
Each dwarven clan claims to be the master often offering substantial discounts. Few
of its craft, such as blacksmithing, carpentry, islands take them up this offer, however, as
stonemasonry, or brewing, and clans with the discounts come with strings attached in
similar crafts compete aggressively. Dwarven the form of elven missionaries who cultivate
clan ties are very strong. groves of Heartland trees. These, it is claimed,
Clan elders traditionally grant each dwarf allow the Wild
Wild to take root.
root. This makes manymany
their name, and dwarven names are reused nervous, for the Wild is widely feared.
down through the generations. Most elves consider the wildlings and ferals
to be little more than property, believing they
RACIAL EDGES
RACIAL EDGES AND
AND HINDRANCES
HINDRANCES can be used and disposed of as needed. This
Clan Trained: Regardless of profession, attitude is generally reviled by other races,
all dwarves are taught the craft of their clan. who are genuinely horrified
horrified at the conditions
Dwarves begin the game with a free d6 in under which the wildlings are forced to live
Knowledge (Craft) skill of their choice. and die.
Low Light Vision: Dwarven eyes are used In the last four hundred years an elven
to the gloom of their darkhomes. They ignore resistance known as the Order of the Raven,
penalties for Dim and Dark lighting. or the boughbreakers, has arisen. They work
Loyal: A clannish people, dwarves display in secret to free wildlings from slavery and
strong bonds of friendship to other members overturn the monarchy of the Willow Queen.
of their race and those they call friend. Each boughbreaker’s rebellious zeal was
Slow: Dwarves have a Pace of 5”. awakened by dreams of a ghostly raven-
topped staff floating in the Fleshforge. The
Tough: Dwarves are stout and tough. They source of these dreams is unknown.
start with d6 Vigor instead of d4.
Oakthorn mercenaries provide the majority
of the Willow Queen’s forces. These fear-
ELVES
ELVES some warriors are famous for their bonded
ironwood swords and thorn-firing wooden
Most Elves live on the isle of Heartland,
armor. The Oakthorn, alongside the bestial
the largest known inhabited landmass. They
ferals and powerful leafwardens, provide the
cultivate the lush deciduous forests, which
both provide for and hide their communities. elves
in thewith the
Skies. most powerful
Theoretically, the standing army
Trade Council
Elves grow their dwellings from the boughs
of trees, using a magic known only to the can muster a greater force, but this has never
highest ranked leafwardens. been put to the test.
Elves worship the Wild, believing that Elven economic and military power has
the island of Heartland is its avatar. A great cowed many in the Trade Council, allowing
tree known as the Leaflord (and seen as a them to effectively seize control of Freedom
manifestation of the Wild’s power) stands Isle (see page 60), or the Glowborn Project,
in the center of the isle, surrounded by the as their priests refer to it.
royal Willow Court—the seat of the reclusive Elves are taller than the average human,
Willow Queen. usually standing over 6’ tall, and are always
Nestled between the Leaflord’s roots is the thin and gangly. Their hair is usually brown,
Fleshforge, the main temple to the Wild. Here black or even green, with green tinged skin,

the
andelves createWildlings
the ferals. their slaveare
races,
usedthefor
wildlings
menial and each displays
heritages. one
Elves live of eight
more thandifferent plant
300 years.



SUNDERED SKIES
SUNDERED SKIES

RACIAL EDGES
RACIAL EDGES AND
AND HINDRANCES
HINDRANCES Nettle touch: His fingers are covered
in stingers similar to the barbs found on a
Agile: Elves are graceful and agile. They
nettle. With a successful bare handed touch
start with a d6 in Agility instead of a d4.
attack (+2 to Fighting), the target must make
All Thumbs: Elves have an inbred dislike a successful Vigor roll or suffer one level of
of mechanical objects and thus have the All Fatigue—this can lead the victim to become
Thumbs Hindrance. Exhausted, but not Incapacitated.
Incapacitated.
Plant heritage: Elves are part plant and P
Perfume:
erfume: The sweetest perfume surrounds
must pick one of the following heritages: the elf, improving his Charisma by +2.
Bark skin: The elf ’s skin is bark-like, giving
giving Spores: The elf ’s skin may shoot out spores
+1 Armor. in a Medium Burst Template centered on
the character. All those caught in the blast
Blood rose: The hands of an elf with this must make a Vigor roll or suffer one level of
heritage are covered in dormant blood roses, Fatigue. The elf must make a Spirit check or
which may bloom and absorb blood from be left Shaken after making a spore attack.
an Incapacitated foe. This process takes ten
Thorns: The character’s flesh is covered
minutes, kills the victim, and immediately
in thorns. He may make an unarmed melee
heals one of the elf’s wounds—however he attack dealing Str+d4 damage and gains +2
is uncomfortably bloated and suffers a level on Grapple rolls.
of Fatigue for one hour.
crawl: His skin is covered in grasping ivy
Ivy crawl: Willow
casts Shadow:willow
a weeping An elf shadow.
with thisAny
heritage
who
tendrils that aid climbing attempts. He gains spend at least an hour in his company
the Wall Walker ability (see the Sav
Savage
age Worl
Worlds
ds (including the elf himself) gain +2 on any
rules). rolls to resist glowmadness that day.



CHARACTERS
CHARACTERS

GLOWBORN
GLOWBORN HUMANS
HUMANS
Two hundred years ago, a badly abused Humans are the most numerous race
goblin was abandoned and succumbed to in the Skies—they are able to adapt to any
Glowmadness. Instead of a rager, however, climate and terrain, and live on most isles.
it became a tall, well-formed humanoid.
humanoid. The Shadowhaven, home to the Trade Council,
goblin origin was obvious, but he was more has the largest human population of any isle,
intelligent,
“glowborn.”andThestronger. He dubbed
glowborn himself
have appeared though Plenty comes a close second.
with more frequency over the years, though Humans exhibit the best and worst traits
a rager is still the most common result of of other races. They can be as inventive as
glowmadness in goblins. dwarves, but also just as stubborn. They have
the capacity to be as graceful or zealous as
The majority of glowborn live on Freedom elves, as aggressive or single-minded as orcs,
Isle, which was designated as the glowborn and as insular or curious as drakin.
homeland by the Trade Council after they
began appearing in great numbers.
nu mbers. However,
However, Every religion in the Skies has human
many resent living under the rule of the elves worshippers. There are even those who
and have left to seek their fortunes. worship the Alpha and the Wild—although
Wild—although
they receive no arcane benefit from doing
Glowborn are a new race, with no clearly
so. Nearly every human is religious to some
defined culture or character. They form
groups of affiliation, rather than family—most degree, though not all are prepared to admit
to their devotion.
are not to
loyalty born to achosen
their mother, after all.
friends and Glowborn
“family” Humans maintain cordial relations with
is legendary—glowborn crew lay down their the other races. There is occasionally friction
lives for one another.
another. from trading disputes or misunderstandings
The glowborn are often religious, usually regarding language or etiquette, but these
turning to the Lifemother or the Battlelord to are usually quickly forgotten. The majority of
give thanks. island representatives on the Trade Council
are human, which helps smooth things over.
Most glowborn dislike orcs and elves: the
chief practitioners of slavery. Dwarves and Humans are generally dark haired with
humans are viewed with mild distrust, for coffee-colored skin. They rarely live longer
they once kept goblin slaves. Glowborn are than 70 years.
ambivalent toward the drakin, uncertain how
to react to the drakins’ worship of dragons RACIAL EDGES
RACIAL EDGES AND
AND HINDRANCES
HINDRANCES
rather than “true” gods. Wildlings and (of
Bonus Edge: Humans start play with one
course) goblins are seen as kindred spirits. free Edge of their choice. The character must
Glowborn can reach six foot in height, meet the requirements of the Edge as usual.
though their goblin origin shows in their
fangs and the occasional wart. They usually Adaptable: Humans start play with 17 skill
live between 50 and 80 years. points rather than 15.

RACIAL EDGES
RACIAL EDGES AND
AND HINDRANCES
HINDRANCES ORCS
ORCS
Bonus Edge: Glowborn start play with Orcs were once the scourge of the Skies.
one free Edge of their choice. The hero must
Raiding from war-rafts—villages built from
meet the requirements of the Edge as usual.
groups of tethered together skyships—they
Jaded: Glowborn can still remember their ranged across the Skies, seeking out the
previous lives as goblins, and so start the weak and unprotected. No island was safe
game with a d6 in Guts. from attack. Orcs have since changed their
Loyal: Glowborn
attachments to those form incredibly
they consider strong
family. ways andother
and
with the live inraces.
something resembling peace



SUNDERED SKIES
SUNDERED SKIES

Not everyone has forgotten, however. Many


elves and dwarves lived through the raids,
WILDLINGS
WILDLINGS
and occasionally a small group of orcs turn Wi
Wildl
ldling
ingss ar
are
e create
created
d by the WiWild
ld in the
to raiding, reminding all of their history.
history. Fleshforge. Formed from the souls and bodies
Most orcs have retreated to the upper alti- of animals into small humanoids, their faces
tudes. Although mainly nomadic, they often and bodies reflect their ancestry. Wildlings have
congregate on the largest of their rafts, which no memory of their forging and are taught what
has come to be called “The Meeting Place.” they need to know by other wildlings.
Some orc families, however, have settled on Wildlings are badly treated by most elves:
the Ice Isles, where they conduct a thriving they are retained if they are entertaining or
business mining the Draining Sea and selling useful, but casually disposed of when their
the ice to lower, water-deprived isles. usefulness ends. The life of a captive wildling
All orcs worship the Battlelord. His battle is usually harsh and short.
lust appeals greatly to their appreciation of An elvish secret society,
society, known as the
both mayhem and honor.
hon or. It was the Battlelord
Battlelor d boughbreakers, smuggles as many wildlings
who commanded them to end their raiding as possible to freedom. Once off Heartland
lifestyle and settle into a more harmonious wildlings, who have probably never been
existence with the other races. Nonetheless, outside the shadowed depths of the forest,
all orcs consider themselves warriors first and discover they have one singular advantage
foremost, and favor large melee weapons, over all other races. They do not suffer from
crude crossbows, and heavy armor.
Orcs are more than six feet tall, have skin glowmadness.
Elves do not give up their property easily,
of mottled greens and browns, and display however. Wildlings caught trying to escape
prominent incisors jutting between their lips. their bonds are immediately “put down.”
Their hair is always black with a slight green Those who do successfully escape must
tinge. Orcs are powerfully built; even their spend their entire lives as fugitives, in fear
runts can best most humans in a wrestling of shepherds—remorseless bounty hunters
match. Orcs live 70-90 years. who scour the Skies for wildlings who have
fled.
RACIAL EDGES
RACIAL EDGES AND
AND HINDRANCES
HINDRANCES Most free wildlings live life on the run,
Big: Orcs are a large race. They typically often becoming adventurers and scavengers
stand between 6’ 6” and 7’ tall and have to survive. There are a few small wildling set-
strong, thick bodies. They gain a +1 bonus tlements on remote islands, such as Canopy,
to Toughness but cannot wear clothing or where more militant wildlings plan a savage
armor built for the smaller races. revenge on their former captors. Wildlings
are created sterile, so these communities are
Fearsome: Orcs have a bad reputation.
short-lived.
They start with a free d6 in Intimidation
Wildlings await the appearance of the
Outsider: Most orcs are considered to be Alpha, their prophesied
prophesied savior,
savior, who will lead
pirates and brigands by common folk and them to freedom. His possible existence is
suffer –2 to their Charisma when dealing dismissed by elves, but his priests wield divine
with non-orcs. magic, and some are starting to exhibit other
Strong: Orcs are muscular. They start with powers. Many believe the manifestation of
a d6 in Strength. the Alpha is nigh.
Stupid: Orcs aren’t the most intelligent Wildl
Wi ldling
ingss ar
are
e about
about 3 feet
feet ta
tall,
ll, and covere
covered
d in
of races. It costs 2 points per die type to scales, fur, or feathers, as befits their heritage.
raise their Smarts during character creation. They have fully formed fingers and toes, and
During play, other
Smarts every they Rank.
may only increase their are allthough
years,
yea rs, bipedal.
tho Wildlings
ugh few canage.
die of old live
age . as long as 50



CHARACTERS
CHARACTERS

RACIAL EDGES
RACIAL EDGES AND
AND HINDRANCES
HINDRANCES
Hindrances
Determined: Wildlings start with a d6
Spirit instead of a d4. The Doubting Thomas Hindrance is not
Fleshforged: Wildlings were created in appropriate for the world of Sundered Skies,
the Fleshforge. Each wildling character must where magic and mystery are
are commonplace.
In addition, dwarf and wildling characters
choose an animal from the table below, from
may not choose the Young Hindrance.
which they were forged, and then gains
the corresponding ability or abilities, and
BLOODTHIRSTY AND
BLOODTHIRSTY AND MEAN
MEAN
the Hindrance (if any). The chosen animal
also dictates the wildling’s part animal, part Anyone who exhibits Bloodthirsty
Bloodthirsty or Mean
Mean
humanoid appearance. tendencies is viewed with suspicion as they
are similar to early signs of glowmadness.
Fugitive: All free wildling characters are The Charisma penalty for each of these
escaped slaves and so are hunted relentlessly hindrances is increased by 1 to –5 and –3,
by elven shepherds. respectively.
Glowmad Immunity: Wildlings are all
immune to glowmadness. They do not cast CLAUSTROPHOBIA (MINOR/MAJOR)
CLAUSTROPHOBIA (MINOR/MAJOR)
shadows. In addition to the rules in the Savage
Small: Wildlings are only about 3’ tall. Worlds rulebook, a character suffering from
Their small size reduces the character’s claustrophobia is reluctant to spend time
Toughness by 1. indoors, even at the risk of glowmadness.
Those with minor claustrophobia suffer a
–1 on daily rolls to resist glowmadness. The
ANIMAL TABLE
ANIMAL TABLE major version of the hindrance
hi ndrance increases this
Animal Bestowed Ability penalty to –2. A blanket penalty is much easier
Ant ............... Start with d6 Strength
Strength than keeping track of how long a character
spends in and out of doors during the day.
Badger ......... Berserk
Bat ............... Alertness
Cat ...............Start
............... Start with d6 Agility;
Agility; +2
GLOW BLIND
GLOW BLIND (MINOR)
(MINOR)
Climbing; Curious Some characters are adversely affected by
Chameleon .. +2 Stealth the distance distorting effects of voidglow.
Deer ............. Fleet-Footed
Fleet-Footed Range penalties are increased by –1 when
used out of doors.
Fox ............... +2 to Smarts Tricks
Tricks
Frog.............. Leap 1d6+2” as an action
Frog..............Leap
Lizard ........... Fast Healer
GLOWMAD
GLOWMAD SUSCEPTIBLE
GLOWMAD
GLOWMAD SUSCEPTIBLE (MINOR)
(MINOR)
Magpie ......... +2 Lockpicking (includes The character is unusually susceptible to
picking pockets) glowmadness. Glowmadness rolls are made
at –2 (see page 51). The hero also suffers a
Mongoose
Mongo ose .... Quick
–2 penalty to Spirit rolls to resist boredom
Mule............. Brawny (see page 55).
Rabbit .......... Dodge; Minor Pacifist
Pacifist
Rat................ Start with d6 Vigor GOD CURSED
GOD CURSED (MAJOR)
(MAJOR)
Raven ........... Start with d6 Smarts
Your
Your past actions have offended one of the
Snake ........... First Strike
gods of the Skies. Any beneficial spells cast
Songbird ...... +2 Charisma upon you by the god’s priests automatically
Spider .......... Wall Walker (see Monstrous fail. Harmful spells cast by the god’s priests
Abilities in Savage Worlds) do an extra +2 damage to you. Opposed
Tortoise ........ d4
+2running
Armor; Slow
die) (4” Pace, spells cast are
when you by the priest also
opposing themgain
them.. a +2 bonus



SUNDERED SKIES
SUNDERED SKIES

NOBLE
Edges NOBLE
This works the same way as in the main
Several standard Edges from Savage Worlds rules, but can only be taken by human,
function slightly differently in Sundered drakin, or dwarf characters.
Skies. The differences are listed along with
the new Edges in the following listing. OAKTHORN ARMOR
OAKTHORN ARMOR
Requirements: Novice, Elf
BACKGROUND
BACKGROUND ED
BACKGROUND
BACKGROUND ED
EDGES
GES
EDGES
GES Your
Your hero once belonged to the Oakthorn
mercenary unit, and still retain your bonded
armor. It provides +3 Armor and weighs 15
ARCANE BA
ARCANE BA
BACKGROUND
CKGROUND
BACKGROUND
CKGROUND pounds. You cannot remove the armor, but
Characters may take Magic, Miracles, or can sleep in it without discomfort. The Oak-
W
Weird
eird Science as an Arcane Background. If thorn have a bad reputation, giving you a –2
they choose Miracles, they follow one of the penalty to Charisma.
gods of the Skies. If the hero chooses Weird The armor may fire a volley of thorns at
Science they must worship the Artificer. a foe using your Shooting skill (2/4/8, 2d6
For more on Arcane Backgrounds, see the damage; ROF 1). The armor has 3 Power
Magic and Religion chapter, beginning on Points for this purpose, and each volley uses
page 39. 1 Power Point. These recharge normally (as
the thorns grow back), and are affected by

BERSERK
BERSERK
This Edge is only available to war priests
Rapid Recharge.
Power Points A character
cannot use them with his own
on volleys.
and wildlings with the appropriate animal
heritage. The ability to enter berserk rages is COMBAT EDGES
COMBAT EDGES
viewed as a gift from the Battlelord, and is
respected rather than feared.
BEASTLING
BEASTLING
CHOSEN
CHOSEN Requirements: Seasoned, Wildling
Requirements: Novice, Drakin, Smarts Your
Your hero has awakened an inner power,power,
d6+, Spirit d8+, Knowledge (Arcana) d4+, and transforms permanently into a larger,
Knowledge (History) d6+ more powerful “battle ready” form.
Your
Your drakin is one of the Chosen—a poten- The character grows to the size of a human,
tial dragon. He is knowledgeable about the losing the Small Hindrance (as well as the
history of the drakin and dragons, and has Toughness penalty). The teeth and claws
taken the first steps on the path leading to have also grown proportionately, becoming
ascension into dragonhood. Drakin Chosen natural weapons that inflict Str+d4 damage.
are distinctly different to others of their race. Other than size, the wildling’s appearance
Their scales are more polished, and of a remains unchanged.
brighter hue. They also have non-functioning
wings. DRAGON MIGHT
DRAGON MIGHT
The hero gains +2 to any dragon- or Requirements: Novice, Chosen, Strength
drakin-related Common Knowledge rolls. d8+, Fighting d8+
The character’s potential dragonhood
GLOWMAD RESISTANT
GLOWMAD RESISTANT manifests itself as razor sharp claws and
Requirements: Novice teeth. These count as natural weapons in
Your
Your character is resistant to going glow- combat and cause Str+d6 damage.
mad and adds +2 to glowmadness rolls (see The drakin has grown to the size of a
page 51).
rolls to Sheboredom
resist also gains(see
a +2page
bonus
55).to Spirit human—so losing
the Toughness the. Small Hindrance and
pe nalty.
penalty



CHARACTERS
CHARACTERS

DRAGON HIDE
DRAGON HIDE
Requirements: Seasoned, Dragon Might,
Vigor d8+
The drakin’s skin becomes an armored,
scaly hide, giving +2 natural Armor. This
bonus does not stack with any armor the
character wears.
DRAGON TAIL
DRAGON TAIL
Requirements: Seasoned, Dragon Might,
Agility d8+
As the hero’s progression toward dragon-
hood continues, he grows a long, heavy tail.
This helps him maintain balance and can also
be used to knock foes down. He gains a +2
bonus to all Agility rolls involving an element
of balance, and a +2 bonus to Agility-based
Tricks. His Size increases by an additional
+1.

DRAGON WINGS
DRAGON WINGS
Requirements: Veteran,
Veteran, Dragon Might,
either Dragon Hide or Dragon Tail, Agility
d10+ DRAGON FEAR
DRAGON FEAR
The drakin’s wings are now able to bear Requirements: Heroic, Dragon Might,
his weight, allowing him to fly at twice his and two from Dragon Breath, Dragon Hide,
regular Pace with a Climb of one-quarter his Dragon Tail, or Dragon Wings, Spirit d10+,
Pace (rounded down). His Size increases by Intimidation d10+
another +1.
The character is approaching the final
transformation into a dragon, and his very
DRAGON BREATH
DRAGON BREATH
appearance can cause an enemy to freeze in
Requirements:
and one from DragonVeteran,
Veteran,
Hide, Dragon Might,
Dragon Tail or fear.
Dragon Wings, Spirit d10+, Vigor d10+ As an action, the Chosen can cause all
non-drakin within a Large Burst template,
The Chosen has developed the dragon’s
centered on himself, to make a Guts roll
most terrible weapon—its fiery breath. She
or roll on the Fright Table. The drakin’s
can breathe fire by making a Spirit roll and
Charisma modifier (positive or negative)
using the Cone Template. Everyone within
becomes a negative modifier to the Guts roll,
this cone may make an Agility roll at –2 to
avoid the attack. Those who fail suffer 2d6 and a positive modifier on the Fright Table
damage and must check to see if they catch roll.
fire (see Hazards in Savage Worlds
Worlds).
The drakin cannot take any other action
GLOW GLIMPSE
GLOW GLIMPSE
in the round she breathes fire, although she Requirements: Seasoned, cannot be a

may
Spiritmove as normal.
die, she becomesIfShaken.
she rolls a 1 on her wildling,
songpriest,non-Chosen
Intimidationdrakin,
d8+ provider,
provider, or



SUNDERED SKIES
SUNDERED SKIES

Some are able to embrace the glow and use


it to their advantage. These slightly insane
PROFESSIONAL EDGES
PROFESSIONAL EDGES
folks are able to give their foes glimpses of
their glowmad form. CHAMPION AND
CHAMPION AND HO
HO
HOLY
LY W
HOLY
LY W
WARRIOR
ARRIOR
WARRIOR
ARRIOR
As an action, the hero may make anan Intimi- These Edges affect undead, demons, and
dation roll opposed by the Guts of a single priests as normal. Songpriests who take these
target within line of sight. On a success, the two edges can also affect the glowmad.
victim must roll on the Fright Table. If the
hero makes further checks against the target COURIER
COURIER
during the same encounter, the victim gains a
cumulative +1 bonus to their Guts roll from Requirements: Novice, Connections,
becoming jaded. Streetwise d8+, Investigation d6+
Heroes taking this Edge gain a permanent Couriers have traveled the length and
level of glowmadness and are considered breadth of the Skies, delivering messages and
Irritated (see page 51) at all times, with all packages at the behest of the Couriers’ Guild,
the penalties it entails. building up extensive networks of contacts
among the merchants of all the major isles.
GLOW FORM
GLOW FORM Gear sought by Couriers is classed as one
Rarity Level lower than listed. The courier
Requirements: Heroic, Glow Glimpse also adds +2 to all rolls having to do with
The hero permanently takes on certain buying, selling, and finding goods and gear
characteristics
glowborn gainof a his
+2glowmad
Size bonus form. Orcs also
(which and in the Skies.
Navigator They
Halls, can free
where stay healing,
free of charge at
food and
adds to Toughness), while other races gain water is also provided.
provided.
+2 Armor, as detailed under their glowmad Couriers can expect to be contracted by
form (see page 52). the Guild at the most inopportune moments
Heroes taking this Edge gain a second to deliver a message to some far off island.
permanent level of glowmadness and are
considered Angry (see page 51) at all times, IRON TITHE
IRON TITHE
with all the penalties it entails. Requirements: Novice, Arcane Back-
ground (Miracles), Spirit d8+, Faith d6+,
LEADERSHIP EDGES
LEADERSHIP EDGES Priest of Artificer
The Factory—the greatest temple of the
Artificer—manufactures
Artificer—manufa ctures many of the tools
SKY COMMANDER
SKY COMMANDER and weapons used throughout the Skies.
Requirements: Veteran, Smarts d8+, Much of the raw material is imported from
Boating d10+, Intimidation d8+, Command, Heartland, Timber and Mount Ore, but some
must be sole Captain of the vessel when the is magically received via ritualized sacrifice.
Edge is used. A steampriest who burns salvage while
Crews who serve under skilled leaders add intoning a prayer to his god magically
+2 to their Boating rolls. transports the salvage to the factory, where
it materializes in one of the warehouses. In
POWER EDGES
POWER EDGES return his Power Point pool is replenished by
1 point for every 100 cogs worth of salvage
sacrificed.
SOUL DRAIN
SOUL DRAIN
This Edge works as normal, but is only LEAF BLESSED
LEAF BLESSED
available to sorcerers and leafwardens, who Requirements: Novice, Arcane Back-
may
mentreplace the Knowledge (Arcana) require-
with Faith. grounds (Miracles), Spirit d8+, Faith d6+,
priest of Wild.



CHARACTERS
CHARACTERS

The Wild blesses the most pious and able SCAVENGER


SCAVENGER
of its followers with additional power. This
Requirements: Novice, Agility d8+,
Edge grants Leafwardens with one extra Plant
Notice d6+, Luck
Heritage (see page 12).
Scavengers are those adventurers who
Leaf Blessed may be selected more than
make a successful living at raiding ruins for
once, but only once per Rank.
much-needed metal and other relics. These
LIFEMOTHER’S KISS
LIFEMOTHER’S KISS ruins are dangerous places; explorers not
only have to deal with traps and guardians,
Requirements: Novice, Arcane Back- but also the ever-present danger of building
ground (Miracles), Spirit d8+, Faith d6+, collapse. The most successful adventurers
priest of Lifemother have to be observant, agile, and lucky.
Skilled Providers can control and direct Scavengers gain a +2 bonus to Notice rolls
the flow of fluids through the body, which in a ruin and +10% to their chances of find-
allows them to heal any Fatigue the target ing a relic.
has suffered.
The Provider must touch and concentrate SONGPRIEST
SONGPRIEST
on the injured party for ten minutes for each
level of Fatigue, and spend 1 Power Point per Requirements: Novice, Arcane Back-
level. ground (Miracles), Spirit d8+, Faith d6+,
Priest of Festival
MUSKETEER
MUSKETEER Songpriests access the knowledge of the
Requirements: Novice, Shooting d8+ Songvaults through their Muse, gaining +2
to Common Knowledge, Knowledge (Leg-
Those who have been trained in the use of ends and Lore), and Persuasion rolls.
a firearm, whether by island militia or service
in a mercenary unit, have drilled for many Songpriests can also maintain one spell by
hours and know how to fire and reload their reciting poetry,
poetry, singing, or playing an instru-
weapons quickly.
quickly. ment. Maintaining the spell costs no Power
Points and the spell lasts as long as the priest
Those with the Musketeer Edge can reload
performs, regardless of its normal duration.
a black powder weapon in a single round.
Maintaining the power counts as an action,
The hero must follow all other restrictions for
and the power can be disrupted as normal.
reloading and firing his weapon as normal.

PEACE MONGER
PEACE MONGER UNTAMED
UNTAMED
Requirements: Novice, Arcane Back- Requirements: Novice, Wildling; Arcane
ground (Miracles), Spirit d8+, Faith d6+, Background (Miracles), Spirit d8+, Faith
Persuasion d6+, priest of Battle Lord. d6+; priest of Alpha
While war priests are justifiably famous As an action, an untamed can change her
for their prowess in battle, many forget they fleshforged animal ability by choosing from
have another, more important, role in the the list on page 15 and making a Spirit roll at
Skies—limiting and preventing conflict. –4. With a success, the character can choose
a new fleshforged form (along with the new
Peace Mongers gain a +2 on Persuasion
power and any associated Hindrance), but
rolls. Furthermore, their Persuasion
Persuasion attempt
affects all within their Spirit die in inches. loses the old one.
A roll of 1 on the Persuasion die does not Her physiology changes to match her

decrease
not effect aundead,
target’sdemons,
attitude.or
This Edge does
glowmad. new animal
knows origin,
her can though any
still recognize wildling who
her.



SUNDERED SKIES
SUNDERED SKIES

WEAPON WARDED
WEAPON WARDED The drakin character’s hide thickens to
Requirements: Novice, Arcane Back- provide +4 Armor; claw and bite damage
ground (Miracles), Spirit d8+, Faith d6+, increases to Str+d8; Size increases by another
priest of Battlelord. +1 (as does Toughness); damage for fiery
breath increases to 2d10. In addition, the
The Battlelord rewards his most faithful
priests with weapon wards—the priest’s hero also gains four steps of Strength. (Each
piousness turns aside the warded weapon. step over d12 adds +1, so d12+1, d12+2,
The priest gains +4 Toughness against one and so on.)
very specific type of manufactured weapon, The newly-born dragon is immune to
such as cannonballs, daggers, spears, long glowmadness, having left her humanoid form
swords, and such like. completely behind.
This Edge can be selected more than once,
but only once per Rank. A different weapon DRAGON GROWTH
DRAGON GROWTH
must be chosen for the ward each time.
Requirements: Legendary, Dragonkind
WIND SEEKER
WIND SEEKER Dragons continue to grow after they have
Requirements: Seasoned, Arcane Back- transformed, sometimes even becoming the
ground (Miracles), Spirit d8+, Faith d6+, size of the enormous creatures of legend.
Knowledge (Winds) d6+, priest of the Lady A drakin character may take this Edge more
of the Winds. than once—the dragon gains an additional
Pious windpriests are able to bless any sail +1 to its Size (and Toughness) each time
powered ship upon which they travel, speed- the Edge is taken. In addition, it increases its
ing the vessel to its destination. Flying Pace by +4” and Climb by +1”.
Increase the ship’s Handling by +1, and When a dragon reaches Size +4, it is
Acceleration and Top
Top Speed by 25%. considered Large. At Size +6, the dragon
also gains the tail lash ability (see page 143),
SOCIAL EDGES
SOCIAL EDGES but it loses its Agility bonus for having a tail
and the bonus to Tricks. Once the dragon
reaches Size +8, it is considered Huge. Once
REPUTATION
REPUTATION the dragon reaches Size +9, it is considered
Requirements: Veteran
Veteran Gargantuan.
As a result of his deeds (be they good or
bad) the hero has earned a reputation across GLOW SHIELDED
GLOW SHIELDED
the Skies. Requirements: Wild Card, Legendary
He may add his Charisma to all Intimi-
dation rolls. A negative score is treated as In recognition of the hero’s great deeds,
positive for this purpose (and the hero has a the gods themselves choose to expend a
bad reputation). portion of their power in order to shield
this legendary character from the horrors of
LEGENDARY EDGES
LEGENDARY EDGES Glowmadness.
The hero never transforms into one of the
Glowmad, nor can he ever gain any levels
DRAGONKIND
DRAGONKIND of Glowmadness. However if he has the
Requirements: Legendary, Dragon Edges Glow Form and Glow Glimpse, he still
Breath, Dragon Fear, Dragon Hide, Dragon retains the benefits from those Edges. If the
Tail, Dragon Wings, Strength d10+ character goes on to take these Edges some
The final
complete, stage
and of the
the hero transformation
becomes a dragon. is time in the future he only gains the beneficial
properties.



CHARACTERS
CHARACTERS
“I don’t care that we once served the
same mistress,
mistress, the only way you are
getting to those wildlings
wildlings is through me!”
ELVEN EX-OAKTHORN
ELVEN EX-OAKTHORN
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d8, Vigor d6
Skills: Fighting d8, Guts d6, Intimidation d6,
Notice d8, Shooting d6, Stealth d4, Taunt d4
Charisma:
8(3) –2; Pace: 6; Parry: 6; Toughness:
Hindrances: All Thumbs, Death Wish, God
Cursed, Wanted
Edges: Agile, Oakthorn Armor, Plant Heritage
(Willow Shadow)
Gear: Oakthorn armor (+3, 2/4/8, 2d6, 15lbs),
ironwood sword (Str+d8, 1 lesser blessing—
Alpha, 6lbs), loft oil, backpack (2lbs), sleeping
Canvas (5lbs), waterskin (1lb), 30 cogs

BACKGROUND
BACKGROUND

Once to
content a fanatical member
follow orders, youof theno
gave Oakthorn,
thought
to the morality of your actions. Everything
was to the glory of Heartland, the Willow
Queen, and ultimately The Wild.
Then the dreams started.
Every sleep cycle was disturbed by visions
of the Fleshforge. Half seen figures strug-
gled pitifully within fleshy cocoons, their
desperate cries echoing in your dreams. A
raven-topped staff stood in the center of the
chamber.
These dreams unlocked a door in your
mind. You became sympathetic to both
the wildling’s plight, and the boughbreak-
ers’ goals. Everything came to a head, in a
skirmish with a group of boughbreakers.
Switching sides, you slew a fellow Oakthorn.
You
You fled from Heartla
Heartland
nd at once.
Since this betrayal, the Wild has cursed
you: beneficial spells cast by leafpriests have
no effect and their malicious spells are more
potent. Rather than bring you back into the
fold, you have sworn allegiance to the bough-
breakers: you will never cease trying to bring
down the Willow Queen and everything she

stands for.



SUNDERED SKIES
SUNDERED SKIES

ORCISH W
ORCISH WARPRIES
ARPRIES
ARPRIEST
ARPRIESTT
T
Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d10, Vigor d6
Skills: Faith d8, Fighting d10, Guts d6,
Intimidation d6, Notice d4, Shooting d6
Charisma: –9; Pace: 6; Parry: 6; Toughness:
9(3)
Hindrances: Bloodthirsty, Glow Blind,
Outsider, Stupid, Ugly “Come on you miserable
Edges: Arcane Background (Miracles), Big, dogs, fight! Fight
Fight like you
Fearsome, Rich, Strong
Gear: Bronze breastplate (+3, 15lbs),
never have before”
bronze greaves (+3, 8lbs), bronze vambraces
(+3, 3lbs), silver greatsword (Str+d10, Parry
–1, requires 2 hands, degradable, 6lbs),
headbanger (4/8/16, Str+d4, Small Burst
Template, 3lbs), 2 headbanger skulls (8lbs),
sleeping canvas (5lbs), whetstone (1lb),
waterskin (1lb), 10 cogs.
Powers: 10 Power Points, battle lust, smite

BACKGROUND
BACKGROUND
People believe priests should be kindly,
spiritual souls guiding their flock toward
enlightenment—you aren’t that kind of
priest.
Your
Your father,
father, an infamous war raft captain,
was captured and executed not long after
your birth. You were an angry child, often
sequestered, as you showed early signs of
glowmadness. Eventually, your frequent
rages came to the notice of the warpriests in
The Call. They saw your outbursts for what
they were—the call of the Battlelord.
You
You were taken into the priesthood as an
initiate. Initially you fought the training, but
came to realize the truth. You possess a shard
of your god’s rage, a shard you use to protect
your friends.



CHARACTERS
CHARACTERS

WILDLING SCAVENGER
WILDLING SCAVENGER
“I heard another rumor Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d6
about the Iron Citadel. Can Skills: Climbing d6, Fighting d8, Guts d6,
you imagine what it must Healing d4, Lockpicking d4, Notice d6,
Shooting d8, Streetwise d4
be like to see all that iron in
one place?” Charisma: –1; Pace: 6; Parry: 6; Toughness:
5(1)
Hindrances: Clueless, Curious, Fugitive,
Habit (fastidiously clean), Illiterate, Small
Edges: Determined, Fleshforged (Cat; +2 to
Climbing), Glowmad Immunity, Luck, Scav-
enger
Gear: Leather (+1, 10lbs), flintlock pistol
(5/10/20, 2d6+1, 2 actions to reload, 3lb),
Stone dagger (Str+d4, degrades 2lb), crow-
bar (2lbs), hammer (1lb), 15 rounds of shot
w/powder (2lbs)
BACKGROUND
BACKGROUND
You
You don’t remember your “birth”—but
then, no wildlings do. Your first memories
were of being put to work building a homeoak
by a cruel shepherd. This hard, back-breaking
work continued for a few weeks, and then
you were collected along with a dozen
dozen other
wildlings and delivered toto a holding pen.
Neither you, nor any of your fellow cap-
tives, knew what awaited—but you knew it
wasn’t good. Wildlings often disappeared,
disappeared,
never to be seen again. You waited several
hours huddled together,
together, desperately afraid.
A boughbreaker strike force rescued you
before you met your terrible fate. They smug-
gled you all off the island and shipped you to
Canopy, where they told you all to seek new
lives.
Consumed by curiosity however, you left
Canopy almost immediately, intent on seeing
what life was like in the big wide sky.
sky. Today
Today
you scours ruins for salvage, rarely giving any
thought to your previous life, or those you
left behind.
Soon this is going to change.




SUNDERED SKIES
SUNDERED SKIES

DRAKIN CHOSEN
DRAKIN CHOSEN SORCERER
SORCERER
Attributes: Agility d4, Smarts d6, Spirit d8,
Strength d4, Vigor d8
“ You will never defeat
Skills: Fighting d4, Guts d6, Investigation d6,
me. All I must do is
Knowledge (Arcana)
d6, Notice d6, d6, Knowledge
Spellcasting d8 (History) live—your lifespan is but a
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5 moment in mine!”
Hindrances: Greedy (Major), Poverty, Small,
Vengeful
Vengeful
Edges: Arcane Background (Magic), Arcane
Senses, Chosen, Dragonkin
Gear: Staff (Str+d4, +1 Parry, Reach 1,
greater blessing, 8lbs), backpack (2lbs),
sleeping canvas (5lbs)
Powers: 15 Power Points, armor, bolt, boost/
lower trait

BACKGROUND
BACKGROUND
You’ve
You’ve always known you are special—you
special—you
are Chosen, a drakin who has the potential
to become a dragon, a tyrant of the skies.
From the moment you hatched, you were
immersed in the lore of his birthright, and
prepared for the great destiny that awaits
you.
However, all this scholarly instruction
and training was threatening to send you
into a torpor, so you fled the Dragon
Spine—unknowingly following the path
your instructors wished you to, for a dragon
must seek his destiny in the skies. Nothing
prepares him better for the long life he has
before him.
During your travels you have discovered
a desire within yourself for salvage—items
and relics prized by the peoples of the skies.
You
You look upon them as the start of the great
dragon hoard you will one day gather, and
jealously guard every new acquisition. You
argue over each new find with others in your
party, and always try to take the best pieces
for your collection.
Having left your home isle with nothing,
you are determined to grow rich and power-
power-
ful on your long journey to dragonhood.




CHARACTERS
CHARACTERS

GLOWBORN SONGPRIEST
GLOWBORN SONGPRIEST
“We must all laugh and
“We Attributes: Agility d4, Smarts d6, Spirit d8,
sing in the face of madness, Strength d6, Vigor d6
for it is our best defence Skills: Faith d8, Fighting d6, Guts d6, Knowl-

against the Lightbringer!” edge (Legends


Streetwise d6 and Lore) d6, Persuasion d8,
Charisma: +2; Pace: 6; Parry: 5; Toughness:
6(1)
Hindrances: Claustrophobia (minor), Code
of Honour, Loyal, Pacifist (Minor)
Edges: Arcane Background (Miracles), Holy
Warrior, Song Priest
Gear: Hide (+1, 10lbs), parchment helm (+2,
6lbs), short sword (Str+d6, greater blessing
4lbs), backpack (2lb), sleeping canvas (5lbs),
waterskin (1lb), 45 cogs

Powers: 10 Power Points, deflect


deflection,
ion, healing
healing

BACKGROUND
BACKGROUND
You
You started life a nameless goblin in
one of the ice mines on the Draining Sea.
Somehow, you ended up stranded on the
surface. You were lucky enough to be found
before freezing to death, but it was too late,
you succumbed to to glowmadness—becoming
glowmadness—becoming
a glowborn.
You
You were shipped off to Freedom Isle on
the next available ship, but Freedom didn’t
prove to be the haven you were promised.
The elves were too authoritarian for your
tastes—the glowborn had shed the slavery
of their previous lives for a new servitude
under the velvet heel of the Willow Court.
Unable to stomach what was happening on
the isle, you left, seeking fame and fortune
in the Skies.
Traveling to Shadowhaven, you became a
full fledged priest at The Choirhall. Now,
Now, you
travels the skies, bringing the glory of Festival
to all who will listen.



SUNDERED SKIES
SUNDERED SKIES

“Make peace with your


REFORMED SKY
REFORMED SKY PIRATE
PIRATE gods, pirate filth, for your
Attributes: Agility d8, Smarts d6, Spirit d8, lives end here!”
Strength d6, Vigor d6
Skills: Boating d6, Fighting d8, Guts d8,
Intimidation d4, Notice d6, Persuasion d6,
Shooting d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 8; Toughness:
6(1)
Hindrances: Enemy (Minor), Heroic, Loyal
Edges: Hard to Kill
Gear: Leather (+1, 10lbs), buckler (+1
Parry, 8lbs), dagger (Str+d4, 1lb), rib blade
(Str+d4, +1 Parry, degradable, 1lb), back-
pack (2lbs), sleeping canvas (5lbs), waterskin
(1lbs), 30 cogs

BACKGROUND
BACKGROUND
You
You escaped childhood using a tried and
true method—you signed onto a skyship.
Unfortunately, your maiden voyage ended
when the ship was chased down and boarded
by pirates. Most of the crew were put to
death, but you were offered the chance to
join the crew.
crew.
The captain—a black hearted rogue by the
name of Palmstorm—took a liking to you,
and taught you the “ways of the pirate”
You
You were horrified by what you learned,
and came to hate Palmstorm. You took the
only path your conscience would allow, and
led an ill-fated mutiny. The mutineers were
crushed, and you was hung from the ships
yardarm, then thrown into the void, barely
conscious.
But your luck was on the change.
ch ange. You
You were
rescued by a Windpriest taking pilgrims to
Bridgeways.
Today you make your
you r way as a scavenger in
Gateway.. You
Gateway You detest pirates
pir ates with every
ever y fiber of
your being—especially Palmstorm,
Palmstorm, who has
recently resurfaced as the right hand man of
Merkas Gladwing, Gateway’s
Gateway’s lord of crime.



G
GEEA
ARR

Islanders of the Sundered Skies tend to BUYING GOODS


BUYING GOODS
be a practical bunch. They rate the value of
A character
character seeking to buy an item rated
something not by how pretty or rare it is, but
Uncommon or higher (other than a sky-
by how useful.
ship) must spend one week searching and
As a result, many goods are expensive— make a Streetwise roll to find the item. For
especially weapons and armor. Metal is Very
Very Common and Common items, no roll
relatively rare and so comes at a premium. is required (although the search still takes a
You
You can buy weapons and armor made from week).
inferior materials, to offset this expense.
Technology in the Skies is similar to that of A successful
successful search
search locates
locates a number of
the medieval period, although firearms and items as indicated by the # Available column
cannon see common use. in the table below. Multiply the number of
items available by 5 when the hero is looking
These lists cover most commonly sought-
for ammunition or other small items (such as
after goods, services, weapons, and armor.
candles or sheets of parchment).
CURRENCY
CURRENCY RARITY TABLE
RARITY TABLE
The Trade Council issues a coin called a
cog—a thick, iron disc some two inches in Rarity Streetwise Mod # Available
Available
diameter. For the most part, only the Trade VC Auto success 1d6+6
Council, merchant guilds, skyship captains, C Auto success 1d6
and adventurers deal directly in cogs. U +0 1d3
R –2 1d2
Where common tools and armor have to
be fashioned from bone and stone because VR –4 1
resources are so scarce, economies tend to
center on barter and exchange rather than If an item’s Rarity is ever altered to be more
currency. rare than VR, simply increase the Streetwise
modifier by –2 for each additional level of
Unless altered by Edges or Hindrances, your
rarity.
character begins with 500 cogs.
BUYING SHIPS
BUYING SHIPS
RARITY OF
RARITY OF GOODS
GOODS
Searching for a skyship requires two weeks
In the resource-poor Skies, some items are and a Streetwise roll, with appropriate Rarity
much more difficult to find than others. This modifiers based on the type of ship being
is reflected by a Rarity Rating
R ating for each item. sought, as listed under ship descriptions (see
The five levels of rarity are Very Common pages 34 and 35).

(VC), Common (C), Uncommon (U), Rare Only one ship can be found in each search,
(R), and Very Rare (VR). regardless of its rarity.



SUNDERED SKIES
SUNDERED SKIES

TRADING AND
TRADING AND SALVAGE
SALVAGE SELLING SHIPS
SELLING SHIPS
Finding a buyer for a skyship requires
Adventurers often find valuable materials a Streetwise roll. Success means a buyer
during their travels. Well-preserved single is found who pays 25% of the ship’s listed
items can be sold at half the listed rate, but price. A raise finds a buyer willing to pay 50%
collections of salvage must be sold in bulk. of the price. This roll may be attempted once
In addition, heroes can buy consignments of per week.
cargo and ship them to islands where they Subtract 25% of the amount the buyer will
are sought after, earning themselves a profit.
pay for each un-repaired wound or critical
Each consignment of cargo takes up 1d6 hit the ship has suffered.
suffered.
cargo spaces and is worth 500 cogs per space
(a salvage consignment’s value is listed on
the Salvage Table on page 88). It takes a week DEGRADABLE
DEGRADABLE WEAPONS
DEGRADABLE
DEGRADABLE WEAPONS
to sell a consignment, after which the seller
makes a Streetwise roll. With a success, he If finances are low or the weaponsmith
earns the base value of the consignment. has no iron or steel available, your hero may
With a raise, the amount is increased byby 50%. have to use a weapon made from some other
If the seller fails the roll, the amount paid is material. The degradable materials chart on
only half of the consignment’s value. page 36 lists the possible substances and the
Some materials are abundant on certain effect they have on a weapon’s capabilities.
islands (or scarce). The GM has details about Degradable weapons are made from a less
what is readily available on each island (or durable substance than iron or steel, such
desperately needed). Abundant goods sell as bone or bronze. If an attacker using a
for only half the total amount above (after
degradable weapon rolls a 1 on his Fighting
the effects of the skill check are applied).
die, regardless of the Wild Die, the weapon is
Scarce consignments sell for twice the
damaged. Depending on the material, it may
amount. Goods are divided into categories,
as follows, along with suggestions as to what be possible to repair the weapon after such
might fit into each category. The GM should an accident.
roll or choose what a consignment contains
(all spaces in a consignment are of the same BRONZE, GOLD,
BRONZE, GOLD, LEAD,
LEAD, AND
AND SILVER
SILVER
type for simplicity). Each time a weapon made from one of
these materials is damaged, it bends slightly,
CONSIGNMENT TYPES
CONSIGNMENT TYPES reducing all Fighting, Shooting or Throwing
d8 Consignment skill rolls by –1 until it is repaired.
1 Agricultural: Magically preserved Damaged bronze and silver weapons can
seeds, earth, agricultural tools. be straightened with brute strength. Each
2 Building materials: Beams or success and raise on a Strength roll reduces
worked stone that can
can be reused. the penalty, by one.
3 Clothing materials: Cloth, dyes, Damaged weapons made from gold and
clothes, needles and thread. lead can only be repaired using a successful
4 Knowledge: Scrolls, manuscripts, Knowledge (Weaponsmithing) roll.
tomes, or tablets.
5 Metal Salvage: Metal coins, iron
doors, candlesticks, anvils, nails.
BONE, STONE,
BONE, STONE, AND
AND WOOD
WOOD
6 Shipboard salvage: Sails, rigging, Damaged weapons made from natural
wayspheres, oars, rope.
rope. materials have their normal damage die
7 Weapons and armor: Usable or reduced by one step (so a d6 becomes a d4,
corroded weapons, armor, helmets. for example). If this reduces the modifier
8 Wooden: Beams, doors, timber, below d4, the weapon is destroyed. These
furniture. weapons cannot be repaired.
repaired.



GEAR
GEAR

MUNDANE ITEMS
MUNDANE ITEMS
Gear Notes Item Cost Weight Rarity
The following notes provide additional Backpack 75 2 C
information for selected mundane items. Blanket 10 4 VC
Candle* 2 1 U
MUNDANE ITEMS
MUNDANE ITEMS Crowbar* 15 2 U
Altitude Attire: This is typically heavy, Flask (ceramic) 8 1 C
quilted cloaks and boots stuffed with the Flint and Steel 5 1 VC
plumage of the skylers which flock in the
Upper Reaches of the Skies. A character clad Grappling hook* 200 2 U
in such clothes gains a +2 bonus to Vigor Hammer 15 1 C
rolls made to resist cold weather. Lantern* 35 3 U
Candle: Candles provide light in a 2” radius Lantern, Bullseye* 75 3 U
for two hours. A candle blows out if the hero
holding it runs or is in a strong wind. Lockpicks* 300 1 R
Manacles* 150 2 R
Crowbar: A crowbar can be used to pry
open a stuck door or chest, giving the user
u ser a Oil (1 pint)* 3 1 U
+1 to his Strength roll. It can also be used as Quiver (20 arrows) 35 2 C
a club in combat.
Grappling hook and line: A grappling R
Saoip
lcelo(t2h0 yards)* 71/y5d 135 V
VCC
hook is attached to a light line of variable
length (but usually no more than 15 yards). Shovel or Pick* 10 5 C
The user throws the hook as if he were Sleeping canvas* 40 5 VC
attacking a target. It has a range of 3/6/12. If Torch* 8 1 C
it “hits,” the hook has set and can hold up to
200 pounds of weight. W
Waterskin
aterskin 5 1 VC
Lantern: A lantern provides light in a 4” Whetstone 5 1 VC
radius for three hours per pint of oil. There is Whistle 2 — C
a 50% chance the lantern breaks if dropped,
and a 1 in 6 chance that it sets combustibles CLOTHING
CLOTHING
alight. (See the Fire rules in Savage Worlds.
Worlds.) Altitude attire* 300 3 U
Lantern, Bullseye: A Bullseye lantern Normal clothing 20 — VC
acts
teredasreflective
a regularhood
lantern,
thatbut
canalso hasthe
focus a shut-
light Court attire 350 — R
through a small opening. When used in this EXOTIC GOODS*
EXOTIC GOODS*
way,, it provides a cone of light using the Cone
way Minor Blessing 50 — C
Template. There is a 50% chance the lantern
breaks if dropped, and a 1 in 6 chance it sets Greater Blessing 125 — U
normal combustibles alight (see the rules for Dragon Blood 250 — R
Fire in Savage Worlds
Worlds). Elven Potions 250 — R
Lockpicks: A hero trying to pick a lock Loft Oil 300 — C
without tools suffers a –2 penalty
penalty to his roll.
Mother’s Restore 100 — U
Manacles: Manacles hamper movement
W
Waysphere
aysphere 300 2 VR
and prevent a prisoner from using his hi s hands
effectively. A manacled hero has an effective Windcharm 400 — U
Pace of 1” and suffers a –4 penalty when using W
Wound
ound Seal 500 — U
tools or weapons. Manacles can be broken as * See Gear Notes
Worlds rulebook.
described in the Savage Worlds



SUNDERED SKIES
SUNDERED SKIES

Torch: A torch provides clear light in a 4”


radius. Properly prepared torches last one
hour. Makeshift torches provide 30 minutes
of light and can be made with wood, rags,
and a pint of oil for every 10 torches.

EXOTIC GOODS
EXOTIC GOODS
Blessings: A priest can bless any sort of
item. Invoking a god’s name activates the
blessing, giving the item a +1 bonus to the
skill roll for its next use. Minor blessings
last for a single use. Major blessings may be
invoked three times before dissipating.
Items can only bear a single enchantment,
so magical weapons cannot be blessed and a
blessed weapon cannot have smite cast upon
it until the blessing is used.
Priests are able to cast minor blessings
if they have access to a consecrated altar—
found at nearly any temple—and are able to
cast the smite power to bless a tool or other
instrument. Smite cast in this fashion costs
only one Power Point, which is not recovered
until the blessing has been used.
Oil (1 pint): In addition to its use as
lantern fuel, oil can be used as a weapon by Greater blessings are beyond the ability
putting oil in a ceramic flask with a lit fuse. of most heroes, as they must worship at the
The flask is thrown at a target, where it breaks same altar for at least a year before they can
and the fuse sets the oil alight. Lighting a fuse achieve such a powerful miracle.
requires 1d6 rounds with flint and steel (or Dragon Blood: This thick, cloying, and
1 round with open flame). A fuse stays alight disturbingly sweet potion gives sorcerers
for 10 minutes. who drink it an artificial Rapid Recharge
The flask’s range is 3/6/12. Anything it hits Edge for the next 11 hours. Drakin sorcerers
are affected for 25 hours.
is set alight
damage peron a d6 roll
round. The of 5-6,
fire hascausing 1d10
a chance of Elven Potions: Elven alchemists produce
spreading as usual. many magical potions, primarily for elven
Pick or Shovel: These are unbalanced as use. However, these potions are often openly
weapons and so inflict a –1 penalty on the sold on many islands. See the sidebar on
user’s Parry and Fighting rolls. Their damage the next page for details of the benefits they
is Str+d4. provide. If an imbiber already has the Edge
Rope (20 yards): The rope can safely bestowed by the potion, he gains no effect.
support 300 pounds. For every 50 pounds Loft Oil: Working this magical compound
over, roll 1d6 each minute or whenever the into armor or clothes allows the wearer to
rope suffers a sudden stress. On a 6, the rope float in the void. Loft oil does not allow a hero
breaks under the strain. to fly: it just prevents falling. It only takes
Sleeping Canvas: This is a bedroll made effect after the wearer falls 30 feet or more,
from thick canvas; sleepers roll themselves so it does not prevent walking or jumping.
in it and are completely shielded from the Each application of the oil lasts 6 months,
effects of voidglow. minus the armor bonus, so normal clothes



GEAR
GEAR

prevent falling for six months, leather armor;


5 months, and so on. Loft oil can be applied ELVEN POTIONS
ELVEN POTIONS
to magical armor.
The following elven potions are widely
Mother’s Restore: These honey-like available. Unless otherwise stated, all last
potions remove all Fatigue. Heroes who have for 10 minutes.
been Incapacitated from wounds become
Shaken, and may recover from there as Armor: +2 Armor.
normal. No wounds are healed. Agility: Increase Agility by one die.
Waysphere:
W aysphere: Every skyship is fitted with Alertness: Alertness Edge.
this vital navigation device. Wayspheres
Wayspheres have Battle: Berserk Edge.
a Toughness of 9 and can be damaged by
Blunt or Cutting weapons. The cost of the Beauty: +2 Charisma.
waysphere includes attuning
attuning it to a ship. Climbing: +2 Climbing
Windcharm are bracelets infused with the Cunning: +2 Smarts tricks.
divine energy of the Lady of the Winds. When Dodge (–2): Dodge Edge.
activated it holds a falling character in place
for ten minutes. Once used, they must be re- Intelligence: Increase Smarts by one
enchanted with a minor blessing. step.
Wound
W ound Seal: These magically charged Leaping (–2): The drinker can leap
pure water potions heal one wound, but do 1d6+2” as an action. This can be
not cure permanent injuries. combined with a Wild Attack without
incurring a multi action penalty.
Quickness (–2): Quick Edge.
BOUNTIES
BOUNTIES Reflexes (–2): First Strike Edge.
Bounty hunters must be licensed with the Regeneration (–2): Fast Regeneration
Trade Council, at a cost of 200 cogs. Licensed for ten minutes or until the first wound
bounty hunters can collect a bounty for each is healed.
pirate or glowmad they deliver to a Trade Resolve: Increase Spirit by one die.
Council representative—usually found at
Sprint: Fleet-Foot
Fleet-Footed
ed Edge.
Navigator halls outside Shadowhaven. Dead
pirates are worth half the listed amounts, but Stealth: +2 modifier on Stealth rolls.
glowmad pay the same, dead or alive. Strength (–2): Increase Strength by
one step.
TYPICAL BOUNTIES
TYPICAL BOUNTIES Thievery: +2 on Lockpicking
Target Bounty Toughness (–2): Brawny Edge.
Pirates 1
Pirate captains 5 Vigor (–2): Increase Vigor by one step.
Blight Walker 5 Wall
W all Crawling: Wall Crawler ability.
Blinded 3
Earthbane 5 ADDICTION
ADDICTION
Ogre 10
Elven potions can be addictive. Every
Rager 3 time a hero uses any of these potions he
Wyrmspawn
Wyr mspawn 6 must make a Spirit roll. Some potions
(listed above) are particularly potent and
ARMOR
ARMOR inflict a –2 penalty upon the roll. Failure
means addiction.
Bronze armor: Bronze was a very popular In game terms, the character gains
metal before the sundering and is a common the Major Habit Hindrance—this may be
salvage. The dwarves of Mount Ore are adept brought off in the usual way.
at producing and working bronze.


SUNDERED SKIES
SUNDERED SKIES

Any single blow which inflicts 2 or more hooked. (Ignore one point of penalty per Size
wounds to the wearer damages the armor,
armor, difference, however. A creature of Size +2 or
reducing its protection by 1 point. If the greater ignores the penalty when hooked by
armor is reduced to +0 protection, it has an average sized foe, for example.)
been damaged beyond repair. An opponent who wants to get off the
Coin shirt: A leather tabard which hangs hook must make an opposed Agility roll.
down in strips from the wearers shoulders. Success allows him to rip free, but counts
Large gold coins, which are found in great as an action. On a raise, he breaks free as a
abundance in ruins, are threaded into rows free action and can still act. On a failure, the
providing heavy,
heavy, but effective protection. victim is Shaken.
A Called Shot (–2) with a cutting weapon Ironwood sword: The elves are famed for
can cut several strips away, reducing the their light wooden swords. Soaked in a soup
effectiveness of the armor by 1. of different tree saps, the wood becomes as
Elven leather: Elven Leather is reinforced hard as iron. The cost of Ironwood swords
with strips of Ironwood bark. The cost of is doubled outside Heartland and their rarity
elven leather is doubled outside Heartland increases to Rare. These weapons inflict
and its rarity increases to Rare. bludgeoning damage.
Parchment: Thick, heavy parchment is a Rib blade: A bone rapier made from the
rib of a large skyler.
common find in ruins. If soaked in sap and
water and dried, it forms a stiff
stiff board, which Stamp hammer: Massive, heavy lead
makes a heavy but effective armor. mauls, a favorite of ogres. It is sometimes
Wooden
W ooden armor: Though not as effective possible to see what a stamp hammer hit last
from the imprint stamped into it
as magical oakthorn armor, wood imported
from Canopy or Heartland can be layered to
form effective protection. FIREARMS
FIREARMS
WEAPONS
WEAPONS Flintlock firearms are inventions of the
Artificer and are used by all races except
elves. A paper cartridge containing powder
Brainer: Brainer is a colloquial term for a
and an iron ball are rammed down into the
crude stone club.
barrel. Pulling the trigger drops the hammer,
Gaff: A gaff works like a hook (see
(see below), ignites the powder, and sends the iron ball
but needs two hands and has a Reach of 1. out at great velocity.
Headbanger: Large crude slings which Around a temple to the Artificer,
Artificer, firearms
are popularfragile
for flinging amongskulls
orc raiders andexplosive
filled with are used and powder are easier to find (lowering their
Rarity by one step).
oil into enemy units. This inflicts damage to Overcharging: Both the musket and pistol
everyone within a Small Burst Template. can be “overcharged,” meaning the shooter
Hook: Hooks are very useful aboard ships puts an extra charge of powder in with the
for hauling cargo. Those who lose a hand shot. Overcharging adds an extra die to the
in combat or to slipped rigging often wear weapon’s damage but risks bursting the
a hook in place of the missing hand. Many barrel. A roll of 1 on the character’s attack
of these take to fighting with them, and find die, regardless of the Wild Die, means the
hooks have several benefits in combat. weapon barrel bursts and it is permanently
First, a character with a hook never counts ruined. In addition to ruining the weapon,
as unarmed during close combat. Second, the blast causes 3d6 damage to the user.
hooks are designed to stay in, so a hero who Blunderbuss: These heavy guns have
hits with a raise can leave the hook “set” in her trumpet-shaped barrels that scatter several
foe. Hooked foes suffer a –2 penalty to their shots at once in a deadly cone. A blunderbuss
Parry, Agility, and Agility-based skills while must be loaded with three shots to gain its full



GEAR
GEAR

effect—otherwise its statistics are the same as


a pistol. When fully loaded, the attacker may
add +2 to his Shooting roll. A blunderbuss
cannot be overcharged.

POWDER AS
POWDER AS EXPLOSIVE
EXPLOSIVE
Powder can also be used as an explosive
in the form of “powder bombs.” A standard
powder bomb requires 10 rounds of shot
and powder. This is expensive, given the
high price of powder,
powder, but devastating if used
correctly.
To make a bomb, the user
u ser bundle
bundless the shot
and powder into a leather sack, pot or other
container, then sets a small fuse into it. The
fuse can be set to any delay with a Smarts
roll. Failure means the bomb detonates 10-
40% earlier or later than expected.
Every 10 shots of black powder (about two
pounds) cause 2d6 damage to everything
in a Medium Burst Template. A bomb made
with 20 shots does 3d6 damage
damage and uses the
Large Burst Template.
Template. For larger bombs,
bombs , each
additional 10 shots increase the damage by
+2 and the radius by 1”.
CANNON AMMUNITION
CANNON AMMUNITION
SHIP WEAPONS &
SHIP WEAPONS & AMMUNITION
AMMUNITION Besides standard round shot, cannons of
the Sundered Skies can also fire the different
Ballistae: Much cheaper and simpler to
types of ammunition listed below:
use than cannons, these large crossbows are
fitted on many ships. Ballistae can be loaded Chain Shot is used to disable a ship’s
and fired by a single crewman. sails. If a cannon firing chain shot gets a raise
Catapults: Catapults fire large boulders. against a sail-powered ship, it tears sails and
Use the Large Burst Template and inflict the rigging, automatically
autom atically reducing
reduci ng the ship’s Top
Top
Speed by 1”. Against ships with other means
rolled damage
Catapults toaeverything
suffer –4 penaltywithin the
against burst.
moving of propulsion, chain shot has no additional
targets, but gain a +2 bonus to hit a static effect.
target. A catapults requires a crew of six. Fire Shot is a regular cannon ball heated
Dragonbreath: These terrifying weapons until it glows. It is slightly softer, so causes 4
are ship-mounted flamethrowers. They use fewer points of damage (3d6–3), but has a
the Cone Template, and any caught in the chance of starting a fire if it successfully hits
template must make Agility rolls to dodge (5-6 on a 1d6).
the deadly flames or take 2d10 damage. Grape Shot is used against a target’s
Anything hit also has a 1 in 6 chance of crew—particularly those exposed on the
catching fire (see the Fire rules in Savage upper decks. It causes no damage to ships
Worlds). A dragonbreath
dragonbreath is a Heavy Weapon.
Weapon. with more than 2 points of armor,
armor, but causes
causes
Explosive Harpoons: These modified 1d6 crew hits with a success or 2d6 with a
ballistae count as Heavy Weapons and so can raise. Totally enclosed ships are immune to
be used against ships. In these instances, the the effects of grape shot (provided they have
weapon causes only 3d6 damage.
damage. 2 or more points of armor).


SUNDERED SKIES
SUNDERED SKIES

Skyships NON-HUMAN SHIPS


NON-HUMAN SHIPS
The following skyships are commonly Many races have distinctive skyships that
reflect their cultures. These vessels are less
found throughout the Skies. Unique ships are
common than the human ships usually seen
detailed in the Game Master’s section. Each
in the Skies, though many are of superior
ship is defined by the following statistics.
design.
Acc/Top
Acc/Top Speed: This lists the vessel’s Drakin Ships: Drakin ships fly through
Acceleration and Top Speed in inches per
the void on dragon-like wings worked by
turn, based on tabletop rates.
the crew. A drakin version of any ship below
Handling: Some skyships are more gains a +2 to Handling
Hand ling and +5 to Top Speed.
maneuverable because of their rigging, the The cost of the ship is doubled and its rarity
ship’s design, or the advanced knowledge of is increased by 2.
those who built them. Handling adds directly
Dwarven Ships: Dwarven ships are metal-
to the captain’s or crew’s Boating rolls.
clad and are powered by steam turbines
Toughness: The ship’s total Toughness. which turn massive windmill-like propellers.
propellers.
The number in parentheses is the ship’s A dwarven version of any ship found below
Armor,, which is already figured into the listed
Armor gains +1 Acceleration, +2 Top Speed, 2
Toughness. points of Armor, and the crew is halved. The
Crew: The first value is the number of crew cost of the ship is doubled and its rarity is
increased by 2.
required to operate
rigging, engines, andthesoship’s
on). propulsion
Having less(sails,
than Elven Ships: Elven ships are organically
this number subtracts 2 from any Boating rolls, grown rather than built. An elven version of
and having less than half the required number any ship found below gains +2 Toughness
subtracts 4. (Characters must have a minimum and automatically regenerates one wound
Boating skill of d6 to count as crew.) The per week. The cost of the ship is doubled
required crew does not count gunners. Each and its rarity is increased by 2.
gun fired in a round requires two cannoneers Orcish Ships: Orcish ships are generally
in addition to the required crew. large, intimidating vessels, rowed through
The number after the plus is the number the void by goblin slaves. An orcish version
of passengers easily accommodated.
accommodated. of any ship found below gains +1 Accelera-
Cargo: A ship’s capacity for cargo is listed tion, +1 Toughness +2 Cargo, and double
in spaces, limiting the size of consignment the crew.
crew. The cost of the ship is increased by
the ship can carry (see page 28). Cargo space 50% and its rarity is increased by 1.
can instead be fitted out to carry an additional CLOUDSKIFF
CLOUDSKIFF
multiple of passengers. Converting a cargo
space in this way costs 500 cogs. These small skyships are quick and agile,
Guns: The maximum number of weapons making them ideal for evading pirates or
(if any) that may be mounted on this ship. officials. Smugglers and those transporting
These are divided evenly along either side. small, valuable cargoes often use skiffs, as do
Couriers’ Guild messengers.
Cost: A ship’s cost does not include the
price of any guns. These must be purchased Acc/Top
Acc/T op Speed: 4/10; Handling: +2;
separately. Toughness: 13 (2); Crew: 1+7; Guns: 2;
Cargo: 1; Cost: $10,000; Rarity: Common
Rarity: A ship’s Rarity
Rarity limits its availability,
availability,
as detailed on page 27. Notes: Heavy Armor
Notes: Here you’ll find any upgrades or
armor that have been fitted to the ship, or COUNCIL SHIPS
COUNCIL SHIPS
other important information not covered These are the feared ships the council uses
above. to enforce the peace and blockade islands.


GEAR
GEAR

Acc/Top Speed: 2/12; Handling: –3;


Acc/Top Acc/Top Speed: 1/2; Handling: +0;
Acc/Top
Toughness: 24 (4); Crew: 120+40; Guns: Toughness: 8 (2); Crew: 1+3; Guns: 0;
32; Cargo: 2; Cost: $500,000; Rarity: Very
Very Cargo: 0; Cost: $500; Rarity: Very Common
Rare Notes:—
Notes: Heavy Armor
SKY GALLEY
SKY GALLEY

DOPPELGANGER
DOPPELGANGER SHIPSare heavily disguised
SHIPS
Doppelganger ships
Sky galleys
marily areBanks
by orcs. long, of
open shipsslaves
goblin used row
pri-
frigates—fitted with more guns and heavily large-bladed oars. Most are also equipped
with large rams and
and a catapult.
catapult.
armored. They were originally constructed
to dupe pirate vessels into attacking. Now, of Acc/Top
Acc/Top Speed: 2/8 rowed (1/3 with sail);
course, many doppelganger ships have been Handling: –3; Toughness: 19 (4); Crew: 120
captured and they are often used by pirates. +16 (includes 100 rowers); Guns: 1 catapult;
Cargo: 2; Cost: $25,000; Rarity: Rare
Acc/Top Speed: 2/10; Handling: –1;
Acc/Top
Notes: Heavy Armor, Ram (AP 4 and halves
halve s
Toughness: 18 (4); Crew: 12+20; Guns: 20;
damage sustained when ramming)
Cargo: 2; Cost: $45,000; Rarity: Rare
Notes: Heavy Armor SKY SAIL
SKY SAIL
These single-wing gliders are constructed
FRIGATE
FRIGATE from light timber and thin hides. The pilot
Frigates are the most common ships in the
Frigates hangs suspended below the wing and directs
Skies, the lifeline of islanders, and used to its movement by shifting his body weight; his
carry goods from isle to isle. Because pirates legs are left free so he can land. Explorers
and other terrors are so common, most run often store a sky sail aboard ship so they can
well armed. scout uncharted islands; sky sails are the only
craft that can fly over islands.
Acc/Top Speed: 2/10; Handling: +0;
Acc/Top
Acc/Top
Acc/T op Speed: 6/8; Handling: +3;
Toughness: 15 (2); Crew: 12+24; Guns:
Toughness: 6 (1); Crew: 1; Guns: 0; Cargo:
8; Cargo: 4; Cost: $30,000; Rarity: Uncom- 0; Cost: $1000; Rarity: Rare
mon
Notes:—
Notes: Heavy Armor
SKY SLOOP
SKY SLOOP
GALLEON
GALLEON
Sky Sloops are small two-masted vessels

to The richer
protect merchant
their goods. houses use galleons
They mount one or which
power offer a good
and are oftenblend of merchants.
used by speed and fire-
two banks of cannons. Acc/Top
Acc/Top Speed: 3/10; Handling: +1;
Acc/Top Speed: 2/12; Handling: –3;
Acc/Top Toughness: 13 (2); Crew: 1+11; Guns: 4;
Toughness: 20 (4); Crew: 30+40; Guns: 16; Cargo: 1; Cost: $15,000; Rarity: Common
Cargo: 6; Cost: $125,000; Rarity: Rare Notes: Heavy Armor
Notes: Heavy Armor, Ram (AP 4 and halves
halve s
damage sustained when ramming) WIND RIDER
WIND RIDER
These dirigibles are the most nimble of
ISLAND HOPPERS
ISLAND HOPPERS the large skyships—though this advantage is
These small rowboats are used for fishing, offset by their fragility.
to travel short distances, or to haul cargo Acc/Top
Acc/Top Speed: 2/10; Handling: +2;
from one end of an island to another. Ship Climb: 3; Toughness: 10; Crew: 1+10; Guns:
crews often use them to travel from their 2; Cargo: 2; Cost: $8,000; Rarity: Rare
ship to land and back. Notes:—



SUNDERED SKIES
SUNDERED SKIES

DEGRADABLE MATERIALS
DEGRADABLE MATERIALS
Material Damage Weight Cost Rarity Notes
Bone +0 x0.25 x0.5 C Degradable
Bronze +0 x0.75 x0.75 C Degradable
Gold +0 x3 x0.25 C Degradable, weapon inflicts blunt damage
Lead +0 x4 x0.25 C Degradable, weapon inflicts blunt damage
Silver +0 x0.5 x0.5 C Degradable
Stone +0 x2 x0.75 C Degradable
W
Wood
ood –1 X0.5 x0.5 C Degradable

ARMOR
ARMOR
Type Armor Weight* Cost Rarity Notes
Personal
Bronze breastplate +3 15 400 U Covers torso, see notes
Bronze vambraces +3 3 200 U Covers arms, see notes
Bronze greaves +3 8 300 U Covers legs, see notes
Coin Shirt +2 15 200 U Covers torso, see notes
Leather +1 10 100 C Covers torso, arms, legs
Elven Leather +2 15 400 U Covers torso, arms, legs

Chain hauberk (long coat) +2 20 600 U Covers torso, arms, legs


Hide +1 10 75 VC Covers torso, arms, legs
Parchment breastplate +2 20 150 C Covers torso
Plate breastplate +3 20 800 VR Covers torso
Plate vambraces +3 8 400 VR Covers arms
Plate greaves +3 12 600 VR Covers legs
W
Wooden
ooden breas
breastplate
tplate +2 15 300 C Covers torso see notes
W
Wooden
ooden vambrac
vambraceses +2 5 150 C Covers arms, see nnotes
otes
W
Wooden
ooden greaves +2 8 250 C Covers legs, see n
notes.
otes.
Parchment helm +2 6 35 C 50% chance to protect against head shots
Pot helm +3 4 150 C 50% chance to protect against head shots
Full helm (enclosed) +3 8 300 U Covers head
W
Wooden
ooden Helm +3 4 75 U 50% chance to pro
protect
tect against head
head shots
Shields
Small shield (buckler) — 8 50 C +1 Parry
Medium shield — 12 100 C +1 Parry; +2 Armor to ranged damage
Large shield (Kite, Pavise) — 20 400 U +2 Parry; +2 Armor to ranged damage
*This is effective weight when worn. Most armor weighs quite a bit more when carried rather than worn.
**Shields protect only against attacks from the front and left (assuming a right handed character).

BLACKPOWDER WEAPONS
BLACKPOWDER WEAPONS
Type Range Damage ROF Cost Weight Rarity Notes
Flintlock Musket 10/20/40 2d8 1 600 15 R AP 2; 2 actions to reload
Blunderbuss 10/20/40 1-3d6* 1 600 12 R 2 actions to reload
Flintlock Pistol 5/10/20 2d6+1 1 300 3 U AP 1; 2 actions to reload
*A Blunderbuss does 1d6 at Long range, 2d6 at Medium range and 3d6 at Close range.



GEAR
GEAR

MELEE WEAPONS
MELEE WEAPONS
Type Damage Weight Cost Rarity Notes
Blades
Dagger Str+d4 1 50 C
Great sword Str+d10 12 500 U Parry –1; requires 2 hands
Hook Str+d4 1 40 U See notes

Flail Str+d6 8 500 U Ignores Shield Parry bonus


Long sword Str+d8 8 400 U
Rapier Str+d4 3 300 U Parry +1
Rib blade Str+d4 1 150 C Parry +1; see notes
Short sword Str+d6 4 100 U Includes sabers and cutlasses
Axes and Mauls
Mauls
Axe Str+d6 2 100 U
Battle axe Str+d8 10 200 U
Great axe Str+d10 15 500 U AP 1; Parry –1; requires 2 hands
Maul Str+d8 20 500 U AP 2 vs. rigid armor; Parry –1; requires 2 hands
Stamp Hammer Str+d8 80 125 U AP 2 vs. rigid armor; Parry –1; requires 2 hands, lead*
W
Warhammer
arhammer Str+d6 8 100 U AP 1 vs. rigid armor (plate mail)
mail)
Pole Arms
Gaff Str+d4 6 20 C Reach 1; requires 2 hands; See notes
Halberd Str+d6 15 600 U Reach 1; requires 2 hands
Harpoon Str+d6 10 200 U Reach 1; requires 2 hands
Staff Str+d4 8 10 C Parry +1; Reach 1; requires 2 hands
Spear Str+d6 5 100 U Parry +1; Reach 1; requires 2 hands
Blunt
Club/Belaying Pin Str+d4 1 10 C
Brainer Str+d4 2 7 C Stone*
Brass knuckles Str+d4 1 40 U Does not count as being armed
Ironwood sword Str+d8 6 400 U
*Weapons made of degradable materials (see page 28)

AMMUNITION
AMMUNITION
Ammo Weight Cost Rarity Notes
Arrow* 1/5 1 C
Ballistae bolt 4 4 U
Cannonball (w/powder) 12 10 R
Dragonbreath 5 12 VR
Explosive Harpoon 10 8 U Only available in the Lower Reaches and the Ice Isles
Headbanger skull 4 1 C
Grape Shot 12 10 U
Chain Shot 12 10 R
Quarrel* 1/5 2 U AP 2 (standard crossbow bolt)
Shot (w/powder) 1/10 2 U For black powder weapons
Sling stone 1/10 1/10 VC Free with a Notice roll and 1d10 minutes
*Outdoors, arrows and quarrels are recovered on a d6 roll of 4-6 (50% chance). Underground or indoors, the
chance is reduced to a roll of 5-6 on 1d6 to reflect the increased chance of breakage. If they are lost in the void they
are gone forever, of course.



SUNDERED SKIES
SUNDERED SKIES

SPECIAL WEAPONS
SPECIAL WEAPONS
Type Range Damage ROF Cost Rarity Notes
Ballistae 25/50/100 3d8 1 200 U
Cannon 75/150/300 3d6+1 1 500 R AP 4; HW; see notes
Chain Shot 40/80/160 2d6 1 — U See notes
Catapult 50/100/200 3d8 1 300 U AP 10, Medium Burst Template
Dragonbreath Cone 2d10 1 600 VR HW; see notes
Explosive Harpoon 10/20/40 5d6 1 500 U Only available in the Lower Reaches
and the Ice Isles; Heavy Weapon; see
notes

MISSILE WEAPONS
MISSILE WEAPONS
Type Range Damage ROF Cost Weight Rarity Notes
Axe, throwing 3/6/12 Str+d6 1 100 2 U
Bow 12/24/48 2d6 1 400 3 U
Crossbow 15/30/60 2d6 1 600 10 U AP 2; 1 action to reload
Dagger 3/6/12 Str+d4 1 50 1 C
Elven Long Bow 15/30/60 2d6 1 650 5 R Requires Shooting d8
Harpoon 3/6/12 Str+d10 1 200 10 U
Headbanger 4/8/16 Str +d4 1 12 3 U Small Burst Template
Sling 4/8/16 Str+d4 1 10 1 C
Spear 3/6/12 Str+d6 1 100 5 U



M AGIC & RR
M AGIC ELIGION
ELIGION

There are three types of spellcasters in get free replacements for these). He may also
Sundered Skies: engineers, sorcerers, and earn the enmity of the church he has left,
priests. This chapter contains details on each depending on the circumstances.
of these arcane islanders, including several
Most of the gods of the Sundered Skies
new spells.
have organized churches, which conduct
ceremonies and celebrations in their name.

Religion in the Skies THE ALPHA


THE ALPHA
Religion plays an important role in the lives The Alpha is the long prophesied savior
of many islanders and you should decide of the wildlings. They believe their god will
whether your character adheres to one of manifest itself through one of its priests at
the many faiths, or whether he chooses not the wildlings’ moment of greatest need and
to worship the gods. Such an individual is lead them all to freedom. Priests of the Alpha
a rarity in the Skies, as the gods themselves dedicate their lives to freeing wildlings from
move about in the world, and their power is elven slavery. The Alpha priesthood is called
frequently demonstrated. the untamed.

PRIESTS
PRIESTS A few untamed have begun to display the
ability to change their fleshforged power and
The relationship between the gods of the their appearance, leading their followers to
Sundered Skies and their worshippers can be believe the manifestation of the Alpha must
a very close one—after all, there is a chance be
theclose.
Alpha,The elves it
claiming dispute
is reallythe existence
their of
deity, the
a worshipper can meet his god face-to-divine
face. Priests dedicate their lives to a specific Wild, in another guise. But they are at a loss
deity and the ideals it embodies. In return, to explain the fleshforged phenomena at all.
the god grants them the ability to create Given the nature of wildlings, the religion
miracles and other special powers (obtained of the Alpha is mostly unorganized. Priests
through certain Professional Edges). often have little formal training, and can
Although common folk pay respect to the spend their lives traveling the Skies without
many deities, only the truly faithful are able meeting another untamed. Those called to
to perform miracles in a god’s name. A hero the worship of the Alpha instinctively hate
can only be a priest of one god at a time. If slavery of all kinds.
a priest switches allegiances between gods
Symbol: A broken chain.
for any reason, he loses the benefits of the
Professional Edges taken in the abandoned Powers: armor
armor,, barrier,
barrier, beast friend, bolt,
god’s name, and also any miracles he knows boost/lower trait, burrow, deflection, detect/
that his new deity cannot grant (he does not conceal arcana, dispel, fear,
fear, fly, greater heal-



SUNDERED SKIES
SUNDERED SKIES

ing, healing, invisibility,


invisibility, obscure, quickness, while engineers create permanent devices,
shape change, smite,
smite, speak language, speed, following the traditions of the Artificer itself.
stun, telekinesis. See the section on engineers on page 45.
Duties: The untamed violently oppose The center of the Artificer’s church is called
anything threatening the freedom or lives of The Factory, and is located in the bowels of
wildlings. This often places them in direct Deepsky Citadel. It is the only part of the
conflict with the elves on Heartland. Untamed citadel non-dwarves are allowed to visit
spend much of their time foiling elven plans unsupervised. The Artificer itself is a great,
or aiding the boughbreakers (see page 57). sentient, steam-powered machine, housed
Sins: (Minor) inflicting a wound upon a deep in the Factory. It is rumored the most
wildling when other options are available; powerful steampriests and engineers transfer
(Major) aiding the elves in their goals; (Mortal) their souls into large steam golems moments
willfully enslaving another creature.
creature. before death.
Symbol: A toothed cog.
THE ARTIFICER
THE ARTIFICER Powers: armor
armor,, barrier,
barrier, blast, blinding
flash, bolt, boost/lower trait, burrow, burst,
Those who lived through the Sundering deflection, detect arcana (not conceal), ele-
would never have
have survived
survived the
the ensuing chaos mental manipulation, entangle, elemental
had it not been for the Artificer. His gifts deluge, environmental protection, fly, god-
of invention, imagination, and knowledge touched, greater healing, heal hull, healing,
made the difference between life and death. invisibility, light, obscure, quickness, smite,
Dwarves in particular venerate the Artificer. speak language, speed, stun, summon
Priests of the Artificer follow two distinct elemental, telekinesis.
traditions. Those adherents who can cast Duties: Steampriests and engineers strive
divine miracles are known as steampriests, to improve the lives of the peoples of the
Skies in any way they can, using their powers,
weird science gadgets
gadgets or just their ingenuity.
ingenuity.
Sins: (Minor) refusing to aid those in
need; willfully destroying a common techno-
logical device; (Major) willfully destroying a
rare technological device, weird device, or a
new source of knowledge; (Mortal) willfully
destroying a unique technological device or
a store of heretofore unknown knowledge.

THE BATTLELORD
THE BATTLELORD
The Battlelord presides over all warfare.
Whether it is a mass battle, with thousands
on each side, or a duel over honor, the
Battlelord’s spirit is present to oversee and
place limits upon the conflict.
It is widely believed that the Battlelord
went insane with power during the War of
Fools, bringing all to the brink of extinction.
Only the efforts of the other gods quelled his
madness. Some believe the Battlelord was
the architect of the Trade Council, which sets
limits upon conflict, thus avoiding repeating
the tragedies of the past.



MAGIC & RELIGION
MAGIC RELIGION

The priests of the Battlelord, called his beloved, stall his ship in calm Skies, or
warpriests, are surly,
surly, and take great joy in tear the vessel apart. To reflect this, she is
physical combat. Paradoxically, they are also worshipped in five guises, each representing
representing
skilled negotiators, able to limit conflict a different facet of her personality.
between islands through compromise or
threat. The Trade Council employs many The Daughter of the Breeze
Br eeze cools the brow
bro w.
warpriests as roving
roving mediators. The Mother of Rain brings life-giving squalls
and fills a skyships’ sails. The Matriarch of the
The center of the Battlelord religion is the Becalmed ends storms, but also strands sky-
Arena. The Arena is the only place where
islands can pitch small armies against one ships or causes drought. All fear the Mistress
another, to settle their differences without of Storms’ terrible fury. And the Queen of
fear of retribution from the Council. the Vortex creates huge windstorms with the
power to destroy small islands.
The Battlelord is said to live in a magnificent
citadel carved from the ice of the Draining The Lady’s windpriests are humorless
Sea. He is unable to leave the numbing, frigid types, who have been known to throw them-
landscape, which cools his raging bloodlust, selves from an island, content the goddess
keeping him sane and rational. will deliver them from harm. Not every such
Symbol: A cracked and worn shield. prayer is answered. Temples dedicated to
the Lady of the Winds are always found on
Powers: armor
armor,, battle lust, battlelord’s
blessing, boost/lower trait, deflection, exposed, wind-scoured isles, and adorned
detect/conceal arcana, dispel, fly, gaze of with wind-carved effigies of the different
the matriarch, god-touched, greater heal- aspects of the goddess. The largest and most
ing, heal hull, healing, obscure, quickness, sacred is found on the island
i sland of Bridgeways.
smite, soothe anger,
anger, speak language, speed, Symbol: A white feather.
feather.
stun, zombie.
Powers: barrier, beast friend, blast,
Duties: W Warpriests
arpriests strive to both limit burst, boost/lower trait, deflection, detect
and promote conflict. If open warfare again conceal arcana, dispel, elemental choke,
spreads throughout the Skies, it could spell
elemental deluge, elemental manipulation
death for everyone. So small-scale limited
conflicts or properly regulated duels of honor (air only), entangle, fear, fly, gaze of the
are encouraged as a safety valve. Warpriests matriarch, god-touched, greater healing,
ensure the peoples of the Skies are allowed a healing, heal hull, invisibility
invisibility,, lady’s fury,
proper outlet for their aggression, but guard lady’s guidance, puppet, quickness, smite,
against it resulting in indiscriminate death speak language, speed, summon elemental
and glowmadness. (air only), summon matriarch, telekinesis,
Sins: (Minor) being beaten in combat by teleport, wind wall.
an inferior foe, sowing anger in someone not Duties: Every windpriest venerates and
a foe; (Major) fleeing a fight with an inferior reflects one of the five aspects of the Lady
foe, starting an unnecessary battle; (Mortal) of the Winds. As such the Lady’s windpriests
surrendering without a fight except when can be soothing and supportive or harsh and
fighting would be suicidal, causing an out- uncompromising in their ministries, though
break of glowmadness. all windpriests attempt to ease the harsh life
of islanders.
THE LADY
THE LADY OF
OF THE
THE WINDS
WINDS Sins: (Minor) going more than six hours
This goddess touches the lives of every without feeling the wind on their face; using
islander, for the winds blow constantly. The a tether or loft oil to prevent falling; (Major)
Lady of the Winds is present wherever wind going more than 25 hours without feeling
blows—her caress is present in every breeze, the wind on their face; (Mortal) willfully and
and can be beneficial, or destructive. Her permanently depriving someone of their
winds can speed a lover back to the arms of freedom.


SUNDERED SKIES
SUNDERED SKIES

THE LIFEMOTHER
THE LIFEMOTHER for bringing such pleasure and peace to the
peoples of the Skies. He appeared above Aria,
The Lifemother is the protector and and challenged its Lord to single combat.
provider of water. Her priests are the most The Lords of Festival and Madness battled
numerous, and often stand between an for many days, the two gods equally matched.
island’s inhabitants and death. Priests of the Then Madness awakened the petty jealousies
Lifemother are called Providers. and irrational desires buried deep within
The Lifemother lives on a small island his opponent’s mind. Festival discovered
within the Runoff Falls.
Falls. Her
Her church is located
located unknown depths of rage and sadness in his
on Plenty, an isle blessed by almost constant soul, and exploded into a berserk rage.
rainfall. Most Providers travel to the Isle for Incapable of deflecting the discordant
their tutelage and investiture as a priest. Very musical barbs pouring from the flesh of his
occasionally, the Lifemother herself appears
opponent, Madness was ripped asunder.
to bless a particularly gifted priest.
Fragments of his body, shining with insanity,
Providers tend to hold all sentient life scattered throughout the void. Festival was
sacred, and only take non-glowmad life when overcome by insanity, and started dancing
there is no alternative. Most Providers have to the melodies of his followers. His dance
the Pacifist Hindrance to some degree. tore the life from Aria, leaving nothing but
Symbol: A blue crystal teardrop.
teardrop. a lifeless wasteland and desolate ruins. The
Powers: armor
armor,, barrier,
barrier, boost/lower trait, fabled Songvaults, repositories of every song
deflection, detect arcana (not conceal), and story
surface of told, are believed
the lifeless isle. to lie below the
dispel, elemental choke, elemental deluge,
elemental manipulation (water only), Eventually his madness passed, but his
entangle, environmental protection, god- brush with insanity had forever changed
touched, greater healing, healing, puppet, him—the music his muses now inspired was
quickness, speed, stun, summon elemental tinged with sadness, anger, and even cruelty.
(water only), teleport. Music can still heal, but it can also wound, or
Duties: Providers are dedicated to helping drive the listener to war, or even suicide. The
those in need. Glowmad are beyond help—it Lord of Festival occasionally succumbs to
is considered a mercy to end their lives. the madness in his soul, and his destructive
Sins: (Minor) inflicting a wound when dance starts again. For this reason, Festival
other options are available, refusing to heal has sworn never to leave Aria.
a good person in need, promoting violence The Choir, as the Festival Church is known,
through word, deed, or inaction; (Major) enjoys widespread support. The deity’s
taking the life of a living creature, causing priests, called songpriests, have dedicated
sickness or disease; (Mortal) willfully taking themselves to spreading the glory of Festival
the life of a defenseless creature.
across the Skies. Such is their devotion, the
Lord of Festival has awarded each of them a
THE LORD
THE LORD OF
OF FESTIVAL
FESTIVAL muse, and the ability to cast divine spells.
The Lord of Festival is the inspiration for The temples of the Church of Festival are
the bards and songwriters of the Sundered known as Choirhalls, and have excellent
Skies. His servant muses—spirits who take acoustics. Religious ceremonies are popular
on female form—adopt and inspire those as they are vibrant, happy and entertaining.
who have the aptitude and talent to become The Church of Festival resists any formal
great traveling minstrels and bards. structure or authority. A council of song-
priests, called the Shadowhaven Quartet,
He was once a kind and gentle deity, who
gathered his worshippers upon the island of hands down rulings to the other Choirhalls,
Aria—a paradise larger than Heartland. The but they are often ignored.
Lightbringer, Lord of Madness, hated music Symbol: A harp.



MAGIC & RELIGION
MAGIC RELIGION

Powers: armor, barrier, battle lust, beast


friend, blast, bolt, boost/lower trait, deflec- THE WAR OF FOOLS
tion, detect/conceal arcana, dispel, elemental
deluge, entangle, fear,
fear, god-touched, greater Three hundred years ago, the god of
healing, healing, puppet, smite, soothe anger,
anger, conflict, the Battlelord, was driven into
speak language, speed, stun, summon
summon muse. a berserk rage by the Lightlord, god of
Duties: Songpriests oppose Lightbringer madness. His rage spread, infecting
and the glowmad with every fiber of their people and inflaming
In a moment of lucidity,petty grievances.
the god realized
beings. Their aim is to prevent glowmadness
by entertaining the peoples of the Skies and what he had done, and took steps to
easing their frustrations. Songpriests also ensure it could never happen again. The
seek out lost knowledge, which their Muse Battlelord exiled himself to the Draining
then stores in the Songvaults. Sea, where the freezing temperatures
cooled his rage. He can never leave, lest
Sins: (Minor) neglecting to follow up his rage be inflamed once more.
rumors of lost knowledge, allowing glow-
mad to live; (Major) neglecting their duties Although the god had been the catalyst
leading to a possible outbreak of glowmad- for the wars, it is the people of the Skies
ness; (Mortal) directly causing an outbreak who must shoulder most of the blame.
of glowmadness. Even with the Battlelord’s influence
removed, the War of Fools lasted over a
hundred years. Battlefronts moved back
THE WILD
THE WILD and forth across the Skies, leaving no
inhabited island untouched. Thousands
The Wild is the elven god of forests, the died in the fighting and the population of
provider and protector of all plant life. Elves more than a dozen small islands starved
also expect wildlings to revere their god, for to death, unnoticed amid the political
it is only by its grace they exist at all. Free manoeuvring and pitched battles.
wildlings, of course, vehemently disagree,
and few would voluntarily worship the Wild.
Only elves have ever become priests of the
Wild, who are known as as leafwardens. The main temple is the fabled Fleshforge, the
Several leafwarden spells conjure plants hallowed place where the wildling race was
for various purposes (most are unpleasant). given birth. It nestles between the roots of the
These plants are magically summoned from Leaflord in the heart of the Willow Court.
Heartland itself and almost always take root Symbol: A tree.
on another isle, where they spread ruthlessly.
Leafwardens believe this blesses the isle with Powers: armor
armor,, barrier,
barrier, beast friend, blast,
a spark of the Wild. Natives of the isle often bolt, boost/lower trait, burrow, burst, detect/
don’t feel quite so blessed—more than one conceal arcana, dispel, elemental deluge,
island has been seized by leafwardens who elemental manipulation, entangle, fear,
claim the Wild has ordered them to take it feral form, greater healing, healing, obscure,
under their protection. puppet, quickness, shape change, smite,
Elves believe the Wild manifested itself as elemental (tree only), zombie.
summon elemental
Heartland, their homeisle. The focus for their
belief is a massive tree, the Leaflord, which Duties: Leafwardens husband the natural
dwarfs all around it. This tree is a disturb- resources of the Skies, ensuring they aren’t
ing sight for a non-worshipper—its branches squandered. They also increase the spread
move against the wind, and the rustling of the of vegetation—a vital role in an environment
leaves sounds like faint, indistinct words. such as the Skies. However, they are also seen
The elves tend to be the most religious of to represent and promote the best interests
all the races in the Skies. Living upon the very of Heartland elves, winning them few friends
body of their god partially excuses their zeal. among the other races.


SUNDERED SKIES
SUNDERED SKIES

Sins: (Minor) neglecting to plant a seed Since the destruction of his immortal
from Heartland every week; (Major) using body by Festival, Lightbringer’s power has
metal weapons or armor (Mortal) willfully increased by a staggering amount. The cause
destroying a forest or island. of this incredible surge is a mystery—usually
if a god is injured in such a dramatic fashion
their power decreases significantly until they
are able to repair the damage.
Madmen, calling themselves the Heralds
Other Gods of the Light (but commonly called voiders),
In addition to the primary deities already worship Lightbringer.
Lightbringer. Voiders revel in their
mentioned, there are numerous other gods insanity, and make great use of glowmad
in Sundered Skies. troops only they can control. They are not
The following two gods are chief among averse to kidnapping some poor soul and
these other deities and both are extremely staking him out in the open until he becomes
evil. Each would love to destroy civilization glowmad to bolster their followers’ ranks.
within the Skies. Player characters may not Their badly damaged Madness Hulks prowl
choose to worship these gods: such deities the Skies, concentrated beams of voidglow blaz-
do not have heroes as their followers. ing from rents in their hulls, prowl the Skies.
They hunt for victims, who are sacrificed
LIGHTBRINGER
LIGHTBRINGER and thrown overboard in horrifying rituals
known as “Feeding the Glow.” In return for
Lightbringer is the god of madness, the bane these devotions, Lightbringer rewards the
of all intelligent life in the Sundered Skies. This most insane among them with magical power
deity is present wherever there is voidglow— and strange abilities.
which
whic h is virtual
virtually
ly every
everywhe
where—
re—and
and he delig
delights
hts If the voiders have a center for their religion
reli gion
in turning sentient creatures glowmad. it is on Aria. In their mania they have focused
upon the insane Festival as a manifestation of
their god. Worshippers lead desperate lives,
pursuing the mad god across the desolate
island. As Festival temporarily regains his wits,
he destroys all the voiders he can, attempt-
ing to eradicate them from his home before
descending once more into madness.
Symbol: V Voiders
oiders have no symbol,
symbol, they are

surrounded
god—the glow. by. a constant symbol of their
glow
Powers: barrier, blast, blinding flash, bolt,
burst, deflection, detect/conceal arcana, dispel,
fear,, fly,
fear fly, glow bli
blind,
nd, god-t
god-touc
ouched,
hed, in
invis
visibi
ibilit
lity,
y,
light, obscure, puppet, smite, stun, teleport.

THE ROTTING
THE ROTTING ONE
ONE
The Rotting One is the lord of death and
disease. This god grants the dying their
vengeful wishes, allowing them to rise as
ghouls, wraiths and vampires.
Undead are distressingly common in the
Sundered Skies. Zombies and ghosts wait
patiently on remote islands for living souls to


MAGIC & RELIGION
MAGIC RELIGION

come their way, ghoulish warriors crew rot- Powers: armor


armor,, barrier,
barrier, blast, blinding
ting hulks under vampire captains, and most flash, bolt, boost/lower trait, burrow, burst,
old buildings are haunted. deflection, detect arcana (no conceal),
Some scholars have theorized whatever dispel, elemental deluge, elemental manipu-
magic maintains the Sundered Skies’ weird lation, entangle, environmental protection,
equilibrium also somehow impedes the fly, greater healing, heal hull, healing, invis-
invis-
souls of the dead from traveling on to their ibility, light, obscure, quickness, smite, speak
final reward. The Rotting One is suspected of language, speed, stun, summon elemental,
having a direct, skeletal hand in this. Indeed, telekinesis.
orcs call this god “Soul Thief.”
Duties & Sins: Engineers may dabble in
The Rotting One’s worshippers call them- weird science, but they are also priests of the
selves the Bright Cabal—a powerful cult Artificer.. They use the same Duties and Sins
Artificer
of necromantic priests who raise undead entries as for steampriests (see page 40).
servants to do their bidding. In return for
worship and servitude, the Rotting One
grants them mastery over death itself—the
most powerful priests have passed over into Sorcerers
undeath becoming wraiths, vampires or even
powerful liches. The most feared of these are Sorcerers manipulate the mana streams,
captains of Death Barges—ships crewed by allowing them to bend and twist reality. Most
the undead and the damned.
sorcerers gather in guilds, where they school
A tiny fragment
fragment of the Rotting
Rotting One’s divinity
divinity new apprentices and pool their research in
is believed to be present within the shriveled magical lore, creating and improving spells.
soul of every undead being in the Skies. The The largest of these, the Athenaeum, uses its
Cabal believes every undead they create allows knowledge to improve the lives of islanders.
a shard of their god to escape from an infernal
They are highly respected and members often
dungeon in which it has been unjustly impris-
serve as advisors to island rulers.
oned. If they can create enough undead and
free enough shards of their god’s soul, they Other guilds and cabals of sorcerers do
believe, the Rotting One will manifest in the exist, including the Dragon Sons, dedicated
Skies in his
hi s full majestic glory.
glory. to unraveling the relationship between the
Symbol: A skeletal hand.
hand. drakin and dragons; the Iron Hand, who
seek to master steam technology and transfer
Powers: arcane siphon, armorarmor,, blast, bolt,
boost/lower trait, dispel, fear, god-touched, their consciousness to automatons; and The
smite, zombie Circle of Nine, who seek to summon demons
from other planes.
Some sorcerers are self-taught, but most
Engineers characters with the Wizard Professional Edge
are members of the Athenaeum. Their main
library and university can be found on the isle
These are followers of the Artificer and are
of Shadowhaven. The sorcerous arts are a very
typically dwarves. Engineers are closely allied
personal thing, and a sorcerer chooses the
with steampriests who lead the followers of
the Artificer in their devotions to the god. trappings for a spell as he learns it.
Engineers follow the Arcane Background Powers: armor
armor,, barrier,
barrier, blast, blinding
blinding
(Weird
(W eird Science) rules as explained in Savage flash, bolt, boost/lower
boost/lower trait, burrow, burst,
Worlds. They may choose a trapping which deflection,
deflect ion, detect/conc
detect/conceal
eal arcana,
arcana, dispel,
dispel,
affects an entire ship—costing no extra Power elemental deluge, elemental manipulation,
Points—however, the device cannot be used fear,, fly,
fear fly, invisibilit
invisibility,
y, light,
light, obscure,
obscure, puppet,
on an individual.
indivi dual. To
To do so, the power must be quickness, smite, speak language,
quickness, language, speed, stun,
taken again and given a different trapping. summon
summo n elemental,
elemental, telekine
telekinesis,
sis, teleport.
teleport.



SUNDERED SKIES
SUNDERED SKIES

immediately go berserk. Unwilling recipients


New Spells are allowed a Spirit roll opposed by the
caster’s arcane skill roll to resist.
The following new powers are available to
those with Arcane Backgrounds in Sundered For double the Power Points, the caster
Skies. can increase the area of effect up to a Large
Burst Template.
ARCANE SIPHON
ARCANE SIPHON
Rank: Heroic BATTLELORD’S BLESSING
BATTLELORD’S BLESSING
Power Points: 3 Rank: Novice
Range: Smarts Power Points: 4
Duration: Instant Range: Touch
Trappings: Prayer, whispered words, arcane
Duration: 3 (1/round)
gestures.
Trappings: Invoking the blessing of the Bat-
This insidious spell allows a necromancer
to drain Power Points from a victim
vi ctim tlelord.
The necromancer picks a single target Skilled warpriests can summon fragments
within range and makes an arcane skill roll of their god’s martial knowledge and impart
versus the attribute linked to the target’s them to their subjects, giving them skills

arcane skillWith
miracles). (Smarts for magic,
a success, and aSpirit
he drains for
number beyond their normal reach.
With a successful
successful Faith roll, the target gains
of Power Points equal to half his arcane skill all benefits of one Combat Edge chosen by
die. On a raise, the victim loses a number
the warpriest. The priest (not the recipient)
equal to the caster’s arcane skill die.
must meet the usual Rank requirement of
The victim cannot be reduced below the Edge but may ignore other requirements,
zero Power Points by this spell. Half of the
even those requiring other Edges. Edges
siphoned Power Points (rounded down) are
taken by the necromancer and added to his gained from this power provide no additional
own reserve, the other half are simply lost. benefit to the target if the character already
Siphoned Power Points recharge as normal. has the Edge.
The spell works only on creatures with
an Arcane Background—it has no effect on BLINDING FLASH
BLINDING FLASH

magic items. Rank: Novice


Power Points: 2
BATTLE
BATTLE LUST
BATTLE
BATTLE LUST
Range: Smarts x 2
Rank: Novice
Duration: Instant
Power Points: 2/4
Trappings: Bright flash of light.
Range: None
This simple but effective spell creates a
Duration: 3 (1/round)
brilliant flash of light, affecting all targets
Trappings: Gestures, shouting, poetry, a
within a Medium Burst Template. All targets
symbol of the enemy.
within the Template must make an Agility
This spell, much beloved of warpriests and
warrior songpriests, causes the targets to roll to avert their gaze or be blinded for one
fly into a battle frenzy. Every other creature turn. With a raise, victims must make an Agil-
within a Medium Burst Template centered ity check at –2. Blinded victims suffer a –6
on the caster, gains the Berserk Edge for the penalty to all trait rolls and have their Parry
duration of the spell. On a raise, the targets reduced to 2.



MAGIC & RELIGION


MAGIC RELIGION

ELEMENTAL CHOKE
ELEMENTAL CHOKE FERAL FORM
FERAL FORM
Rank: Seasoned Rank: V
Veteran
eteran
Power Points: 2-4 Power Points: 3
Range: Touch
Range: 12/24/48
Duration: 3 (1/round)
Duration: 1 (1/round)
Trappings: The target of the spell takes on
Trappings: a splash of water, an inhaled some of the ferals features.
breath. Feral form bestows the partial appearance
Windpriests and providers can attempt to and powers of a feral upon one of the leaf-
choke their foes using their element—air or warden’s allies. The ability
ability bestowed
bestowed must be
be
chosen when the power is used. The mental
water respectively.
respectively. faculties of the target are not affected.
For 2 points, the spell affects a Medium The ability bestowed depends on the feral
Burst Template.
Template. For double
doub le the Power Points, form chosen.
it affects a Large Burst Template. Elemental Bear: Target increases Strength and Vigor
choke deviates as an area-affect attack.
attack. by 2 steps.
Every character within the Template must Blood Hound: Target gains a +4 bonus
make a Vigor roll opposed by the caster’s on Notice rolls and a bite attack that inflicts
Str+d4 damage.
Faith roll. On a failure, the affected targets
gain one level of Fatigue. Anyone who stays Bull : Target grows horns that inflict
Str+d4 damage. If the character with feral
in the affected area, or enters it later, must
form moves 6” or more before attacking they
make a successful Vigor roll each round or add +4 to their damage total.
gain an additional Fatigue level. Once the
Hawk: Target grows wings bestowing a
Power ends or someone leaves the area of Flight Pace of 6” and Climb of 2”.
effect, Fatigue recovers at the rate of one
Toad: Target can leap d6+2”, adding +2
level per minute. to Fighting and Damage if he leaps into
combat.
ELEMENTAL DELUGE
ELEMENTAL DELUGE Wolf:
W olf: Target gains a bite attack that inflicts
Rank: Veteran Str+d6. With a raise on his Fighting roll, he
hits a foe’s most weakly-armored
weakly-armored location.
Power Points: 2

Range: Cone Template GAZE OF


GAZE OF THE
THE MATRIARCH
MATRIARCH
Duration: Instant Rank: Novice
Trappings: Rippling earth, buffeting winds, Power Points: Special
arm gestures. Range: Sight
Elemental deluge allows spellcasters to Duration: 10 minutes (1/10 min)
knockdown multiple foes. The caster makes Trappings: A gesture of arms.
an arcane skill roll and then places a Cone Gaze of the matriarch affects a single sail-
Template in front of him. Any character powered skyship of any size, halving its Top
Speed and Acceleration for the duration.
touched by the Template, friend or foe, must
Multiple castings of this spell may affect a
make a Strength roll opposed by the caster’s ship, though neither Top Speed nor Accelera-
arcane skill roll. On a failure, the character tion may ever be reduced below 1.
is knocked back 1d4” and becomes prone. If Gaze of the matriarch also adds +2 to a
he rolls a 1, regardless of his Wild Die, he is crews’ Boating rolls in a windstorm, whether
Shaken as well. magical or natural.



SUNDERED SKIES
SUNDERED SKIES

The cost in Power Points is equal to one The cost in Power Points is equal to half
fifth of the vessel’s base Toughness (ignore the ship’s base Toughness (ignore Armor
Armor). A ship with a base Toughness
Toughness of 16, and magical bonuses). Success repairs one
for example, costs 3 Power Points to becalm wound, a raise mends two.
two.
using this power.
The spell has no effect on critical hits,
however. The crew must repair such damage
however.
GLOWBLIND
GLOWBLIND
Rank: Seasoned by normal methods.
Power Points: 4 LADY’S FURY
LADY’S FURY
Range: Smarts x 2
Rank: Seasoned
Duration: 3 (1/round)
Power Points: 8
Trappings: Dazed look, loss of coordination
Range: Special
Voider
Voider priests are able to flood a targets
mind with voidglow, overloading it. Duration: 2d6 hours
The caster must pick a single target within Trappings: A gesture of arms and a gale.
range and make an arcane skill roll opposed Lady’s fury summons a small, powerful
by the victim’s Smarts. If successful, the windstorm that can destroy
destroy skyships or send
voider causes the victim to lose concentra- them off course. It takes four full rounds of
tion and coordination. All the victim’s Trait concentration to cast, during which time the
rolls are made at –2 for the duration, or –4 winds become
become chaotic and unpredictable
unpredictable (–1
on a raise. to all Boating rolls).
If successful, the winds form many small
GOD-TOUCHED
GOD-TOUCHED vortices and reach hurricane speeds over
Rank: Novice an area of one mile square, centered on the
Power Points: 2 caster. The effects of the storm are listed
Range: Touch under Hazards in the Game Master section
Duration: 10 minutes (1/minute) (see page 154). In general, crews should
Trappings: Prayer, morale boosting speech, expect limited visibility and severe damage
holy symbol. to ships.
The simple act of blessing a soldier before
battle can have wondrous effects on his LADY’S GUIDANCE
LADY’S GUIDANCE
morale. Recipients of this power gain a +2 to Rank: Novice
Spirit and linked skill checks for the duration.
On a raise, the bonus is increased to +4. Power
Range:Points:
Touch
1

HEAL HULL
HEAL HULL Duration: 3 (1/round)
Rank: Veteran Trappings: Ghostly hand, gestures, blowing
on weapon.
Power Points: Special
Range: Touch guidance calls upon the Lady of the
Lady’s guidance
Winds to increase the chance of hitting with
Duration: Instant
a thrown weapon (such as a knife, spear, or
Trappings: The caster must stand on the
throwing axe) or an arrow, by whipping the
deck of the ship and concentrate.
projectile along on a divinely-guided gust of
Priests with this spell can actually mend wind.
damage done to a vessel’s hull within the last
hour. The priest must concentrate for one The power has no effect on other ranged
full action, then cast the spell on his next, weapons, such as firearms, cannonballs, or
subtracting a penalty equal to the ship’s targeted spells. The bonus is +2 for a suc-
wounds from his arcane skill
skill roll. cess, +4 for a raise.



MAGIC & RELIGION


MAGIC RELIGION

SOOTHE ANGER
SOOTHE ANGER SUMMON MATRIARCH
SUMMON MATRIARCH
Rank: Veteran
Veteran Rank: Heroic
Power Points: 6 Power Points: 10
Range: Touch Range: 5 leagues squared
Duration: Instant Duration: Special
Trappings: A gesture of arms.
Trappings: A calming smile or a comforting
comforting
caress, a calming poem or song. Only the most powerful windpriests are
able to learn this spell. With it they are able
Soothe anger is primarily used to calm to quell even the most violent windstorms.
those who have been driven into a rage by
The windpriest must be within sight of the
the insidious effects of voidglow, but it can storm. He speaks in soothing tones to the
also be used to calm other passions. storm itself for 2d6 uninterrupted rounds. At
Each use of the soothe anger spell removes the end of the period, the priest makes his
one level of glowmadness, or two with a arcane skill roll at –4. If successful, the storm
raise. The roll suffers a penalty equal to the is quelled 2d6 rounds later.
victim’s glowmadness Level (in addition to
any the caster might be suffering himself). SUMMON MUSE
SUMMON MUSE
Those suffering berserk rages not caused by Rank: Seasoned
the void (such as through the Berserk Edge), Power Points: 3
immediately become calm. Range: Smarts
Once a victim succumbs to glowmadness, Duration: 3 (1/round)
however, there is no cure. The safest course Trappings: Singing a song of calling.
is to put him out of his misery. With a haunting melody,
melody, the songpriest
summons her muse into the material plane
SUMMON ELEMENTAL
SUMMON ELEMENTAL (see page 158 for stats).
While corporeal, the muse may not access
Rank: Veteran
the Songvaults, and the caster cannot use
Power Points: 3 the songpriest Edge. If the muse suffers a
Range: Smarts wound while corporeal,
corporeal, she flees back to the
the
Duration: 5 (1/round) Songvaults to heal. The songpriest must wait
25 hours before her muse returns to her.
Trappings: The caster must possess a piece During the intervening time, the hero has no
of the raw element—a handful of earth, a access to the Songvaults and cannot use the
flame, a container of water, a living tree, or a Songpriest Edge.
breath of air.
This spell enables a caster to summon a WIND W
WIND WALL
ALL
spirit of his chosen element. The elemental is Rank: Seasoned
completely subject to the whims of its caster. Power Points: 2-6
Communication is through a mental link but Range: Smarts
it is purely one way—the creature cannot
Duration: Special
relay its thoughts or even basic information
Trappings: Exhaling air towards foes, or a
back to its summoner. rapidly fluttering fan.
The caster chooses which elemental he The windpriest calls on the Mother of
wishes to summon when the spell is chosen. Rains to afflict attackers with near-hurricane
He may choose this power more than once, strength winds.
taking a different elemental each time. The If the spell is successful, the target suffers a
statistics for all types of elementals can be –2 penalty to Pace and skills linked to Agility
found in the last chapter of the book. and Strength. A raise pushes the target back



SUNDERED SKIES
SUNDERED SKIES

1d4”, halves their Pace, and prevents them Once summoned, the beast may move
using any skills linked to Agility or Strength. anywhere within the spell’s range. The caster
Each round, an affected target may make a can communicate with the creature and can
Strength roll at –4 to break free. Allies may try access its senses as well.
to free a victim, risking the spell’s effects—this The cost in Power Points depends on the
also requires a Strength roll at –4. creature summoned, as shown below. The
For 2 Power Points, the power affects a priest can summon multiple creatures in
single target. For 4 Power Points, it affects a casting by paying the appropriate cost in
everyone in the Small Burst Template, and Power Points. Summoning two bears, for
6 Power Points increases it to the Medium instance, costs 10 Power Points.
Burst Template. Wildlings also claim to feel the pull of this
spell. Wildling Extras must succeed at a Spirit
WILD’S CALL
WILD’S CALL roll opposed by the Faith roll of the caster to
resist it. Wild Cards are unaffected.
Rank: Novice
Power Points: Special
WILD’S CALL
WILD’S CALL COSTS
COSTS
Range: Faith die in miles
Creatures Power Points
Duration: 1 minute (1/minute)
Bear 5
Trappings: WWooden
ooden whistle Feral 3
Leafwardens can summon and control Insects (swarm) 2
animals—though not monsters—using this Poisonous snake 1
spell. The call goes out to specific types of Rat (swarm) 3
creatures, such as bats, rats, wolves, bears, Wildling 3
and so on. W
Wolf
olf 3

SPELL SUMMARY
SPELL SUMMARY TABLE
TABLE
Power Rank Cost Range Duration Effect
Drains Power Points equal to half arcane skill
Arcane Siphon H 3 Smarts Instant
die, full value with a raise; caster gets half
Battle Lust N 2/4 Special 3 (1/r) Gives recipients the Berserk Edge
Battlelord’s Blessing N 4 Touch 3 (1/r) Gives recipient a Combat Edge
Blinding Flash N 2 Smarts x2 Instant Foes are –6 to Trait rolls
Targets in a Medium Template must roll Vigor or
Elemental Choke S 2-4 12/24/48 1 (1/r)
gain Fatigue; x2 cost for a Large Template
Template
Anyone in Cone must make an Agility roll or be
Elemental Deluge V 2 Cone Instant
knocked prone, Shaken with a raise
Feral Form V 3 Touch 3 (1/r) Allows target to gain feral abilities
Victim makes a Smarts roll or suffers –2 to Trait
Trait
Glowblind S 4 Smarts x2 3 (1/r)
rolls, –4 with raise
God-Touched N 2 Touch 10 m (1/m) +2 to Spirit and Guts rolls, +4 with raise
Heal Hull V Spec Touch Instant Repairs 1 wound to a ship, 2 with a raise
Gaze of Matriarch N Spec Sight 10 m (1/10 m) Halves ship Acc/Top Speed
Lady’s Fury S 8 Spec 2d6 hours Summons a storm
Lady’s Guidance N 1 Touch 3 (1/r) +2 to ranged attacks, +4 with raise
Soothe Anger V 6 Touch Instant Calms a berserk foe
Summon Elemental V 3 Smarts 5 (1/r) Summons an elemental
Summon Matriarch H 10 25 leagues Special Calms a storm
Summon Muse S 3 Smarts 3 (1/r) Summons a muse
Target –2 Pace, Str and Ag skills; raise halves Pace
Wind Wall
Wall S 2-6 Smarts Special
Wild’s Call N Spec Faith miles 1 m (1/m) and prevents
Summons an Str or Ag skills
animal



S ETTING RR
S ETTING ULES
ULES

The following changes, clarifications, or IRRITABLE


IRRITABLE
additions to the Savage Worlds rules are used
The character has a short fuse and suffers
in Sundered Skies.
a –1 to his Charisma and a –1 modifier to any
Spirit checks.

Glowmadness ANGRY
ANGRY
The character no longer has any fuse left.
If a character spends too long in the void,
exposed to the glow, they will inevitably go He suffers
modifier to aany
–2Spirit,
to hisSmarts,
Charisma and askill
or linked –2
glowmad. At the end of each day in which the
character receives any exposure to the glow, rolls.
he must make a Spirit roll with modifiers as
shown below. Failure
Failure means the islander
islan der gains ENRAGED
ENRAGED
a glowmadness level, starting at Irritable. A The character becomes a blood-crazed
success means the character has managed to psychopath. He suffers –4 to his Charisma
resist the effects of glowmadness. On a raise, and a –4 modifier to any Spirit, Smarts, or
the character lowers his glowmadness by one
linked skill rolls. He also loses any benefits
level (if applicable).
he may have from any Level Headed Edges.
The levels of glowmadness and their effects He temporarily gains the Berserk Edge if he
are detailed below. doesn’t have it already.

LONGER
LONGER JOURNEYS long journeys, use the
JOURNEYS
When undertaking GLOWMAD
GLOWMAD
The character immediately passes into GM
boredom rules on page 55 instead, as the
control. If an Extra becomes glowmad, he
effects of exposure to the void over longer
simply transforms into the appropriate form
periods are already factored into those
rules. for his race (see below).
When a Wild Card becomes glowmad, she
GLOWMADNESS MODIFIER
GLOWMADNESS MODIFIER gains all the Special Abilities of her glowmad
Exposure Modifier form and adjusts her attributes appropriately
appropriately
Less than an hour +2 (the GM has descriptions of the Special
1-6 hours +1 Abilities and
and attribute
attribute changes
changes for each of the
7-12 hours +0 various glowmad forms
forms in the last chapter of
13-18 hours –1 the book). The glowmad creature keeps all of
19-22 hours –2 its Edges, whether it now meets the require-
23-24 hours –4 ments or not. The glowmad creature has two
25 hours –8 bennies, as normal for any Wild Card NPC.



SUNDERED SKIES
SUNDERED SKIES

GLOWMAD FORMS
GLOWMAD FORMS Humans who succumb to glowmadness
become horrific creatures called the blinded,
A drakin who goes glowmad becomes
so named because their eyes liquefy and run
a terrible winged monstrosity known as a from their sockets.
wyrmspawn. They are sly,
sly, dangerous killers
who steal magical artifacts and use them In addition, their skin becomes gray and
scaly. Despite being eyeless, blinded seem
against their owners.
able to sense the world around them through
When glowmad, a dwarf becomes an some mystical ability.
earthbane—a hideous, squat, hairless, mole- Glowmad orcs become hulking ogres,
like creature whose very presence can cause who cause as much
much destruction and death
death as
an island to disintegrate around them. they can with their prodigious strength.
Elven glowmad become blight walkers.
Their skin, hard as bark, constantly splits and
reforms while plant tendrils shift and flower
within the cracks. They direct these tendrils
Skyship Rules
and roots to tear their enemies apart. Plying the skylanes between the isles are
In a corruption of the elven affinity with skyships of every shape and size. Using the
plants, a blight walker’s touch withers any Chase rules in Savage Worlds you can run
vegetation. exciting skyship battles in the Sundered

Even the glowborn can go glowmad again, Skies. The


modify thefollowing rulesfound
information supplement, and
in the core
and turn into terrible ragers—hate-filled, rulebook.
berserk creatures who live only for mayhem
and killing. GROUP CREW
GROUP CREW ROLLS
ROLLS
Captains attempting any shipboard action
can be aided by the crew. Maneuvers, repairs,
or docking can all be assisted.
Make a group Boating roll, using the crew’s
average Boating skill. Each success and raise
on this roll adds +1 to the captain’s Boating
roll. If the crew rolls a 1 on their skill die
(regardless of their Wild Die), they inflict a –2
penalty to the Captain’s roll.

SKYSHIP COMBAT
SKYSHIP COMBAT
Whether vicious pirates, brutal
brutal orc raiders,
or participants in an illegal trade war, ships
frequently come into conflict with each other
in the Skies.

CLIMBING THE
CLIMBING THE VOID
VOID
Sailing through the sky as they do, the
ships of the Sundered Skies can move in three
dimensions. In combat, then, it is very often
the captain who can best take advantage of
the vertical that emerges victorious. This is a
special stunt called “climbing the void”.



SETTING RULES
SETTING RULES

A ship that successfully climbs the void the ship and inflicting 4d6 damage
damage to every
is in an advantageous position—the ship’s named character on board. Assume the rest
crew adds +2 to all Shooting and opposed of the crew are killed or incapacitated and fall
Boating rolls against the target. It is also into the void. Any surviving named characters
impossible for the other ship to initiate a are left clinging to the wreckage of their ship
boarding action. as it plummets into the depths.
The disadvantaged captain may attempt Any ships tethered to the unfortunate
to equal the altitude by attempting a Parallel vessel or within 18” suffer 2d6+the wrecked
stunt. However, even if this is successful, the ship’s base Toughness in damage.
crew cannot attempt a boarding action. The
ship has been restored to a more or less equal For example: If a cloudskiff were
altitude as its antagonist. A further successful to explode, it would cause 2d6+11
Parallel stunt will enable the crew to attempt damage (its base Toughness without
a boarding action. Armor is 11). A Council ship, on the
A ship cannot climb the void twice to gain other hand, causes 2d6+20 points of
additional bonuses or make it harder for an damage to adjacent ships!
enemy to level the altitude. At best, a ship
is just one “climb” above his opponent. FALLING SKYSHIPS
FALLING SKYSHIPS
Similarly, both ships cannot benefit from
W
Wrecked
recked ships spiral down through the
climbing the void, only one captain can seize
void. The rate at which the ship falls increases
the advantage.
until the ship is plummeting like a stone. All
those still aboard are doomed to go down
BOARDING
BOARDING with the ship. Before the ship reaches this
If a crew wants to board another ship, a terminal velocity, stricken crewmembers can
successful Parallel stunt must be attempted. be rescued fairly safely.
Rather than recklessly throwing themselves
Use the Sinking guidelines from the
into the void in an attempt to reach the other
Worlds rulebook to decide how long
Savage Worlds
ship, crews can make a group Throwing roll.
Success means the target is grappled and it takes any given ship to reach the point of
drawn close enough to board. no return.
The opposing crew can attempt to sever
the grapples by making an opposing Agility
FALLING OVERBOARD
FALLING OVERBOARD
roll This roll is modified depending on the Falling overboard can bring the career of
number of crew the grappled ship has in an adventurer to a very sudden and ignoble
relation to the attacking ship. The penalty is end. Any time the rules indicate a character
–1 if they have
have fewer crew,
crew, and –2 if they have has fallen overboard, she is permitted an
half or less the crew of the attacking ship. Agility roll. On a success,
success, they have ma
managed
naged
Conversely, they get a +1 if they have more to catch themselves on something, such as an
crew, and +2 if they have twice as many crew oar or a trailing rope.
as the attacking ship.
Canny sky sailors have learned to avoid
plummeting into the void with the use of
CRITICAL HITS
CRITICAL HITS windcharms or the application of loft oil to
Damage against skyships works as usual, their clothes or armor. Those too poor to
but with the following change to the Wrecked afford the oil anchor themselves to the ship
Critical Hit. with a length of rope. Once anchored, falling
falling
Wrecked:
W recked: A “Wrecked” Critical Hit is bad overboard is a lot less risky, though characters
news for the skyship and its crew. Vessels still take 1d6 damage and are Shaken from the
without cannons simply begin to fall.
fall. Vessels
Vessels fall and trauma caused by the sudden stop.
with cannons suffer a direct hit to their cen- Fallen sailors must then climb back to their
tral magazine (where the powder is kept). ship or be pulled up by others, provided no
This sets off a titanic explosion destroying enemy cuts through the rope!




SUNDERED SKIES
SUNDERED SKIES

Repairs Crew
Damage suffered in combat may only be No ship can operate without a crew, and
permanently repaired while docked at a port. the captain must ensure he has sufficient
This typically takes 1d4 days per wound or numbers to run a tight ship and adequate
critical hit to be fixed. The cost is 10 times supplies and cash to keep the crew paid and
the ship’s base Toughness (ignoring Armor) happy.
per wound or critical.
Makeshift repairs can be made outside of HIRING
HIRING
port and require a Repair roll. Each attempt New crew may be hired on any island. The
takes 1d6 days and triggers another check for Game Master can check to find out how many
encounters in the ship’s location (see page able-bodied crewmen are available by rolling
67). These repairs are only temporary and a d4 on a small island, a d6 on a medium
the ship must still be properly overhauled sized island and a d8 on a large island. This
at a port. Any time the vessel takes another roll may only be made once per week. Use
wound, each makeshift repair has a 50% the sky sailor statistics found on page 162 for
chance of coming undone. average crewmen.

PAYMENT
PAYMENT
Crewmembers usually sign on for a chance
Docking with Islands to eat well, see the Skies, and become rich.
The isles of the Sundered Skies constantly Scavenger ships also divide shares of any
move, making docking a hazardous task. salvage found.
Approaching an island, the captain must
The typical arrangement for scavengers is
make a successful Boating roll to moor his
two shares for the ship’s bank (to be used
ship to the island. With a failure, the ship has
for repairs, outfitting, and so on), two shares
either collided with debris or has come to a
for the captain, two shares for any shipboard
sudden jarring stop, suffering 2d6 damage in
priests or sorcerers, and two shares for the
either case.
most skillful scavenger onboard. All others
Most heavily inhabited islands have either receive a single share.
natural or artificial harbors, which allow
If crewmembers are not signing on as part
captains to dock without a roll. Those with
of a scavenging crew, they expect to be paid.
difficult approaches—such
employ professional as who
harbor pilots Plenty—
bring The standard pay for sailors is 50 cogs per
month. A crew of 12, for example, is paid 600
ships in for a small fee, typically 50 cogs.
cogs per month.
These pilots are intimately familiar with the
local approaches and are expert at bringing First mates, sorcerers, surgeons and other
in ships without damage. No roll is required specialized crew are paid 100 cogs per month.
if a paid pilot is used for docking. Only those with a d8 or better in the requisite
All islands have an area around them called skill—such as Healing or Boating—qualify
the “capture field”. Objects caught in this for this payment. Specialized crewmen are
field are sometimes swept up by an island only available in a port if a 6 is rolled when
and dragged through the void. Experienced recruiting.
captains anchor their ships in an island’s Captains need to make sure that, whatever
capture field and venture ashore in an island cargo they carry or jobs they undertake, they
hopper. A captain using the capture field to earn enough to keep the crew paid. Failure
anchor his ship doesn’t need to make a roll can result in crew jumping ship in port, or
to dock. even mutiny in the void.




SETTING RULES
SETTING RULES

BOREDOM
BOREDOM put forward, often relying on obscure disser-
Even if they are being paid, there are other tations about some magical property of the
dangers facing a ship’s crew on a voyage. void which repels and attracts the islands
i slands at
Boredom is a very real problem, particularly the same time.
on long journeys. It is said that Lightbringer To most ordinary folk, however, it remains
hates sky sailors almost as much as he hates a wonder that defies explanation, and they
the worshippers of Festival. content themselves that the gods move in
Extras must succeed in a group Spirit mysterious ways.
roll every five weeks spent traveling or gain
a level of glowmadness. This roll must be TRAVEL
TRAVEL TIME
TRAVEL
TRAVEL TIME
made even if the crew spends the majority of The travel times listed in the table on pages
its time out of the direct voidglow, as it rep- 58 and 59 show the base number of weeks
resents the maddening effects of boredom as needed to travel from one isle to another.
well as exposure
exposure to the glow.
glow. Individual Wild
Wild However,, islands are never in fixed positions
However
Cards make their own separate Spirit rolls to
and may often be further away or closer than
avoid boredom.
a captain anticipates.
Shipboard entertainers or songpriests can
The Game Master rolls a d6 and adds
help counter boredom by distracting the
crew with funny, inspiring, or lewd stories, this to the table entry get the journey time.
tumbling, juggling, and sleight of hand magic The ship’s captain then makes a Boating
roll using the modifiers listed on the Travel
tricks. An entertainer
at the end makesperiod
of each five-week a Persuasion roll
(including Time Modifiers table below, and reduces the
any bonuses for Charisma and Professional journey time by 1 for each success and raise
Edges such as Acrobat or songpriest). Each on the roll, to a minimum of one week. This
success and raise on the roll adds a +2 to determines the actual travel time.
the crew’s Spirit roll—the entertainer’s A roll of 1 on the skill die, regardless of
own Spirit roll benefits from half of these Wild Die, increase the travel time by 50%, as
bonuses. the ship becomes becalmed or has to fight
Once the crew spends a full week on any counter winds.
civilized island, the clock is reset and any
levels of glowmadness picked up on the last TRAVEL TIME
TRAVEL TIME MODIFIERS
MODIFIERS
trip are recovered. Thus, provided the cap- Mod Circumstance
tain is able to make frequent stops, the crew
+2 Windsilk sails
can rest and recover every few weeks, staving
+2 Hero with Wind Seeker Edge aboard
off the cabin fever of long voyages.
–2 Ship is rowed or winged
–4 Le
Less
ss than
than a quar
quarte
terr of the
the ne
nece
cess
ssar
aryy
crew
Travel & Encounters –2 Most of the crew has no Boating
skill
The many islands in Sundered Skies are –1 Crew has an average
average Boating of d4
in constant motion. While most remain in a +1 Crew has an average Boating of d8
similar position relative to each other, many +2 Crew has an average Boating of d10
do not; instead orbiting through the skies +4 Crew has an average Boating of d12
crossing close to other islands and, occasion-
ally, colliding with them. ENCOUNTERS
ENCOUNTERS
It remains a mystery to the scholars and Although the void is vast and largely empty,
empty,
mystics of the Sundered Skies just how and traveling through it is fraught with peril and
why the islands drift and orbit one another any journey, no matter how short it might
the way they do, sometimes even moving be, comes with the possibility of a dangerous
against strong winds. Many explanations are encounter.



SUNDERED SKIES
SUNDERED SKIES

Each week spent traveling brings a chance For example: if a journey lasts 17
of an encounter. Before the journey begins, weeks, add the results of the 10 and
use the Encounter Location table below to 7 entries (to give a total of 7 Depar-
determine where possible encounters occur.occur. ture, 5 Void, and 5 Arrival potential
Departure refers to the island the heroes are encounters).
leaving, arrival is the island they are heading The GM should draw one card from the
to, and void is everything in between. action deck for each possible encounter. If
the card is a face card, an encounter occurs.
ENCOUNTER LOCATION
ENCOUNTER LOCATION The number of cards drawn dictates the
Weeks Departure
Depart ure Void Arrival
Arriv al region in which the encounter occurs. So,
1 1 0 0 for a 7 week journey, if the fourth card drawn
2 1 0 1 is an Ace, the encounter takes place in the
3 1 1 1 void, whereas the fourth card on a 10 week
4 2 1 1 journey is a Departure
Departure encounter.
encounter.
5 2 1 2 Roll on the Ship Encounter Table on page
6 2 2 2 67 with the appropriate modifier for the
7 3 2 2 departure or arrival island (or the void) to
8 3 2 3 see exactly what the party has run into. If a
9 3 3 3 Joker comes up, roll twice—the party has run
10 4 3 3 into two things at once. Reshuffle the deck

For journeys longer than 10 weeks, simply after every encounter.


The Game Master should try to think about
add together the “10” row with whatever the encounter a bit before setting it up. Tying
row you need to bring the journey to its full a seemingly chance pirate attack to a cargo
length. the party has just sold, or a passenger they
have just picked up makes the game feel more
coherent. A few minutes pause before hitting
the heroes with some terrible beast or savage
windstorm can make an otherwise “random
encounter” a very memorable experience.
If the heroes are traveling through the
Lower Reaches, for instance (see page 76),
and the GM rolls “Merchant Vessels,” he just
tells the players they see ships in the distance.
It’s up to the players whether they want their
heroes to approach or not. The same goes
with monsters—a glimmerwing attack in the
void shouldn’t just be resolved with a quick
roll. The Game Master should describe how
the voidglow seems to become concentrated
in a certain patch of the sky, coalescing to a
dazzling light that causes them physical pain
to even look at.
For the Game Master, the rule should
always be to let the players take some action
and then adjust the encounter according to
the way the players react. This will keep your
Sundered Skies games interesting and varied
and put the players right at the heart of the
action.



G
G AZETTEER
AZETTEER

The Game Master has detailed information attempts to hunt them during his periods of
on the peoples and places of the Sundered lucidity.. Most scavengers who visit the island
lucidity
Skies and the countless mysteries and secrets do not leave.
that lie within. The following are the basics
Lightbringer has cursed Aria. Nothing on
every islander knows about his world and
some of its more prominent characters. The the isle, not even a sleeping canvas, casts a
list is presented alphabetically to help you shadow. Venturing onto the isle for extended
find things quickly during play. lengths of time is almost certainly going to
end in glowmadness.
Ale W
fought arslongest-running
and are some of the most
of the savagely
silent wars. The fabled Songvaults, the repositories
The orcish Grag brewing family is the current of all knowledge, are said to exist below the
winner, having seen off most competition. surface of Aria, but nobody has ever reported
Brewing and selling alcohol is so profitable discovering an entrance to them.
that they go to great lengths to ruin any rival
The Athenaeum guild of mages has its
businesses.
main university on Shadowhaven and is
The Arena on Shadowhaven is a huge dedicated to expanding and disseminating
temple coliseum dedicated to the Battlelord. knowledge of the arcane. Those sorcerers
Gladiatorial matches are staged here, both who have passed through the doors of the
to settle personal disputes and to entertain
Athanaeum proudly call themselves wizards,
the masses. These matches are rarely to the
and generally exhibit more control over their
death—often the winner is the one to draw
first blood. arcane skills than most sorcerers.
The university headmaster is Endrin, a
Manyasmatches
purely in the arena
an act of worship to the are staged
Battlelord, immensely powerful wizard who was an
with the cheering audience unaware they are accomplished scavenger before he settled
witnessing a religious celebration.
celebration. The Arena
Arena into the life of arcane academia.
is the only place where islands may legally Bone Queen is the fearsome liche high
field small armies against one another, and priestess of the Bright Cabal. She prowls the
do so to decide grievances or settle trade Shattered City in a Death Barge constructed
disputes.
on, and within, the corpse of a mammoth
Aria was once one of the richest andand most dragon.
civilized of all isles. The legendary battle
between Lightbringer and Festival totally The Boughbreakers are a secretive group
devastated the island, and Aria was left a of anarchic elves working covertly in Heart-
wasteland haunted by ghosts and deranged land to free wildlings from their bondage.
spirits. The only living inhabitants are Heralds The Willow Queen hates them with a passion
of the Light—voiders who worship Festival and turns any captured members over to her
as an avatar of their own destroyed god. The “pet” blight walkers for a particularly horrible
insane Lord of Music hates these cultists and death.



SUNDERED SKIES
SUNDERED SKIES

Despite the dangers, boughbreakers are The Call is an arena hacked out of the ice
passionate about their calling and manage, at Firsthome. A massive cobweb-covered iron
at great personal risk, to smuggle a steady throne dominates the stands. Centuries ago,
stream of escaped wildlings off the island. the Battlelord would manifest himself at The
Bridgeways is a community spread over Call, watching the combatants who interested
many small islands. Each of these islands him, but he hasn’t appeared in decades.
is connected to at least one other by black Canopy is a large island covered in a
stone bridges, which the Artificer is believed great shadowy, ice-coated forest high in the
to have created. Bridgeways is a site of holy Ice Isles. Its chief resource is wood and it is
significance for steampriests. extensively logged by the inhabitants
inhabitants of the
Despite this, it is the Lady of the Winds who settlement at Timber.
claims Bridgeways, as constant, savage winds The Choirhall at Shadowhaven is the
sweep the highest of the isles. Believed to be largest temple to Festival in the Skies. It is
the breath of the goddess herself, the winds also the temple of the Shadowhaven Quartet,
have carved five figures from the bedrock, four songpriests who have declared them-
each one representing one of her five forms. selves the high priests of the Choir. Their
This Isle of chimes—named for the bells and attempts to impose any authority upon the
chimes hung from its underside—is the only worshippers of the Lord of Festival, who are
permanent temple to the Lady of the Winds. rebellious and free spirited in nature, have
The Bright Cabal are a loose affiliation met with limited success. Most songpriests
of necromancers who prowl the void and and Bards consider them a folly, and openly
worship The Rotting
Rotting One. Cabal
Cabal skyships
skyships are scoff at their declarations.
called death barges, and are decorated with The Couriers’ Guild is widely used if
bone and other grisly trophies. All death a message must get through. Guild mes-
barges are crewed
crewed by zombies and and captained sengers are clever, resourceful, and skilled
by Cabal necromancers. The most powerful masters of disguise. They tend to memorize
of the Cabal have crossed over into undeath even the most complicated messages and are
becoming wraiths, vampires and liches. renowned for their dedication to fulfilling a

Destination
Aria Bridge Deepsky Dragon First Freedom Gateway
/Departure
Aria - 8 -/20 8 15 6 7
Bridgeways 8 - -/17 6 11 4 4
Deepsky -/20 -/17 - -/6 -/24 -/10 -/11
Dragon’s Spine 8 6 -/6 - 17 4 5
Firsthome 15 11 -/24 17 - 13 14
Freedom Isle 6 4 -/10 4 13 - 5
Gateway 7 4 -/11 5 14 5 -
Heartland 7 5 -/11 6 13 7 4
Ice Mines 10 6 -/19 12 5 8 9
Meeting Place 8 4 -/18 10 6 6 7
Mount Ore 17 14 3 3 21 7 8
Plenty 4 6 -/17 7 17 6 6
Shadowhaven 6 5 -/11 5 15 3 5
Shattered City - - - - - - See Notes
Star Crater Isle 6 4 -/11 4 16 1 4
Timber 8 1 -/13 11 10 6 7

Deepsky: Direct travel to Deepsky is impossible for most—they can only travel there after vis-
iting Mount Ore first. Those lucky enough to win the dwarves’ friendship may be given Deepsky
earth. The number after the forward slash is the travel time in weeks to Deepsky.
Deepsky.



GAZETTEER
GAZETTEER

task assigned to them. The Couriers’ Guild throwing huge slabs of ice over the edge of
headquarters can be found in the Trade Halls the island. The falling chunks of glacier melt,
on Shadowhaven. falling as snow or rain on the lower islands.
Deepsky Citadel is the dwarven homeisle, The closer the island is to the Draining Sea,
hollowed out of the lowest inhabited island. the higher the chance of precipitation.
The aged dwarven king, Dale Bloodaxe—a The Factory is found deep in the bowels
famous hero who covered himself in glory of Deepsky Citadel, and is the only part of
before accepting the mantle of monarch— the citadel non-dwarves are allowed to visit
resides here, effectively making it the dwarven unsupervised.
capital. The only Navigator Hall with earth
from Deepsky is found at Mount Ore. It is the holiest of Artificer temples and
houses the huge sentient machine which is
Dragon’s Sons is a cabal of human sorcer- the Artificer’s manifestation in the Skies.
er’s who are obsessed with discovering the
dragon’s secrets. Ferals are twisted creatures created at
the Fleshforge on Heartland. Larger than a
Dragon’s Spine is the name given to the human, these bestial creatures are savage and
long, narrow island the drakin call home.
stupid. The elves often use them as assault
Drakin communities are etched into the
troops. Ferals come in many forms, each
bedrock of the island itself, with the majority
found below ground. Areas above ground bred for a specific purpose by their elven
are decorated with carvings and statues handlers, including bear, wolf, bloodhound,
dedicated to the drakin’s dragon rulers. The hawk, and bull.
other races of the Skies are allowed access Firsthome is the largest permanent settle-
to only one city on Dragon’s Spine: Foreign ment on the Draining Sea and home of The
Quarter. Call—an arena where it is said the Battlelord
The Draining Sea is the highest, largest sometimes appears to watch combatants. A
landmass in the Sundered Skies—a huge, large iron throne, covered in icy cobwebs,
unmapped ice field. Unknown forces within awaits his return, but no warriors of worth
the sea constantly cause the ice packs to shift have attracted his attention for decades.

Heart Ice Meet Mt. Ore Pl Shad Shat Star Tim


7 10 8 17 4 6 - 6 8
5 6 4 14 6 5 - 4 1
-/11 -/19 -/18 3 -/17 -/11 - -/11 -/13
6 12 10 3 7 5 - 4 11
13 5 6 21 17 15 - 16 10
7 8 6 7 6 3 - 1 6
4 9 7 8 6 5 See Notes 4 7
- 8 6 8 6 4 - 4 6
8 - 1 16 12 10 - 11 5
6 1 - 15 12 11 - 7 3
8 16 15 - 14 8 - 8 10
6 12 12 14 - 8 - 7 10
4 10 11 8 8 - - 4 5
- - - - - - - - -
4 11 7 8 7 4 - - 7
6 5 3 10 10 5 - 7 -

Shattered City: When traveling in the Shattered City make a check for encounters once per
day. Time spent traveling away from Gateway through the Shattered City must also be spent
traveling back. Traveling
Traveling to and from Gateway uses the rules on page 55.



SUNDERED SKIES
SUNDERED SKIES

The Flaming Skies is the name given to After much debate, it was decided by the
the fiery depths of the Skies below Deepsky Trade Council that the sparsely populated
Citadel. No ship entering the Flaming Skies Jorvan was the best candidate.
has ever returned. The hand-over of the isle to the glowborn
The Fleshforge nestles between the roots was mostly without incident as the original
of the mightiest tree on Heartland: known inhabitants of Jorvan were well compensated
and offered free transportation to any island
as
holytheofLeaflord. The Fleshforge
Wild temples is the most
and the birthplace of of their choosing. Since that time, however,
all ferals and wildlings, though no wildling the elves of Heartland have taken a special
interest in Freedom Isle, and it is essentially
is known to have any recollection of their
under their rule.
creation there.
Gateway is the major inhabited settlement
Only the most powerful Leafwardens know in the Shattered City. Cosmopolitan and
its secrets. crowded, and sprawling across several small
Foreign Quarter is the only city on islands, Gateway acts as a staging post for
Dragon’s Spine accessible to non-drakin, the those scavengers brave or foolish enough to
Quarter is a lively cosmopolitan place, where venture into the ruins of the Shattered
Shattered City.
City.
anything produced in the Sundered Skies Goblins are a slave race. Though they are
can be bought and sold. humanoid, divination deemed them soulless
Freedom Isle was originally a sparsely and unable to suffer. Many races abandoned
goblin slavery after the emergence of the
inhabited
years ago, island
it wascalled Jorvan.
decided Just over
the newly 100
emerg- glowborn.
ing race known as the glowborn needed a Heartland is the largest known inhabited
homeisle, a place where they could develop island. Carpeted in thick forest, it is the home
their own sense of identity and community. of the elves and they worship it as a god—the
Wild. The reclusive Willow Queen rules from from
the Willow Court beneath the boughs of
the Leaflord. Heartland is a very dangerous
place to visit uninvited, as elvish troops and
ferals—guardians created at the Fleshforge
from large predators—patrol its shores and
forests, always alert for intruders.
The Heralds of the Light, popularly
known as voiders, are cultists who worship
the Lightbringer. Their ships are virtual
wrecks, with concentrated voidglow shining
from fissures in their hulls. They are crewed
by crazed cultists and glowmad victims of
previous attacks. Their high priest, a mysteri-
ous figure called Lightlord, is rarely seen.
If this insane cult can be said to have a
base, then it is on Aria, where they worship
the mad god Festival, who was driven insane
by Lightbringer. Here the cult follows Festival
during his insane destructive dances, only to
have to scatter and flee whenever the god
temporarily regains his sanity, as Festival
hates the Heralds with all his being.
The Ice Isles are ice-coated islands found
in the upper reaches of the Skies. These
isles are home to clans of orcs who have



GAZETTEER
GAZETTEER

abandoned their naturally nomadic life, Mount Ore is a huge mountain in the
and instead harvest and export ice to those Lower Reaches. The mountain is many tens
islands thirstier than their own. of thousands of feet high and riddled with
The Iron Citadel is a fabled iron tower seams of metallic ores mined by dwarven
somewhere in the skies. Within are said to be clans. Mine entrances dot the surface, only
unimaginable riches. hinting at the labyrinthine communities and
passageways within. The only community
theThe Isle of Chimes
Bridgeways is the
chain and highest
the holiestisland in
temple with a Navigator
Navigator Hall is Ironport.
to the Lady of the Winds. The isle is home Non-dwarves often mistakenly name the
to five effigies of the Goddess carved by the island Mount “Awe.” Seeing it for the first
winds, and is named for the thousands of time, most are certainly stunned at its size.
wind chimes hung from its underside.
underside. Navigator halls are found in every port
Kinslayer is a dwarven pirate who prowls and contain earth from all islands, except
the Lower Reaches, preying only on dwarven Deepsky. A nominal fee (10 cogs) allows an
ships in his ship Stonesplitter
Stonesplitter,, a metal-clad hour’s access to the hall. A ship’s captain
galleon. Kinslayer’s crew is among the most must handle earth from his destination island
sadistic and cruel ever to have sailed the before attuning his ship’s waysphere.
Skies. Kinslayer always attempts to board a
ship and slaughter its crew personally rather The Nexus in Shadowhaven is a market
than destroying his prey using cannons. where traders from all over the Skies meet.

Kinslayer himself is believed to have had


his soul transferred to a steam golem, making
Oakthorn
bonded are elves,
weapons infamous
and thorn firingforarmor.
their
him immortal. It is said the howling, undead Although technically a mercenary band, they
heads of his dwarven victims hang from only work for the elven Willow Queen.
Stonesplitter’s hull. Plenty, called the breadbasket of the
Landfall is a greatly feared phenomenon Skies, is bound on three sides by the mas-
in the skies, sometimes islands just fall into sive Runoff Falls. It is blessed with perpetual
the void. Usually, the isle suffers tremors, rainfall, producing bountiful harvests. The
and minor collapses before hand, giving the church of the Lifemother reveres Plenty as
inhabitants time to evacuate, but not always. their sacred isle.
The Leaflord is an enormous tree at the The Razor Passage was, scholars theorize,
heart of the Willow Court, dwarfing all other once a mighty mountain, shattered during
trees on Heartland. Leafwardens worship it the Sundering. What remains is a dangerous,
as a living manifestation of the Wild. mist shrouded passage, haunted by fog sharks
The Lower Reaches of the Sundered Skies and pirates. The passage is the only route for
are hot and oppressive, as if the weight of the most captains who wish to reach Plenty.
void presses down upon them. The dwarven
dwarven The Requiem is a heretical cult of song-
isles are found here, with Deepsky Citadel priest assassins who believe they are the
the most famous. masters of all songs and have it within their
The Meeting Place is a large floating city power to decide when they end.
formed from skyships tethered together. These assassins cannot be contacted and
Nomadic orcs meet here periodically to trade employed in the normal fashion—they select
goods, swap gossip and restock their ships.
their own targets,
targets, seemingly at random.
random. Their
The Meeting Place is a wild and dangerous
victims are just as likely
likely to be a commoner,
commoner, as
place, and it is well known that many of the
an important noble or Council member.
ships making up the city were originally
seized by orcish pirates. Most orcs now, Roseport is the only part of Heartland non-
though, have abandoned such barbarous elves are allowed access to. It is a relatively
practices and prefer not to be reminded of small city, but provides everything anyone
them. wishing to trade with the elves requires.



SUNDERED SKIES
SUNDERED SKIES

The Runoff Falls are waterfalls, many The Trade Council is the most powerful
miles deep, which fall from the Draining Sea. organization in the Sundered Skies, tasked
These have enough force to fall for hundreds with regulating trade between islands and
of miles before the air currents break them enforcing a sky-wide peace. Every island
up, and the falls smash all but the sturdiest sends a councilor to the Trade
Trade Council, who
ship. Only the specially reinforced grain represents them in trade disputes and other
barges that collect harvests are able to survive emergencies threatening the peace of the
undamaged. Other ships approaching Plenty Skies. In theory,
theory, no councilor is supposed to
must brave the Razor Passage.
Passage. have more power or influence than any other,
other,
Shadowhaven is the largest city and the but in practice the richer islands’ councilors
bureaucratic center of the Sundered Skies. tend to wield more power than those from
The city is home to both the Trade Halls, poorer isles.
where the Trade Council meets, and the The Trade
Trade Council also maintains the only
Arena, the holiest temple of the Battlelord. official standing army and navy in the Skies,
Shadowhaven covers an entire small island. its ranks conscripted from member islands.
The buildings of Shadowhaven lean toward The Council meets in the Trade Halls on
one another, shrouding most of its streets in Shadowhaven.
shadow, shielding its residents from the mad- Underisles are small islets, constantly in
dening effects of voidglow. the shadow of larger isles. They are often
used as graveyards and as farms where the
The Shattered City must have been a huge
islanders grow edible fungi.
metropolis before
of islets, each home thetoSundering.
a ruin, nowThousands
orbit one The Vigilant is a secretive cult bent on
another erratically. Scavengers are drawn to vengeance. Its members refuse to forget or
the Shattered City,
City, hoping to uncover the many forgive the orcs’ barbaric past. Membership
treasures said to lie undiscovered within. is mostly elves and dwarves, though it is
rumored a dragon controls the cult.
Shepherds are elven bounty hunters who
track and execute wildlings fugitives. Waking
W aking and Sleeping Cycles are the
Skies’ answer to the problem of the void’s
The Songvaults are believed to exist
permanent glow. With constant daylight, the
below Aria. It is said the personal muses of
measurement of time is problematic. Every
songpriests store every song and poem ever
island keeps the 25-hour Trade Council-
composed within the vaults.
mandated wake/sleep cycle, but each island
The Sons of Spire is a paranoid guild of keeps its clocks independently. Since travel
astronomers—survivors
astronomers—surv ivors of the cataclysm that between islands takes weeks, there’s little or
destroyed the isle of Spire. The Sons scour the no reason for one island to care about the
Skies looking for dangerous rogue islands. exact time on another.
Star Crater Isle is so named for a huge, Although sleep cycles tend to be the same
star-shaped
star-shaped crater where once the city of Spire for all people of an island—commerce and
stood. The city was destroyed five hundred other activities are simply easier to conduct
years ago by an uninhabited rogue island. if everyone is on a similar schedule—some
The crater has revealed extensive workings islands, such as Canopy, have no concept of
below ground, but to this date no scavengers a regular waking and sleeping cycle, and the
have returned with any great treasures. residents sleep whenever they feel like it.
Timber is a community of loggers who Wayspheres
W ayspheres are navigation crystal globes,
harvest the trees of Canopy. Timber is one of filled with magically charged water, with a
the most emotionally free communities in the flint-tipped arrow suspended at their center.
Skies—the loggers spend a great deal of time A captain must handle rock or dirt from the
within the shadowy ice forests
forests of Canopy and island he wishes to travel to, no more than
so are unafraid of going glowmad. Timber is thirteen hours before attuning the sphere.
a rowdy place where fist fights are common, Then all he need do is concentrate on the
but murders rare. island, and the arrow points the way.



A W
A W ORLD
ORLD I
INN HH
E
ELLL
L

Sundered Skies was originally a prison. When it finally came, the attack surprised
Eons ago, a battle was fought against the everyone. A meager force rallied to meet
immortal Demon King and his hosts. Five the demonic threat, yet it seemed to be
heroic mortals—the champions of the five enough—the fiends’ attack was driven back
great races—with the aid of the gods, defeated and apparently defeated. Then disaster
the demonic horde and cut down their king. struck.
They removed his indestructible heart and The first attack had been merely a diver-
threw his body back into the Abyss. sion. The true assault was more spiritual than
But this victory was only temporary. If the physical and much
battle raged, demonharder to resist.
sorcerers While the
completed a
undying heart should be recaptured and
returned to the comatose King, he would powerful, profane ritual, and sucked Heart-
awaken with a vengeful rage, and lead his land into the Abyss.
demonic army again.
The victorious heroes hatched a desperate THE SUNDERING
THE SUNDERING
plan to hide the heart away for all time. The Heart, reacting to the proximity of
its body, beat once and sundered the world
HIDDEN HEART
HIDDEN HEART around it, killing millions. Only through the
efforts of the gods, already weakened by
Mortals who had worshipped the Demon
battle and now cut off from the source of
King were punished by the gods. Their
most of their power, were any mortals able
world was destroyed and reformed around
to survive at all.
the heart, which spun within its hollow
center. Their souls were used to construct The gods poured their power into the
a barrier—a Soulshield—veiling the newly Soulshield in an effort to save it, one even
formed world, which was called Heartland. going so far as to sacrifice her immortal life
Their soulless bodies worked tirelessly,
tirelessly, main- to prevent a total collapse. Those remaining
taining fortresses and cities in readiness, paid a heavy price—the deities found they
should Heartland be discovered by searching were forever trapped within this new world,
demons. this Sundered Sky.
The five heroes who defeated the Demon The ghost of the dead goddess was also
King made the ultimate sacrifice—they each trapped within the Soulshield, unable to
surrendered their mortal bodies and allowed pass on to her final destiny. Countless spirits
their souls to be placed at key points within shared her predicament and began to wor-
the Soulshield, cementing and strengthening ship the undead goddess. She became the
it. These five Souls were the key to the main- Rotting One, goddess of Undeath.
tenance of the Soulshield and the protection For centuries the gods worked to make life
of the Demon King’s heart. more comfortable for their mortal charges,
Millennia passed peacefully, and most creating such wonders as the Draining Sea
forgot the danger as the past became myth. and Bridgeways. They also created skylers




SUNDERED SKIES
SUNDERED SKIES

race they are. It also created the Fleshforge,


a temple beneath its roots, where ferals were
created.
Elves are unaware the god they call the
Wild is in fact a demon lord from the abyss,
and not an elemental force of nature. As one
of the Lords of Misrule (see page 66), it is
able to hide the source of its power from the
other gods.

THE GODS
THE GODS INSANE
INSANE
Gods, for all their power, are essentially
fragile beings. They need the worship of
mortals to give their existence any sort of
meaning and worth. Trapped within a bubble
in Hell, the gods are cut off from the majority
of their worshippers.
As vast and unfathomable as the Sundered
Skies are to mortals, they seem cramped
and claustrophobic to the gods. The deities’
powers
some foundweretheir
significantly
domains weakened
diminishedand
or
completely beyond their reach. For the ocean
god, the strain was too much to bear. He
resolved to destroy the Skies to set himself
and plants to serve as food. They inspired the free. He found his new domain—madness.
invention of skyships so people could trade He took a new name—Lightbringer,
name— Lightbringer, Lord
and share knowledge. of Madness—and attacked the other gods. His
first target was the Lord of Festival—he
Festival—he hated
Slowly, mortals forgot the terrible truth
the spiritual healing properties of music.
about their world. The gods allowed this, But he failed to corrupt Festival completely,
knowing the truth would destroy most leaving the god of music a raving recluse on
mortals’ sanity, and wrongly believing the his destroyed island. Lightbringer’s body
Soulshield would hold. was destroyed in the battle and scattered

A FALSE
A FALSE GOD
GOD throughout the void.
In his new form, Lightbringer was able to
Many demons were trapped within the channel the influence of the Abyss through-
Soulshield by the Sundering. Most were out the Skies, becoming the voidglow.
hunted down and destroyed, but one, the His lack of a body forced him to adopt new
Leaflord, was able to hide on the elven isle strategies, and he became more cunning.
of Heartland. The elves, perhaps recalling Having curtailed Festival’s healing abili-
fragments of ancient lore, had unknowingly ties, he planned to cause more widespread
named their homeisle after the world before damage and moved on to his next target—the
the Sundering. Battlelord.
The Leaflord’s body rotted away, releasing
its consciousness into the isle. It corrupted WAR OF
WAR OF FOOLS
FOOLS
most of the elves and manifested as an vast Subtly, Lightbringer managed to infect the
tree. The usurper possessed the Willow Battelord with his madness, driving him into
Queen and, through her, controlled elven a berserk rage. As Lightbringer had hoped,
policy, making them the martial and secretive the rage spread, influencing people across




A WORLD
A WORLD IN
IN HELL
HELL

the Skies and inflaming petty grievances. THE SHIELD


THE SHIELD UNDONE
UNDONE
The Battlelord’s anger spread like wildfire, Although the Lightbringer’s despicable
sparking disputes over trade, ownership of plan had failed, he did unwittingly sow the
property, and the right to govern the islands. seeds of the Skies’ destruction.
Fueled by the Battlelord’s insatiable fury,
these disputes soon escalated to full-scale The dwarves—weakened by the long wars
conflict and wars raged across the Skies. The —were further troubled by marauding orcs
W
War
ar of Fools had
had begun. and a declining birth rate. In an attempt to
restore their race, they summoned one of
In a moment of lucidity the Battlelord real- their greatest heroes from the heavens to
ized what he had caused and took steps to act as their champion, housing him within a
ensure it could never happen again. The god specially prepared steam golem.
exiled himself to the Draining Sea, where
the freezing temperatures cooled his fury. Unknowingly, however, the great hero
He vowed never to leave,
leave, to ensure
ensure his rage they summoned was Kalin Broadblade, one
never again causes such strife. of the five saviors of the Skies whose selfless
sacrifice had sealed the Soulshield. When the
Even with the god’s influence removed, dwarves summoned him, his Soul was torn
this War
War of Fools lasted over a hundred away, weakening the shield. Worse, a wraith-
years, as battlefronts moved back and forth like demon affixed itself to the Soul and was
across the Skies, leaving no inhabited island drawn into the Skies too.
untouched. Many thousands dieddied in the fight-
Using Broadblade’s fear and confusion to
ing
a and the
dozen entire
small populations
islands starved toof more than
death—liter- seize control of the golem, the pair are now
ally unnoticed amid the maneuvering and locked together: a cruel demon in posses-
pitched battles. sion of a great dwarven soul. They roam the
Skies as the pirate Kinslayer in the metal-
But the Battlelord’s timely realization had clad destroyer Stoneplitter, wreaking havoc
averted Lightbringer’s intended outcome. against the dwarves who looked to them for
Battle-scarred and war-weary, the people of salvation.
the Skies survived and the Trade Council
was created to avert such catastrophe in the With the Soulshield critically weakened, itit
future. The Lightbringer’s plan to escape the was only a matter of time before it fell. The
Skies was thwarted and he was again forced elven Soul, Raven, abandoned it in order
to wait for his moment of salvation. But he to counter the Leaflord’s corruption of her
still had a role to play. people. She is now locked in a battle of wills
with the corrupting
corrupting demon. So far,
far, her great-
great-
est victory is subverting the Fleshforge into
GLOWMAD
GLOWMAD producing wildlings as well as ferals. Her
The forces of the Abyss, prevented from spiritual struggles have awakened the need
physically entering the Sundered Skies by the for freedom in her people, manifesting as
Soulshield, use Lightbringer to weaken and the boughbreaker rebellion. The wildlings
corrupt its inhabitants. A mortal who spends unknowingly worship Raven as The Alpha.
too long in the glow is spiritually changed— She is able to siphon the power of the Wild
characterized by increasing viciousness and to their priests, granting them miracles. She
a quickening temper—culminating in the hopes that the salvation of her people lies
victim becoming totally corrupted, one of with the fate of the wildlings.
wildlings.
the bestial glowmad. The preserved body of the dragon hero,
Unable to win a decisive victory
vi ctory against the Whitefire, was lost in the void during the
gods, Lightbringer resolved to destroy the Sundering. In time, it was discovered by the
Skies from within, one soul at a time, while Rotting One’s high priestess, Bone Queen,
the demon lords, desperate to reunite their who used it to in a hideous ceremony that
king with his immortal heart, continue their reclaimed the dragon’s Soul from the shield
futile attempts to destroy the Soulshield. and bound it.



SUNDERED SKIES
SUNDERED SKIES

THE GLOWBORN
THE GLOWBORN
With the Soulshield abandoned by the
cementing Souls, some of the other souls
trapped within were able to escape their
endless punishment and return to find new
bodies to inhabit.
Goblins are the soulless descendents of
the worshippers of the Demon King—whose
souls were used to create the Soulshield—so it
is perhaps fitting that the souls were reunited
with the bodies of their descendents.
descendents.
When a goblin goes glowmad, it opens a
momentary conduit to the Soulshield through
which a quick, lucky,
lucky, or forceful soul travels.
Thus the glowborn are created.
Of course, each new glowborn weakens
the Soulshield further and as the Skies’ only
protection falters, the demon lords are finally
starting to be able to directly exert some
influence
Soulshieldover events within
continues the Skies.
to degrade, If the
the future
of the Sundered Skies is bleak.

GODSHIFTERS
GODSHIFTERS
The dragon’s vast corpse was hollowed out Evil mortals inevitably worship these “Lords
by the evil liche’s minions and converted into of Misrule,” who grant the most powerful of
the mightiest of death barges, in the arcane their followers the godshifting ability.
engines of which now burn Whitefire’s soul
as an eternal fuel. Godshifting is the ability to replicate the
divine miracles of the gods of the Sundered
The human Soul, that of the hero bard Skies. The demons protect their servants,
Balladeer, was drawn out of the Soulshield shielding them from the notice of those
by the magical energies generated during the they mock. Some godshifters masquerade as
battle between Festival and Madness. Today, kindly priests, sometimes for years, making
his soul lies within a harp in the ruins of Aria, their betrayal all the more devastating.
ignored by both the voiders and the mad
god. But the real duty of the godshifters is to
seek ways to further weaken the Skies’ protec-
The orcish Soul,
So ul, a berserker called
calle d Watcher,
Watcher,
tion against the demon horde. If the minions
entered the Soulshield reluctantly and left
of the Lords of Misrule can breach or destroy
it without regret. He now stalks the streets
of the Foreign Quarter on Dragon’s Spine, the Soulshield, the demons of the Abyss will
ritually slaying any orc he comes across, and finally be free to enter the skies and reunite
carving the dwarven rune of retribution into the Demon King with his heart.
his victim’s forehead. By doing this, he plays
on the ancient bitter enmity between dwarves THE END?
THE END?
and orcs in the hope of provoking a new war The only hope to resist the demon horde
between the races. is to repair the Soulshield. The five Souls of
This, he thinks, will awaken the suppressed old must be returned to their stations once
rage in his people and lead them to fulfill a more to save the Sundered Skies. Now is a
glorious destiny. time for new heroes.



I
I SLANDS
SLANDS OF
O F T
THHE
E SS
KIES
K IES
KIES

There are countless shattered pieces of journey. Using the modifiers and entries for
journey.
rock in the Sundered Skies. The following the departure island, the void, and the arrival
brief summaries cover the main inhabited island allows you to quickly detail an entire
islands. Within each section are details on voyage through the Sundered
Sundered Skies
the island’s communities, population, and
information on important locations such as SHIP ENCOUNTERS
SHIP ENCOUNTERS
inns, shipyards, and the like.
d20 Encounter
Each listing also notes which commodities 1– War Raft (see page 159)
are
the scarce
tradingand abundant
rules on pageon
28the
to island.
modify Use
the 2 Elven Patrol
3 Madness Hulk (see page 156)
costs of these items when traded there. 4-5 Council Patrol (see page 34)
6-8 Merchant Ship (see page 158)
PLACES OF
PLACES OF NOTE
NOTE 9-11 Hazard
12-14 1d3 Creatures
Following the island’s description are any 15-16 Pirates (see page 160)
distinctive businesses or places of interest 17-18 Pilgrims in skysloop
on the island. These aren’t all the businesses 19 Scavengers in skysloop
present, of course, just a sampling. 20+ Death Barge (see page 141)
You
You should add additional establishments,
establishments, SURFACE ENCOUNTERS
SURFACE ENCOUNTERS
characters and oddities for your heroes to
discover,, as your campaign requires.
discover Draw a card from the action deck for each
day the heroes spend outside a settlement.
Roll once on the Surface Encounter table for
ENCOUNTERS
ENCOUNTERS a picture card, and twice for a Joker.
Joker.
The following Encounter Tables provide SURFACE ENCOUNTERS
SURFACE ENCOUNTERS
random encounters for Sundered Skies. Each
island has an Encounter Modifier, which d20 Encounter
is applied to rolls on the Ship and Surface 1– Ruins*
Encounter tables. An island’s listing also 2-3 Traps (see page 153)
gives details of what the various entries on 4-5 1d3 Creatures
the tables mean for that island. 6-7 1d6 Creatures (two types)
8-9 1d3 Elementals
10-12 2d6 Creatures (two types)
SHIP ENCOUNTERS
SHIP ENCOUNTERS 13-15 2d8 Creatures (three types)
The heroes spend a fair proportion of their 16-17 Traps (see page 153)
time traveling through the Skies on some 18-19 Pirate Lair**
kind of skyship. The travel rules on pages 55 20+ Roll twice
and 56 have details on how often to check for * Create a ruin for the heroes to explore.
a ship encounter based on the length of the ** Home to 2d8 pirates (see page 161).



SUNDERED SKIES
SUNDERED SKIES

SAVAGE
SAVAGE TALES
SAVAGE
SAVAGE TALES Elemental: None (treat as Council Patrol)
Occa
Oc casi
sion
onal
ally
ly yo
you’
u’ll
ll se
see
e a symb
symbol
ol ( or ) Pilgrims: None (treat as Madness Hulk)
followed by a small block of text. This means Creatures: Glimmerwing swarm, ogre,
there’s an adventure you can run from this blinded, voider, rager, insane muse
location. The number in parenthesis after the
title is the page number, where you’ll find
the Savage Tale.
Tale. In the Journey’s
Journey ’s End Inn on
Bridgeways, for example, the party may be
involved in a festival of thanksgiving. If they
Bridgeways
join in with the festivities,
festivities, run the Savage Tale Scarce: Metal
The Festival (on page 114).
Abundant: Cloth, Knowledge
Make sure to read the Savage Tale before
After the Sundering, it is said the Artificer
you mention the lead to your group. Some
gathered a group of islands and linked them
have special requirements that should be
met before the heroes play the Savage Tale. with stone bridges formed from his blood.
Some of these islands are several miles across,
while others are little bigger than the one or
two buildings upon them. This island chain
Aria is now known as Bridgeways.
Every race of the Skies is represented on
Scarce: No Trade Allowed the islands, with the majority being human.
Abundant: No Trade Allowed Pilgrims visiting the Bridges and the Isle of
Chimes almost double the population.
Aria is a desolate ruin, laid waste by the
battle between Lightbringer and Festival, Bridgeways is scoured by high winds, and
and the Lord of Music’s subsequent maniacal the wind chill is severe, with temperatures
dances. dropping as low as 5 degrees Fahrenheit.
Characters must make Fatigue rolls every
Festival shares his island, albeit unwillingly
unwilli ngly,,
four hours to avoid freezing (see the Fatigue
with a large number of voiders and glowmad,
glowmad,
rules in Savage Worlds). All the buildings of
who pursue the dancing god, worshiping
Bridgeways are well insulated.
him as a physical manifestation of their lost
god’s power. During his infrequent bouts
of sanity, Festival in turn hunts down these ENCOUNTERS
ENCOUNTERS
insane cultists, delighting in their slaughter.
slaughter. Encounter Modifier: –2
Aria is a terrifying place. Nothing upon Hazard: Windstorm (see page
page 154)
the isle casts
darkened a shadow.
caves Even
burn with what should
voidglow, be
and no Elemental: Maelstrom (see page 157)
shelter can be found. Pilgrims: Lady of the Winds
The Trade Council has blockaded Aria, and Creatures: Glimmerwing swarm, grotesque
Council ships patrol its shores—both to stop
scavengers landing on the isle and to inter- PLACES OF
PLACES OF NOTE
NOTE
cept any madness hulks leaving. They only The Bridges: The bridges connecting the
fire upon ships approaching Aria when given isles from which the place takes its name are
no other choice, escorting them away from
made from black un-mortared stones, each
the isle whenever possible. Ships leaving the
bearing a toothed cog symbol, the mark of
isle are fired upon unless they surrender to
the Artificer.
be searched, and forfeit all salvage on board.
The Broken Bridge: Three hundred years
ENCOUNTERS
ENCOUNTERS ago, an island on the outskirts of Bridgeways
suffered a landfall, taking a large portion of
Encounter Modifier: –1 its bridge with it. Some say the island was
Hazard: Navigation (see page 153) home to a temple of the Artificer, signifying



ISLANDS OF
ISLANDS OF THE
THE SKIES
SKIES

the Lord of Inventions’ displeasure. Others


believe a wizard’s experimentation caused
the calamity
c alamity..
The Diseased Dead (114): Corpses
interred on the underisle beneath the broken
bridge animate and attack farmers working

there.
zombiesInfected with
are more a fungal than
dangerous disease, these
usual.
The Phantom Isle (115): An island,
home to the tower of the sorcerer Adaem,
long thought lost to a landfall, reappears.
The Isle of Chimes: The highest island
in the chain, it has been scoured clean by
wind. Naturally sculpted rock effigies, one
representing each different guise of the Lady
of the Winds, have made the isle a holy place
for wind worshippers.
The island is named after the thousands
of wind chimes hanging from the island’s

underside,
can be heard whose strangely
all over soothing
Bridgeways. Themusic
high
priest, Jamos, and his two acolytes, Lauris
and Machael, oversee worship on the isle.
Murder Most Foul (116): Lauris and
Machael both revere different aspects of their Bronzeye. He is a canny trader—no amount
goddess and constantly argue. Their rivalry of raises can make him pay more than 75% of
ends in murder, setting in motion a chain of an item’s value when buying.
events that threatens the entire community.
The Journey’s End: This inn is run by
a retired traveling troupe of bards and is
built where several bridges meet, forming
DRAGON’
DRAGON’SS SS
PINE
P
PINE
INE
a platform of stone. The troupe often holds
Scarce: Nothing
impromptu performances.
The Festival (114): The characters Abundant: Building
arrive on Bridgeways just as the Festival of The drakin home isle is named after its
Appeasement starts, giving them the chance narrow,, mountainous shape. Those few who
narrow
to influence the weather of the entire Skies. are permitted to travel beyond the forbidding
walls of the Foreign Quarter find scattered
The Shipyards: These yards are run by drakin communities cut into the rock. The
Shamus, a gruff middle-aged foreman. They buildings are decorated with ornate carvings
specialize in fine windsilk sails. and statues honoring dragons.
Windsilk Sails: Blessed by the goddess
herself, these sails add +1 to any sailed ship’s ENCOUNTERS
ENCOUNTERS
Acceleration and +3 to the Top Speed. The Encounter Modifier: –2
Sails’ cost is equal to the base Top Speed of
Hazard: Navigation (see page 153)
the ship x 75 cogs.
Elemental: Earth (see page 146)
The Workshop: Serving both as a temple
to the Artificer and a market, the workshop Pilgrims: Any
is presided over by the steampriest, Marchus Creatures: Drakin, drakin Chosen, dragon



SUNDERED SKIES
SUNDERED SKIES

FOREIGN QUARTER
FOREIGN QUARTER The Shipyard: Skilled drakin shipwrights
offer several modifications.
Non-drakins are restricted to one city on Tiller: A drakin tiller adds +2 to
Improved Tiller:
Dragon’s Spine, the Foreign Quarter. The the Handling of the ship and costs 50% of the
Quarter is cosmopolitan and most anything ship’s original value.
produced in the Sundered Skies can be found
Wings: Add +5 to the ship’s
ship’ s Top
Top Speed and
there. The
bustling chaotic
nature architecture
of the reflectselven
city—wooden the cost 100% of the ship’s original value.
structures rub against orcish squats, and Dragon Ram: An animated dragon-shaped
dragon-shaped
dwarven tunnels run below streets of human ram with snapping jaws, which inflicts an
dwellings. extra d6 damage. It costs 1,000 cogs.
After several outbreaks of racial violence,
the Dragon Council has decreed no weapons
larger than daggers may be carried in the
Quarter’s streets. Patrols of Drakin militia
Heartland
aggressively enforce this decree, and trouble-
Scarce: Weapons
makers are forcefully dealt with.
Abundant: Wood
The landward side of the city is bordered
by an tall unbroken wall decorated with Heartland is the largest inhabited island
exquisite and imposing dragon statues. There in the Skies, and the elves venerate it as a
are rumors
positive of tunnels
proof has everbelow
been the wall,Besides,
found. but no living manifestation
The isle is covered byofthick
theirforests,
god, the Wild.
guarded
for a non-drakin to be discovered beyond the by vicious ferals, wood elementals, and the
wall is punishable by death.
death. infamous Oakthorn guard. Rumors of ruins
in the forests attract some scavengers to the
PLACES OF
PLACES OF NOTE
NOTE isle, but few survive to enjoy any salvage.
The Bazaar: The commercial hub of the Somewhere in the center of the isle is Lea-
Quarter, anything can be bought or sold at flord, thought to be a manifestation of the
the Bazaar. The Rarity Rating of all items, Wild’s power—taking the form of a vast oak
including ships is reduced by one. tree one thousand feet tall. The court of the
Orcbane (99): A vicious killer hunts immortal Willow Queen lies in its shadow
orcs in the Quarter. The dwarven sign for and the Fleshforge nestles below its roots.
vengeance is carved into each
each victim’s head. Such is the size of Heartland that Leaflord
can not be seen from its
i ts shores.
The Dragon:
complex This administrative
is dominated by a massivebuilding
statue The elves dwell in small extended family
of a dragon. The complex houses emissaries groups living inside hollowed out trees
from other islands, each occupying a suite of known as homeoaks. There are no known
rooms and offices. The dragon, Jadeclaw, has elven cities apart from the Willow Queen’s
the largest suite and represents the drakin. Court and Roseport.
Jadeclaw is amused by the actions of non-
drakin, and can be unpredictable. ENCOUNTERS
ENCOUNTERS
Haunted District: Made up of warehouses Encounter Modifier: –2
and homes looted and abandoned during
Hazard: Navigation (see page 153)
the last race riot, the area is believed to be
haunted by those who perished. Elemental: WWood
ood (see page 166), oaken
Dragon’s Sons (131): A vampire is giant (see page 158)
stalking the Quarter. Pilgrims: None (treat as Elven Patrol)
The Navigator Hall: The Quarter’s hall Creatures: elf, feral, leaf priest, oakthorn,
has been looted of all soil samples. shepherd, thorn beast, wildling



ISLANDS OF
ISLANDS OF THE
THE SKIES
SKIES

ROSEPORT
ROSEPORT Ironwood Hulls: The hull of the ship is
reinforced with ironwood, increasing the
Roseport is the only place on Heartland Toughness of the ship by +2, and costs 50%
non-elves are welcomed—to be found else- of the ship’s original value.
where brings a swift death. The streets
streets teem Thorn Barracks: The Oakthorn guards
with signs of elven superiority
superiority.. Squads of who police the city are billeted in a squat,
Oakthorn guards
while wildling and ferals
slaves scurrypatrol the errands
past on streets,s
errand living structure covered in vicious thorns.
Ferals are also penned here.
for their masters. Every building in Roseport is
hollowed from one of the famous homeoaks. The Wall: A 100-foot high thorn wall on
the landward side of the city is patrolled
PLACES OF
PLACES OF NOTE
NOTE by Oakthorn guards and ferals. A huge gate
allows access to the protected elf lands.
The Bowyer: Roseport’s only inn is very
luxurious. The richly furnished rooms within
this especially huge homeoak are expensive,
but very comfortable. Freedom Isle
The Courthouse: A retired Shepherd, the
sheriff of Roseport, tries cases and decides all Scarce: Knowledge, Building (see text)
punishments. The usual punishment for for- Abundant: Wood
eigners is banishment, while renegade elves
and wildlings are fed toto the sheriff ’s ferals. Freedom Isle was originally the sparsely
inhabited island, Jorvan. A century ago, it
Gereth’s Supplies: The owner of this was decided the newly emerging glowborn
store, located at the Market Garden, is the race needed a homeisle where they could
local contact with the Boughbreakers. He
develop their own sense of identity and
receives smuggled weapons to aid the rebels,
community. Jorvan was the ideal site for this
and enthusiastically sells elven potions as
part of his cover. experiment. The hand-over to the glowborn
was mostly without incident. The original
Delivery (131): Smuggling weapons inhabitants of Jorvan were well compensated
to the boughbreakers is a lucrative, but very and offered free transportation to any island
dangerous, undertaking.
of their choosing; most chose Plenty.
The Grove: A temple
temple to the Wild
Wild that links
From the start, the elves took a special
the shipyards to the rest of the city, so every-
interest in Freedom Isle, and have seized
body must pass through it as they travel into
Roseport. Its purpose is to emphasize the political and commercial control of the
majesty of the Wild to all visitors. glowborn project. They control every major
construction contract and have imposed
The Market Garden: Encircled by huge their “councilors” upon the glowborn rulers.
homeoaks, this is the commercial hub of
Despite this, newly glowborn and escaped or
Roseport. Elven supplies are available,
emancipated goblin slaves flock to the isle;
cheaper than elsewhere, and the Rarity Rating
of these items drops to common. Firearms there is really nowhere else for them to go.
and shot are not available here, however.
ENCOUNTERS
ENCOUNTERS
The Shipyard: Several ship modifications
can be purchased here. Encounter Modifier: –2
The Seed of the Wild: A fragment of the Wild Hazard: Navigation (see page 153)
is implanted within the timbers of a ship. The Elemental: None (treat as Elven Patrol)
ship becomes a living construct, regenerating
one wound per week. This costs 100% of the Pilgrims: None (treat as Elven Patrol)
ship’s original value. Creatures: Elf, glowborn



SUNDERED SKIES
SUNDERED SKIES

PLACES OF
PLACES OF NOTE
NOTE meets, and the Arena, the holiest temple
of the Battlelord. The city of Shadowhaven
The Building Yards: Freedom Isle is in
covers the entire island.
a state of constant construction—goblins
and glowborn arriving at the island must be The buildings of Shadowhaven lean toward
provided for. Glowborn and goblin workers one another, shrouding most of its streets in
construct their own communities under the shadow. The Shadowfolk, as city residents
call themselves, take great pride in the fact
supervision
isle resemblesofaelven foremen.
building site, so Much of the
even though their city shields them from voidglow, and
there are ready supplies of materials on the that glowmadness is so rare in within the city
limits.
island, none is for sale and a buyer for more
supplies can always be found.
ENCOUNTERS
ENCOUNTERS
Elven Aisle: Leading from the shipyard
into the main residential district is a wide Encounter Modifier: –2
street lined with businesses. This street’s true Hazard: Navigation (see page 153)
name is Freedom Avenue,
Avenue, but most refer to it Elemental: None (treat as Merchant)
as Elven Aisle, as almost every business in the
Pilgrims: None (treat as Council Patrol)
Aisle is owned by elves. Businesses opened
by non-elves are quickly forced out by price Creatures: All common races, glimmerwing
fixing and vandalism. swarm
The Greeting: Newly arrived glowborn
and goblins on Freedom Isle are processed PLACES OF
PLACES OF NOTE
NOTE
here. They are interviewed and their skills The Arena: A coliseum dedicated to the
assessed. All newcomers are found work. Battlelord. Gladiatorial matches here are
rarely to the death—often the winner is the
Doubles (132): Freedom isle is fight- one to draw first blood.
ing for independence from Heartland, and
needs champions to represent it against the These matches are often an act of worship,
elves in the Arena. although personal disputes can be settled
here too. The Arena is the only place where
Old Jorvan: The inhabitants of this com- islands may legally field small armies against
munity are descended from the original one another to settle grievances or trade
islanders who chose not to leave. Despite disputes.
this, the community is insular but friendly.
Gladiators (130): Combats in the
Glowborn are careful to treat the residents arena can be profitable.
of Old Jorvan with respect, mindful of the
The Choirhall: Concerts, plays, and other
great sacrifice
a century ago. the islanders’ ancestors made celebrations are staged continuously at this
huge temple to Festival. Those attending
The Shipyard: The yards on Freedom one of these celebration at the Choirhall are
Isle are a maze of stored building
building materials spiritually and emotionally cheered for weeks
ready to be used to build new businesses and afterwards, and receive a +1 to glowmadness
homes, as well as ships. checks for a number of weeks equal to their
Spirit die.
Requiem (119): One unlucky hero
Shadowhaven attracts the attention of an heretical cult of
Festival.
Scarce: None The University: The headquarters of the
Athenaeum, where arcane knowledge is
Abundant: None
archived and made available to members.
Shadowhaven is the bureaucratic center of Those sorcerers who have trained here
the Sundered Skies. The city is home to both proudly call themselves
themselves wizards and exhibit
the Trade Halls, in which the Trade Council great skill in the arcane arts.



ISLANDS OF
ISLANDS OF THE
THE SKIES
SKIES

The university headmaster, Endrin, was


once a highly accomplished scavenger. The Ice Isles
The Nexus: Traders from all over the Skies Scarce: Agricultural, Cloth
meet and exchange salvage at the Nexus.
Heroes who make a successful Streetwise Abundant: Weapons
roll can find a trader from any isle in the The higher a ship climbs, the colder it
i t gets,
Skies who
island’s offers
best rate. to buy salvage at his home until eventually
this altitude it ices up.
are frozen, Islands found
unforgiving places.at
The Shipyard: Shadowhaven boasts one It is typically between 0 and 32 degrees
of the busiest shipyard in the Skies, where Fahrenheit in the Ice Isles. Characters must
the craftsmen can duplicate any modification make Fatigue rolls every four hours to avoid
available elsewhere, though at double the freezing (see the Fatigue rules in Savage
usual cost. Worlds). Experienced explorers wear altitude
The Trade Halls: The center of the Trade attire when on a voyage into the Ice Isles.
Council and the bureaucratic heart of the
Skies. The Halls are divided into wings, with ENCOUNTERS
ENCOUNTERS
each representative and staff having in their Encounter Modifier: –3
own wing. The representatives meet in the
Hazard: Icefall (see page 152)
small, elegant, and understated council
chambers at the center of the Halls. Elemental: Ice (see page 155), Maelstrom
Council Games (134): The elves seek (see page 157)
to frame the heroes, attempting to force them Pilgrims: Battlelord
into turning pirate. Creatures: Behemoths, orcs,

Star Crater Isle The Draining Sea


Scarce: No Trade Allowed Scarce: Wood, Building
Abundant: No Trade Allowed Abundant: Weapons
Star Crater Isle was home to the thriving This is the highest known island in the
city of Spire, until a rogue island destroyed it Skies, and is actually a massive iceberg. Forces
five hundred years ago. within cause ice to splinter from it, melting

TheA star
heat shaped wound
and energy dominates
generated thecolli-
by the isle. andrain.
or falling ontopermanent
Several lower islands as either
icefalls snow
create the
sion melted the rock, lining the crater with massive Runoff Falls.
obsidian. Star Crater Isle’s obsidian con- The Draining Sea is very inhospitable. As
centrates and reflects voidglow. The crews well as the cold, explorers must face savage
of ships approaching the isle must make an windstorms, and ice elementals. Those brave
additional glowmadness check. The ruin has scavengers who venture onto the ice to seek
long since been stripped of any salvage. frozen fortresses or ruins rarely return.

ENCOUNTERS
ENCOUNTERS ENCOUNTERS
ENCOUNTERS
Encounter Modifier: –2 Encounter Modifier: –3
Hazard: Navigation (see page 153) Hazard: Icefall (see page 152)
Elemental: Earth Elemental: Ice (see page 155)
Pilgrims: None (treat as Hazard) Pilgrims: Battlelord
Creatures: Pirates Creatures: Behemoth, orcs




SUNDERED SKIES
SUNDERED SKIES

FIRSTHOME
FIRSTHOME to those wishing to venture out onto the ice.
He also secretly informs the Cracked Shield
This is the largest permanent community clan about those who buy such supplies.
on the Draining Sea, and the only port of call The Ice Garden: This cavern serves as
for those wishing to venture deeper inland. Firsthome’s Navigator Hall. A very small
The community grew around the gladiatorial amount of earth is kept here and is offered
arena known as is
the population The Call. The vast majority of
orcish. to visitingShield
Cracked captains for 5,000
warriors cogs. Fierce
constantly stand
Firsthome got its name from being the guard here to ensure none is stolen.
first permanent stationary settlement ever
settled by the usually nomadic orcs. Most THE ICE MINES
THE ICE MINES
of the settlement is found below the ice in
caverns, connected by twisting tunnels. The Some orcish clans live within the Draining
only significant structure on the surface is Sea itself, hollowing out caverns in which to
The Call. dwell. They mine ice and export it to more
arid islands. The work is hazardous, however
PLACES OF
PLACES OF NOTE
NOTE and many miners perish in sudden icefalls.
The Call: A large arena which has been Despite the dangers, though, within the
hacked out of the ice. The Cracked Shield mines and caverns, it is surprisingly warm,
clan hold battles here in celebration of the and there is no voidglow.
Battlelord. If the participants of a battle are Ice: Large waterproof leather bags of ice
particularly skilled or valiant, The Lord of can be purchased for 50 cogs a bag. These
Battle is said to appear to watch them fight. can be sold for 150 cogs each in the Hub Isles
A great iron throne covered in icy cobwebs and 600 cogs in the Lower Reaches (by which
dominates the stands, but the Battlelord time it will be water,
water, of course, but still highly
hasn’t appeared at the Call for decades. prized). Each time a “Water Scarce” result is
Gladiators (130): Combats in the Call rolled on the Navigation Hazard Table, two
can earn the winner fame and riches. They entire bags are consumed, but other ill effects
are often fought to the death. are avoided.
Cracked Shield Ice Cavern: The Cracked
Shield clan are fanatical followers of The
Battlelord. They have dedicated their (usu-
ally short) lives to patrolling the ice plains of
Canopy
the Draining
encounter andSea. They
‘test’ waylay
them anyone
to see if theythey
are Scarce: Metal, Knowledge
worthy enough to trespass near the citadel Abundant: Wood
of the Battlelord. Such tests often involve Canopy boasts a huge ice forest that is safe
combat, and are frequently fatal. and mostly free of predators. It is a quiet
When not carrying out their holy duty,
duty, clan isle, having little to interest anyone except
members live and train in their ice cavern. loggers. Several wildling communities live
Lurid tales abound of what occurs here— peaceful lives within its interior.
including stories of kidnap and sacrifice.
Curing Caverns: Here, game brought ENCOUNTERS
ENCOUNTERS
back by orcish hunting parties is hung and Encounter Modifier: –2
cured. The smoke and smell permeates the Hazard: Navigation (see page 153)
entire complex.
Elemental: None (treat as Merchant Ship)
Grag’s Den: Grag’s cavern is Firsthome’s
only tavern. Narg Grag is outwardly very Pilgrims: None (treat as Merchant Ship)
friendly and offers supplies and equipment Creatures: Wildling



ISLANDS OF
ISLANDS OF THE
THE SKIES
SKIES

TIMBER
TIMBER
Timber is a human logging town on the
edge of Canopy
Cano py.. The folk of
o f Timber work and
play hard. As they spend much of their time
in the shadowy forests, they tend not to fear

glowmadness and so
negative emotions. Fistrevel
fightsinand
showing any
arguments
are commonplace, but murder is rare.

PLACES OF
PLACES OF NOTE
NOTE
The Shipyard: Timber’s shipyard sees a lot
of business. Lumber is plentiful and repairs
cost just 50% of the normal cost.
Iceseal: Costing 100 cogs per Toughness
point, a ship can be coated in a special resin,
brewed from frozen tree sap. This gives the
ship 4 points of Armor against fire attacks.
The Timber Hall is where the loggers
come to blow off steam, and the inn stocks
ale and little else.
The Tree Line: As the lumberjacks fell
more trees, Timber itself expands. Much of
the cleared area is used to store felled trees
yet to be prepared for export.
PLACES OF
PLACES OF NOTE
NOTE
The Shepherd (122): A wounded
wildling staggers
staggers from the forest and in need Black Hole: Orcs showing early signs of
of help. A shepherd is attacking his village. glowmadness are locked away in this huge
galleon until they recover.
recover.
Drakespear Brewery: A human brewer
has opened up a new brewery in an unnamed
MEETING PP
MEETING LACE
L
LACE
ACE frigate on the outskirts of the city. The brew-
er’s success has not gone unnoticed by his
Scarce: Cloth, Weapons
Abundant: Ship Parts orcish
are business
prepared to rivals, and the
take direct ruthless
action orcs
to protect
A permanent floating city made up from their interests.
tethered skyships, the Meeting Place is where The Jetty: A long pier constructed from
nomadic orcs meet, trade goods, and restock gutted ships that have been tethered together,
their vessels. Many ships of the Meeting Place the jetty serves as a mooring for visitors.
vi sitors.
were originally captured by orc pirates, before The Meeting Place: The center of the
orcs set aside such barbarous practices. artificial island is a large hall, where orcish
explorers compare their salvage.
ENCOUNTERS
ENCOUNTERS Vigilant: An ancient dwarven metal-clad
Encounter Modifier: 0 galleon converted into a many-storied tavern.
Hazard: Navigation (see page 153) Vigilant is by far the most popular drinking
establishment on the isle.
Elemental: None (treat as War Raft)
The Unnamed (121): A dwarfdwarf drinking
Pilgrims: Battlelord in the Vigilant seeks to join the heroes and
Creatures: Glimmerwing swarm, orcs earn redemption for past misdeeds.



SUNDERED SKIES
SUNDERED SKIES

ENCOUNTERS
ENCOUNTERS
The Lower Reaches
Encounter Modifier: +2
Scarce: Wood Hazard: Navigation (see page 153)
Abundant: Metal Elemental: Inferno
The lower altitudes of the Skies are hot and Pilgrims: Artificer
oppressive. The only inhabitable
dwarven darkhomes: islands
hollow, barren are
islands Creatures: Behemoth, drake, steampriests
containing dwarven cities. The most famous
are Deepsky Citadel, the dwarven capital,
PLACES OF
PLACES OF NOTE
NOTE
and Mount Ore. The Dwarven Halls: The main living area
of the dwarves. Any metallic item in the Skies
Below Deepsky is the Flaming Skies. The
is available
available here at a 20% discount.
discount.
heat here is incredible; able to melt even
dwarven metal-clad ships. No explorers ven- The Factory: The holiest of all Artificer
ture lower than this—to do so spells certain temples and the hub of dwarven industry.
death The Artificer manifests as a huge sentient
machine.
Temperatures in the Lower Reaches range
from 120 degrees Fahrenheit upwards. The King’s Court: From here venerable
The further a ship descends, the higher the King Bloodaxe rules his people. Only the
temperature soars. See the Heat rules in the most honored guests are allowed entry into
Savage Worlds
penalty W
if orlds rulebook
characters wearbut addheavier
armor a further –1
than this fortress within a fortress.
The Bait (125): The King offers the
leather. heroes a chance to join the crew of a ship
hunting Kinslayer.
Kinslayer.
ENCOUNTERS
ENCOUNTERS The Port: Several dwarven modifications
Encounter Modifier: +2 are available to ships refitting here.
Hazard: Fireplume (see page 152) Dwarven cannons and firearms: Dwarven
Elemental: Fire (see page 148) firearms are widely regarded as the finest in
the Skies. The range of firearms increases by
Pilgrims: Artificer 50%. Dwarven cannons only need a team of
Creatures: Behemoth, bloodfly swarm two, and give a +1 bonus to Shooting rolls.
Of course, such workmanship isn’t cheap.
These weapons cost twice the usual price.
Metal plating: A ship’s hull can be clad
with metal. This adds +2 Armor,
Armor, but gives –1
Deepsky Cit
Citadel
adel Handling because of the extra weight. This
Scarce: Wood costs 50% of the ship’s original value.
Abundant: Metal Engine: The ship is stripped of most
Steam Engine:
Deepsky Citadel is the lowest inhabited of its masts and fitted with a steam engine
isle, and the dwarven capital in the Sundered and propellers. Add +1 to both the ship’s
Skies. The citadel is a floating fortress with Acceleration and Handling,
Handling, and +2 to its Top
Top
many turrets, towers, and gun emplacements. Speed. This costs 100% of the original value
There are also two huge chimneys belching of the ship.
the waste from the Factory into the void. Reinforced Hold: The hold is double-lined
Only the navigator hall at Ironport on and strutted, to provide greater strength. The
Mount Ore holds earth from the Deepsky dwarves then add a system of winches and
Citadel. King Bloodaxe occasionally presents pulleys that more efficiently uses the space,
small amounts of earth to those who prove increasing the effective capacity of the hold.
themselves great friends of the dwarves. It is The ship gains +1 Cargo for a cost of 10% of
among the rarest of samples in the Skies. the ship’s base price.



ISLANDS OF
ISLANDS OF THE
THE SKIES
SKIES

Most ships passing through the falls are


Mount Ore crushed, swamped, or sent spinning out of
control by the force of the water. Specially
Scarce: Wood constructed grain barges, however, are able
Abundant: Metal to travel through. These barges export food
to other isles.
Mount Ore is the Skies’ primary source
Less hardy ships planning to visit Plenty
of
Themetal.
otherThe only major
settlements onharbor is Ironport.
the mountain are must instead brave the Razor Passage, which
built around individual seams of ore and can is marginally less hazardous.
only be reached by bleak and desolate sur-
face paths or through twisting interlocking ENCOUNTERS
ENCOUNTERS
tunnels patrolled by dwarven warriors on the Encounter Modifier: –1
lookout for thieves and scavengers.
Hazard: Collision (see page 152)
ENCOUNTERS
ENCOUNTERS Elemental: WWater
ater (see page 165)
Encounter Modifier: +1 Pilgrims: Lifemother
Hazard: Navigation (see page 153) Creatures: Fog sharks, pirates
Elemental: Inferno (see page 155)
PLACES OF
PLACES OF NOTE
NOTE
Pilgrims: Artificer The Navigator Hall: Derreck Gedion, the
Creatures: Behemoth, bloodfly swarm Trade Council representative, oversees food
distribution and grain barge shipments from
IRONPORT
IRONPORT here. He commands fifty professional militia
and a council ship.
Ironport is the only place on Mount Ore The Teardrop: The holiest of Lifemother
offering services to travelers and scavengers. temples, presided over by high priest Kedric
The Dead End: This is the main tavern in Lifedancer.
Ironport. As its name suggests, it is located in Razor Passage: Razor Passage remains the
a mining tunnel exhausted decades ago. only route for most ships to reach Plenty. It
The Treasure Horde (126): A young is a dangerous mist-shrouded maze, littered
dwarf claims to have discovered a hoard of with debris, and haunted by fog sharks and
salvage in the tunnels near Silver Deeps. pirates. Traveling through the Razor Passage
takes 1d6 days. Check for encounters every
The Navigator Hall: The only hall in the day.
Skies to store earth from Deepsky Citadel,
access to the earth costs 500 cogs.
Fire upon the Deep (126): A ghost has
cursed the earth in the hall. Before any ship The Shattered City
can leave, the ghost must be dealt with.
Scarce: Agricultural
Abundant: Building
Plenty Before the Sundering, the Shattered City
was one enormous metropolis. Now al that
remains is a vast field of drifting small islets
Scarce: Weapons each bearing the ruined fragments
fragments of the
Abundant: Agricultural once-grand buildings and streets.
Plenty—the breadbasket of the Skies—is Many brave souls explore the city, hoping
less than a mile from the great Runoff Falls. to discover hidden treasures and artifacts.
Plenty’s orbit matches the Falls, blessing it However, the ruins are home to fearsome
with constant rain and frequent
frequent harvests. monsters, undead horrors, evil pirates, and



SUNDERED SKIES
SUNDERED SKIES

worse. For every scavenger who


who returns with Weapon
W eapon Run (120): Jeche and Jarle
incredible riches, five more never return at are boughbreakers, always on the lookout
all. for a group willing to smuggle weapons and
The Bright Cabal prowls the ruins of the armor to their comrades on Heartland.
city, harvesting the ancient corpses of those God’s Parade: This wide avenue is home
who died in the Sundering, and raising
raising them to the many temples of Gateway. Potions,
up as undead crew for their dreaded death blessings, and other services are available to
barges. The largest is the Soulflame, flagship all who donate. Pious scavengers have their
of the Cabal’s high priestess, Bone Queen. gear blessed before venturing into the ruins
of the city.
Even entering the Shattered City is a risk,
as some islets have unpredictable orbits and A Dragon’s Rage (96): A seemingly
occasionally collide. godless priest, called Joeseth Truthbearer,
preaches on God’s Parade.
ENCOUNTERS
ENCOUNTERS The Port: The approach to the port is
plagued with drifting rocks, and is a sparse
Encounter Modifier: +1 obstacle field (see Obstacles in Savage
Hazard: Collision (see page 152) Worlds). Harbor pilots can be hired for 50
cogs to bring ships safely into port.
Elemental: None (treat as Scavengers)
Rockwarded hull: The hull of a ship can be
Pilgrims: None (treat as Death Barge) enchanted to repel rocks. The ship’s captain
Creatures: Glimmerwing swarm, grotesque, gains a +2 bonus to Boating rolls to avoid
drake such collisions. Rockwarding a hull costs 200
cogs per point of the ship’s Toughness.
GATEWAY
GATEWAY
The settlement of Gateway exists on the The Voi
Voidd
fringes of the Shattered City. Merchants of all
kinds compete with one another to sell their The void is the fathomless, vast space
wares to scavengers.
scavengers. between the islands, filled with the ever
present, maddening glow. Only wayspheres
PLACES OF
PLACES OF NOTE
NOTE prevent vessels from becoming hopelessly
lost on long voyages across the Skies.
Hawke’s Clearing House: Tomas Hawke
is an upcoming merchant in Gateway. He Given its size, the void seems empty, and
offers a special 10% discount on equipment crews
anothercan travel
living soul.for days without
Boredom and cabinseeing
fever
to scavengers who sell their salvage only to
him. are a crew’s constant companions.
When something does happen, of course,
The Market: Barn-like halls where the
it is almost invariably dangerous, and most
merchants display their wares. crews would choose boredom over the many
Bad Business (119): Hawke has many hazards that await in the void.
enemies among the merchants of the Market.
Merkas Gladwing, the crime lord of Gateway, ENCOUNTERS
ENCOUNTERS
decides to remove the competition. Encounter Modifier: 0
The Windblown Flotsam: Run by two Hazard: Navigation (see page 153)
elven brothers, Jeche and Jarle Birchstaff,
Birchstaff, the
Elemental: Maelstrom (see page 157)
inn provides the best ales and wines, and has
a discerning clientele. Luxurious rooms and Pilgrims: None (treat as Pirates)
good meals are available to those who can Creatures: Glimmerwing swarm, bloodfly
afford the 15 cog nightly charge. swarm, drake, dragon, behemoth



A
A DVENTURES
DVENTURES

The heart of any good campaign is the Adventure: The party decides to set off
tale of the heroes who adventure through it. into the void in search of riches and fame.
There are countless possibilities for adventure Employment: The heroes decide to earn
in Sundered Skies and this chapter contains an honest living by taking a job.
an adventure generator that allows you to
create hundreds of adventure outlines at Trade: The crew takes much needed
short notice, based on your players’ choices. resources to an island.
At the beginning
beginning of a session,
session, for example
example,, Crime: The crew decides to make a fast
players may not have decided what they want cog by breaking the law.
to do. The Games Master may be expecting This isn’t always a clear-cut
clear-cut decision. If, for
them to further explore the Shattered City, example, the players say they want to visit the
only to be surprised when they express an Shattered City and explore the ruins, it’s easy
interest in visiting Mount Ore. The GM to see that’s an Adventure story. Should they
can use the Adventure Generator and the choose to sell weapons to the Boughbreakers,
Encounter Tables (on page 67) along the way however, does that count as Trade, or Crime?
to help create challenging situations, deadly W
Well,
ell, that’s your call: you’re the GM after all,
all,
opponents, and strange situations. but you should make your decision based on
This isn’t just a random collection of the characters’ motivations. If they’re just in
encounters. We’ve broken the general it for the money and see the wildlings as a
spheres of activity into four broad categories, desperate bunch ripe for exploitation, then
but the players decide what they want to do maybe it should be a Crime scenario. Oth-
and where they want to go. erwise, it could be a Trade tale, or even an
Adventure story,
story, if they are in it to save the
You
You should insert your own ideas into these wildlings from oppression.
oppression.
scenarios whenever possible. Enemies from
earlier adventures should reappear at the Ultimately, choose the category of adven-
worst possible
possible moment. Tweaking an outline ture you would most like to run, or you
to personalize it for your particular band of think the players would most enjoy playing.
heroes makes it far more memorable. You
You should also try tto o vary things as much
much as
possible. Skies adventures should be weird,
This should give your campaign a good wild, and unpredictable.
unpredictable.
balance between letting the heroes wander
wherever they want and urging them towards Once you’ve chosen the category for your
the final battle for the Skies… and beyond. adventure, roll on the appropriate tables to
generate the adventure outline. Remember,
these rolls are just to help you create the
USING THE
USING THE ADVENTURE
ADVENTURE GENERATOR
GENERATOR bare bones of an outline, you still need to
First ask your players what their characters do some work adding the flesh. Your players
want to do next. Then decide which of the can really help you by having great character
following four categories best fits the heroes’ background stories, so encourage them to
plans. share the creative load by providing you with



SUNDERED SKIES
SUNDERED SKIES

backgrounds you can plunder for ideas and up in addition to Haul level salvage. 3-4, the
remember to keep good notes of your games heroes are looking for a specific, valuable
in the Sundered Skies for future reference. object they need (worth 5d10x100 cogs).
This generator is simply a tool to help you Roll on the Object table to find out what it is,
create quick adventures. If you don’t like it, then decide why they need it. 5-6, the heroes
change it! Reroll or choose the result you discover Goods level salvage, but it includes
an important item. Roll on the Object table
want. If you
use that thinkThe
instead. of amost
better idea for athing
important result,
result
is, (below) and Relic tables (on page 89) and
combine the results to create a truly incred-
to use these tables to spark your imagination
ible discovery.
and to make sure the players have fun.
Monster Hunt: The characters are on the
trail of one or more creatures. (Ignore the
Object Table for these adventures.) Roll d6 to
Adventure determine why.
why. 1-2, they are hunting for food
(either for themselves or for sale or trade).
Adventure stories are the meat and drink Choose a creature or creatures appropriate
of a hero’s life, and groups will often explore for the island, then roll twice on the Obstacle
the Skies seeking out new and wondrous table. 3-4, the creatures are wreaking havoc
challenges. Roll on the following tables to in a region and causing a wave of terror the
see what type of adventure they find. heroes must stop. Choose a creature from
the island’s encounter list, then roll on the
ADVENTURE TABLE
ADVENTURE TABLE Obstacle table. a5-6,
fame by slaying the heroes
mighty canChoose
creature. gain great
the
d4 Type island’s most dangerous creature, then make
1 ................... Exploration it a Wild Card with 4 additional Monstrous
2 ................... Scavenging Abilities or Edges of your choice. The heroes’
3 ................... Monster Hunt names become legend in this area if they kill
4 ................... Quest or capture the creature, giving them a +2 to
rolls on the NPC reaction table.
Exploration: The heroes set out to dis- Quest: The heroes embark on a great
cover some uncharted region. Roll d6 to quest. 1-2, it is to rescue a person or object
see what they are exploring. 1-2, lost tomb (roll on the Object table and the Obstacle
or ruin. Decide how the heroes learn of the table). 3-4, they seek a relic of some kind.
tomb’s existence, then roll on the Object Roll on the Object table to find out what it is.
table to see what’s inside, and on the Obsta- You
You can also rroll
oll on the Relic table
table to further

cle table
3-4, to discover
uncharted the
area of difficulties
the Skies (thisthey face.
requires define5-6,
table. the the
item. Thenare
heroes roll on thea resource
seeking Obstacle
the heroes ignoring their waysphere and just of some kind. Roll on the Object table to find
seeing where the void takes them!). Roll four the nature of the resource, then give some
void encounters (see page 67), then create a thought to who might need it and for what.
new island with a tomb or ruin to explore, This should be a great and epic need, such as
as above.
above. 5-6, forbidden
forbidden zone. Roll on the to prevent (or cause)
cau se) a war, or to solve a great
Object table to find the cause of the area being mystery. Roll twice on the Obstacle table.
forbidden. Decide if the forbidden zone is
just an area on an island’s surface (protected
(protected OBJECT TABLE
OBJECT TABLE
by a professional militia) or the entire island d6 Object
(blockaded by Trade Council ships). 1 ................... Cursed
Scavenging: The party are hunting for 2 ................... Nearly worthless
salvage in ruins or on an abandoned ship. 3 ................... Person
Roll d6 to determine the main goal of their 4 ................... Spare Parts
search. 1-2, they are simply looking for loot. 5 ...................V
................... Very Valuable
Roll on the Object table to see what they turn 6 ................... Magical/Holy



ADVENTURES
ADVENTURES

Cursed: The object of the adventure turns nature of the object and the roll d20x1000
out to be cursed. It appears on the face of it to to find it’s value in cogs. Make an extra roll
be normal (roll again on this table, ignoring on the Obstacle table and, no matter what
cursed results), but has no positive effects. other results are rolled, add an extra result
Furthermore, a character in possession of number 6 to the other Obstacles the party
the item suffers a –2 penalty to any roll made must overcome.
after using a benny.
Nearly worthless: The object of the calMagical/Holy:
power or religiousThe significance.
object has great
Roll magi-
d6 to
adventure can not be sold for some reason. It see if it’s magical (1-3) or holy (4-6). Roll again
may be that it is just junk – a once-powerful on this table to determine the nature of the
relic with its magic drained for example, or it object (ignore further Magical/Holy results).
may be that it is precious, but impossible to Magical or holy objects have d4 powers of
exchange (a soul, or true love, for example). your choice, 10+d10 Power Power Points.
Points. Roll a d6
Whatever the reason, the story is about the to determine the object’s Arcane Skill.
journey,, not the final reward, so make an
journey
extra roll on the Obstacle table, and an extra ARCANE SKILL
ARCANE SKILL TABLE
TABLE
Complication from the table on page 92.
d6 Arcane Skill
Person: Whatever they thought they were 1 ...........
.................
........
.. d4
looking for, the heroes are seeking a person. 2 ...........
.................
........
.. d6
This might not be apparent at the start of 3 ......
...........
...........
........ d8
the adventure (they are told to “seek out the 4 ...........
.................
........
.. d10
key,”
key ,” for example, without being told the key 5 ...........
.................
........
.. d12
is a wildling seer), but they should eventu- 6 ................... d12+1
ally realize that they are not after an item in
this adventure. Whether the person wants to
be found, or is aware they are being sought Magical objects are always in great demand
depends on the type of adventure (Quests by mages, sorcerers, and necromancers. In
and Monster Hunts are particularly good set- addition to other Obstacles, one of these is
ups for this). always pursuing the Object for his own ends
(decide what these are and how far he will go
Spare Parts: Spare parts in Sundered Skies to achieve them).
are a valuable commodity and heroes often
find themselves short of some important Religious items are always in demand by
item. The object of this adventure is a vital adherents to the particular religion the object
component for some important device. Roll is associated with. In the Sundered Skies, the
d6 to find out why they’re after it. 1-2, the being seeking the Object could even be the

spares
brokenare for the
at the startheroes’
of the ship (so if itbreak
adventure, isn’t god himself!
it!). 3-4, the spares are something they need OBSTACLE
OBSTACLE TABLE
OBSTACLE
OBSTACLE TABLE
to find on somebody else’s behalf. Decide d8 Obstacle
what the third party needs and why they 1 ................... Lost to Time
don’t fetch it themselves (probably because 2 ................... Looking in the Wrong Place
it’s too hazardous or hard to find—make an 3 ................... Led Astray
extra roll on the Obstacles table and add a 4 ................... Research Required
Complication). 5-6, the spares are for a Great 5 ................... Dangerous Spot
Machine. Decide if the heroes are making it 6 ................... Someone Else is Interested
or a third party (as above), if it is an infernal 7 ................... Guarded
device or a mechanical marvel, and what it 8 ................... The Gods Want It Too!
can do.
Very
Very Valuable: The object is an item of Lost to Time: The heroes discover the
great worth. Really great worth. Of course Object of the adventure has been lost or it
such things are well known and highly sought was always a legend. This adventure becomes
after.. Roll again on this table to determine the
after a different kind of story instead. Choose



SUNDERED SKIES
SUNDERED SKIES

a Crime, Employment or Trade adventure


and continue rolling on those tables. Find a Employment
subtle way to work the transition from this
adventure to the next. Heroes are often short
sh ort of money. When the
cash flow slows to a trickle, the heroes may
Looking in the Wrong Place: Roll on the
be forced to seek employment. There are
Random Location table (on page 84) to find
countless tasks in the Skies that people are
the first
leads, butisland
this is to
thewhich
wrongthe heroes
spot. search
Decide how prepared to pay others to undertake. Roll on
the following tables to see what they find.
they find out, then roll a new location where
the Object is rumored to be. Roll again on Each week, the heroes are offered one job
this table for that location. for each Rank (use the average Rank of the
group), so a Novice group gets one job offer,
Led Astray: An apparently
apparently friendly guide
a Seasoned group get two, and so on. Roll
leads the heroes to one wrong location after
twice on the Instant Protagonist table to find
another. Decide whether he is incompetent
the identity of the patron offering the job and
or devious. If the latter, once the heroes get
the third party the heroes must deal with.
rid of him, treat this result as Someone Else is
Interested (the people who hired the guide).
EMPLOYMENT TABLE
EMPLOYMENT TABLE
Research Required: The heroes run into
a dead end. After the trail goes cold they must d4 Type
find some clues. Roll d4 to see how hard the 1 ................... Courier
2 ................... Security
clues
of are to
islands thefind. Themust
heroes result is making
visit, the number
four 3 ................... Military
successful Streetwise or Investigation rolls in 4 ................... Business
major settlements on each island. Create a
clue for each success to form a trail to the Courier: The party is engaged to act as a
Object. go-between, either collecting or delivering
Dangerous Spot: The Object is located an item for the patron. Roll d6 to see what
in a perilous location. Make two rolls on the the patron wants delivered. On a 1, it’s an
Surface Encounter table (with the appropri- ultimatum (the recipient will be hostile
ate modifier), then choose one extra result to the patron, and may take it out on the
and apply all three. couriers). 2, it’s a surprise (roll or decide
whether it’s one the recipient will welcome,
Someone Else is Interested: Another or whether it’ll be a shock). 3, the heroes
group or person is seeking the Object. Roll must fetch something or someone for their
on the Instant Protagonist table (see page patron. 4, The heroes must collect or deliver
84) for
they need thetheother party.
Object Then
for and whatdecide what
they’ll do a
it relic in athe
arrives, sealed box.are
heroes If it isn’t sealed
accused when
of tamper-
to get it. ing with it (though perhaps it was never in
Guarded: The Object is so important as the box, if they don’t decide to check). 5, the
to have attracted a cult or sect to protect it. heroes must buy or sell something for their
These dedicated souls are a magical, reli- employer. This is different from trading as it
gious, or military order, as appropriate to is an actual item rather than a consignment
the nature of the object. There are 3d12 cult of cargo. 6, it’s a simple message.
members willing to risk everything to protect Security: The heroes are hired to inves-
the Object from the unworthy
u nworthy.. If that includes
include s tigate some dangerous matter. Roll d6 to
the heroes, there could be violence. see what the patron wants the heroes to do.
The Gods Want It Too!: The heroes are On a 1, it’s a missing person case and the
not the only ones looking for the Object. heroes must help track down the individual.
One or more of the gods of the Skies are also 2, the patron wants the heroes to undertake

seeking it.you
will guide Decide which
to their god or
attitude gods
to the (this
heroes surveillance
alleged and On
criminal. gather
a 3, evidence
the heroesagainst an
are hired
and reasons for seeking the Object). to investigate a murder case. 4, the party are



ADVENTURES
ADVENTURES

hired as doubles to settle a matter of honor


between the protagonists. The method of
settling the matter depends on the parties
and the nature of the dispute. 5, the party
must protect a valuable item en route to its
destination. 6, the heroes must act as body-
guards for the patron (or one of his family)
against the other protagonist. Decide why
the patron feels the need for such protection,
and whether the other party is prepared to
harm the patron anyway.
Military: The heroes are hired for their
military prowess. Roll d4 to see what kind of
fighting the patron wants the heroes to under-
take. On a 1, it’s a Silent War
War (the heroes must
lead a d8 units of common soldiers against
the third party’s forces (as appropriate). On
a 2, it’s an attack on one of their patron’s
opponents (create a building for the party
to assault). On a 3, the patron is hiring the

party to defend
building for the and important
party asset
to defend). On(create a
a 4, the
party are hired on as bounty hunters seeking
a rogue element or criminal. Decide what the
target has done, and fix the reward appropri-
ately for the target’s misdeeds.
Business: The characters are hired to Hard Times : Times are tough and the
conduct the patron’s business for him. This heroes’ work is beset by problems. Roll twice
is typically managing a particular project on this table. Subsequent Hard Times results
or important asset. Roll d6 to discover the stack for really hard times!
nature of the business. 1-2, the heroes must Workers’
Workers’ Unrest: Whoever the heroes
oversee a building project. 3-4, the patron is are working with, there is some dissent in
planning a takeover of another business. 5-6, the ranks. Roll d6 to find out what’s wrong.
the characters must break a new market for 1-2, anger over working conditions means

the
for apatron (such as
sought-after finding a new destination
commodity). the against
ers heroes must eithertoside
his patron with the
improve work-
their lot,
or find a way to make them work. 3-4, the
Whatever the task, the heroes’ success is workers don’t like working for the heroes
measured only in financial terms. and try to undermine them. 5-6, a competi-
tor has insiders stirring trouble. The heroes
OBSTACLE
OBSTACLE TABLE
OBSTACLE
OBSTACLE TABLE must root out the insidious influence.
d8 Obstacle Ruthless Competitors: The patron’s com-
1 ................... Hard Times petitors are as dedicated to succeeding as he
2 ................... Workers’ Unrest is. They have hired a party of equal strength
3 ................... Ruthless Competitors to oppose the heroes’ efforts. Create a group
4 ................... Shoddy Materials of NPC Wild Cards to challenge them.
5 ................... Currency Crisis Shoddy Materials: Whatever tools the
6 ................... Glowmadness heroes need for the job (whether it’s a skiff
7 ................... Act of the Gods
8 ................... Corruption needed
the to complete
weapons a courier
needed for mission,
a double’s or
duel) are
sub-standard.. The task takes twice as long as
sub-standard




SUNDERED SKIES
SUNDERED SKIES

usual and any rolls of 1 (including the Wild


The following tables can be used if you Die) using the tools result in critical failures
need to quickly decide on a location, or with disastrous results. Replacing the tools
add a new NPC to the story in a hurry. with quality implements should be expensive
expensive
enough to affect the heroes’ profitability.
INSTANT PROT
INSTANT P ROTAGONIST
PPROT
ROTAGONIST
AGONIST TABLE
AGONIST TABLE
Currency Crisis: There is trouble on the
d20 Protagonist
1-7 ................ Merchant island. Money
modities on theisisland
in short
aresupply, orabundant
suddenly the com-
8 ................... Athenaeum wizard
9 ................... Council member so sales prices drop. As a result, there is no
10 ................. Boughbreaker cash available from the patron, and nobody
11-12 ............ Criminal gang can get paid (including the heroes). Work
13 ................. Pirate lord stops until funds are made available.
14 ................. Warpriest Glowmadness: The heroes and work-
15 ................. Songpriest ers are plagued with frequent incidents of
16 ................. Leafwarden glowmadness. Maybe the work is outside,
17 ................. Steampriest/Engineer incredibly tedious, or opposed by madness
18 ................. Untamed
priests. The workforce must be watched
19 ................. Windpriest
20 ................. Provider closely for the first signs of glowmadness, or
they devolve fully into their glowmad forms
and attack their former colleagues.
Give the NPC any Skills you think they
need, and have all Attributes and Skills Act ofdisaster
terrible the Gods: At the
befalls a critical
heroes.moment,
Choose aa
as d6s for a Novice party of heroes. If the
heroes are Seasoned, have one of the hazard appropriate
appropriate to the area and make it as
NPCs attributes and two skills be at d8. violent and destructive
destructive as possible.
At Veteran, it’s two attributes and three Corruption: Someone is embezzling the
skills, and so on. Finally give the NPC one project’s funds. Roll d6 to find out who. 1-
Edge for each hero
hero in the hero in the 2, Trade Council representative or a noble.
party and whatever equipment you think 3-4, another of the patron’s employees. 5-6,
makes sense and you’re ready to go.
religious group. Decide how he covers his
tracks. If the heroes decide to expose him,
RANDOM LOCATION
RANDOM LOCATION TABLE
TABLE he makes it look like they are responsible.
d20 Random Location
1-2 ................ Bridgeways
3-4 ................ Dragon’s Spine (For-
(For-
Trade
5 ................... eign Quarter)
Firsthome
6-7 ................ Heartland (Roseport) Trade is the lifeblood of the Skies, with so
8 ................... Ice Isles many islands lacking basic necessities. Ferry-
9 ................... Meeting Place ing much-needed goods from one place to
10 ................. Mount Ore another is a vital, if dangerous, role. Use the
11-12 ............ Shadowhaven rules on page 28 to create a consignment for
13-14 ............ Minor isle (Create one) a trading adventure, then roll to see what the
15 ................. Plenty party must do with it.
16-18 ............ Shattered City (Gate-
way) TRADE TABLE
TRADE TABLE
19 ................. Timber (Canopy)
20 ................. Deepsky Citadel d4 Role
1 ................... Deliver
When creating an isle, roll d6. 1-2, the 2 ................... Acquire

island is one of the Ice Isles, 3-4, it’s a 3


4 ................... Locate
Negotiate
Hub Isle. 5-6, it’s in the Lower Reaches.




ADVENTURES
ADVENTURES

Deliver: The characters must take the Bad Partners: The heroes find they
consignment to its destination and sell it. are working with disreputable types. After
Roll two Ship Encounters on the way to the conducting their business, their erstwhile
island and apply both results in addition to partners summon henchmen to recover the
the usual encounters for the journey. Then money or goods, leaving the heroes empty-
roll on the Obstacle table below. handed.

Acquire:
island The
and buy theheroes must travel
consignment, to an
for delivery Pricefind
heroes Hike:
theAfter
dealaturns
trade sour
is negotiated,
negotiated, the
as the other
back to the patron. Roll two Ship Encoun- party dramatically changes the price of the
ters on the way back from the island and bargain. Decide it the other party is trying to
apply both results in addition to any of the fleece the heroes, or if there’s a good reason
usual encounters for the journey. Once the for the sudden change. Either way, decide if
consignment has been collected, roll on the they are prepared to get nasty with the heroes
Obstacle table below. to push their position, or if they’ll just walk
Locate: The group must track down a away from the deal if the characters don’t
agree to their new price.
consignment of goods that matches their
patron’s requirements. Create the consign- Shoddy Merchandise: The goods bought
ment they are seeking and then roll for the or sold are substandard. If the heroes are
goods for sale on each island they visit, as taking possession of them, they must make
usual. They may need to visit numerous loca- an appropriate Knowledge roll (–2 ), a Notice
roll (–4), or a Streetwise roll (–6) to detect
tionsontothe
roll meet their patron’s
Obstacle demands. Then
table below. the poor quality. If they’re selling, the other
party automatically detects it, and assumes
Negotiate: The characters must travel to
the heroes knew as well.
one or more locations and undertake the
negotiations for the desired consignment. Joint Venture:
Venture: The person the heroes are
The patron will not accept their returning dealing with is in league with one of their
empty handed, but the heroes’ profit lies only enemies (or a random evil-type, if they are
in the difference between the price offered fortunate enough to have no enemies).
by the patron and the price accepted by the Decide if the third party knows how bad their
third party. Then roll twice on the Obstacle partners are, or if he’s an innocent dupe.
table below.
below. Regardless, the heroes are intended as pawns
in an evil scheme if they don’t discover the
joint venture.
OBSTACLE
OBSTACLE TABLE
OBSTACLE
OBSTACLE TABLE
Double Cross: The heroes are betrayed
d8 Obstacle
(roll or decide it it’s by their patron or the
1 ................... Trade War other party). Usually this means they have
2 ................... Bad Partners
been set up with an illegal or defective con-
3 ................... Price Hike
signment, but it could also be that they are
4 ................... Shoddy Merchandise
being used as part of a much larger and more
5 ................... Joint Venture complicated plot. Roll a Crime adventure to
6 ................... Double Cross see what the bogus trade is masking, if this is
7 ................... Piracy the case.
8 ................... Bad to Worse
Piracy: The heroes’ ship is targeted by
Trade War: The heroes find themselves bloodthirsty pirates looking for loot. See page
caught in a trade war as they approach the 160 for details of the pirates and their vessel.
next island. They are approached by two If the heroes surrender, they are cast adrift in
mercenary ships who demand they hand an island hopper, penniless but alive.
over their cargo. Decide what ships they are Bad to Worse: Nothing on this deal is

and
statshow they 161.
on page are equipped using the
If the characters pirates
refuse to going as planned.
again and apply allRoll
thetwice on (including
results this table
cooperate, the mercenaries open fire. additional Bad to Worse results).



SUNDERED SKIES
SUNDERED SKIES

VILLAIN TABLE
TABLE
Crime d6
VILLAIN
Villain
It’s possible your group may decide to try a 1 ................... Crime Lord
life of crime rather than more noble pursuits. 2 ................... Pirate Chief
This is not the path of heroes, but even the 3 ................... Troubled Citizen
greatest sometimes stumble before realizing 4 ................... Local Tough
their true potential. Roll on the Crime and 5
6 ...................
................... Petty Thief
Corrupt Official
Villain tables to find out who is asking them
to do what, and on the Instant Protagonist
table to find out who the victim is. Crime Lord: Where there is crime, there
is usually a Mr. Big, who attempts to control
CRIME TABLE
CRIME TABLE and profit from it. He usually works through
pawns and minions to protect themselves
d4 Activity form the law, and the party is hired in this
1 ................... Errand capacity. Crime lords are rich and powerful
2 ................... Theft Wild Cards,
Cards, surrounded by henchman.
3 ................... Extortion
Pirate Chief: Pirate chiefs lead several
4 ................... Murder
ships, and have many pirates under their
command. Unlike crime lords, they are rarely
Errand: The villain wants the party to based on one island, preferring to move
undertake a task. Roll d6. 1-2, deliver a threat
or ultimatum. 3-4, collect or deliver a pack- from one
bounty to another,
hunters just Council
and Trade one stepenforcers.
ahead of
age from another gang. 5-6, scout a location Often these well-known villains are unable to
as the potential scene of a crime. show their faces on most islands, so they hire
Theft: The characters must steal some- others to do their dirty wok for them.
thing or rob somebody. Roll d6 for the Use the stats for a pirate captain (page
nature of the crime. 1-2, the party engages 161), but add as many Leadership and Social
in piracy (roll on the Merchant Ship entries Edges as you choose. Pirate chiefs rarely travel
on page 158 to see what they find), and gains anywhere alone, and are accompanied by an
one consignment (see page 28) plus Goods entourage of advisors and bodyguards.
level salvage (see page 88) for each ship they Troubled Citizen: The ordinary members
defeat. 3-4, the characters must steal a prized of the populace of the Skies are far from
item from the victim’s home or place of work saints and they frequently call on the services
(roll on the Object table on page 80 to see of, or fall prey to, their underworld. Decide
what the item is). 5-6, the party must kidnap
someone of great importance to the victim why what
and the citizen
reward wants the crime
is offered for carried out,
the service.
(roll an extra Obstacle on the table below). Perhapss she’s a jealous wife, tired of her hus-
Perhap
Extortion: The party attempt to gain money band’s philandering, or maybe an employee
by threatening the victim. Initially, extortion who sees his chance to make some money
is simply an Intimidation roll, opposed by from an inside job.
the victim’s Spirit, but if that is unsuccessful, Local Tough: The characters are working
the characters must decide what to do how with a brigand on some local crime. Whatever
to back up their threats. the nature of the crime, it is local in scope.
Murder: Characters stooping to murder Decide why the tough needs the characters’
should find there are serious consequences help. Maybe he knows the opposition is too
for their actions. The victim’s friends or much for him to manage, or maybe he’s
associates do whatever is in their power to planning a double-cross. Use the stats for a
identify the perpetrators and either bring veteran pirate, but make him a Wild Card.

them to justice,
ally. Roll or avenge
for an extra theto
Obstacle crime person-
this heinous Petty Thief:
a minor The characters
crook seeking fall in some
to undertake with
crime. small-scale misdeeds (treat a murder result



ADVENTURES
ADVENTURES

on the Crime table as an assault). However,


the criminal may be more influential in the
underworld than he seems. Roll a d6, on a
1, the tough is in the employ of a crime lord.
On a 2-4, he works for a pirate captain. On a
5, he is in the employ of a Pirate Chief, On a
6 he is operating on his own. If the tough is
employed, the party must be careful, in case
they earn the ire of his employer. Use the
professional island militia stats (page 155),
and adjust as suits your needs.
Corrupt Official: The characters’ partner
in crime is a corrupt official. Often these
types have found some way to exploit their
positions for gain, but lack the criminal mind
or expertise to take advantage of what they
know, turning to those of a more devious
nature for assistance.

OBSTACLE
OBSTACLE TABLE
OBSTACLE
OBSTACLE TABLE
d8
1 ................... Obstacles
Strong arm of the law
2 ................... Harder than Expected
3 ................... Betrayed
4 ................... Ready for You
5 ................... Set up
6 ................... Wrong Place, Wrong Time Ready for You: The victim knows the
7 ................... I’ll pay you double party is coming and has had plenty of time to
8 ................... Rival villains organize a warm welcome. The characters are
ambushed by superior forces. Whether this
Strong arm of the law: The authorities is the authorities, a private militia, or simply
are looking for the characters. Depending more criminals depends on the identity of
on which island the party is on, this could the would-be victim.
be island militia, Oakthorn, drakin chosen, Set up: The characters have been set up
or priests. The investigation is led by a more
experienced Wild Card commander. It is pos- to take
and the blame
so take forofftheir
the heat him.patron’s crimes,
The authorities
sible the commander knows who he is going have been tipped off to their activities and
up against, and what their capabilities are, in are waiting for them. Alternately, both the
which case he is well prepared
prepared for the party.
party. patron and the target are working together
Harder than Expected: The characters’ to destroy the heroes.
scam turns out to be much harder to pull off Wrong
W rong Place, Wrong Time Time: The characters
than they expected. Maybe the target has lots find they cross paths with another criminal
of friends, or the package they are delivering gang, who are on their way to a separate
is stolen or lost, or the owner of an item to be crime. Perhaps the other group is prepared
stolen is the hosting a busy party. Be creative, to stay out of the party’s way, or perhaps they
but really test the characters’ mettle. decide to make some extra cash by taking on
Betrayed: They say there is no honor the characters’ job, too.
amongst thieves.
thieves. The party’s patron
patron intends I’ll pay you double: The target offers
to payThe
steel. them for their dirty
characters work in cold,
are betrayed, and sharp
must to
areatbeing
leastpaid
double the betray
if they moneytheir
the characters
employer.
fight their way out if they aren’t expecting it. Decide whether their employer is expecting



SUNDERED SKIES
SUNDERED SKIES

such a double cross, and has prepared for Salvage is not silver and gold—it is items
it. Some thought should be given to their with a practical use. Most scavengers set
patron’s defences and personnel, in case precious metals and gems aside in favor of
they take up the offer. materials like steel or even bronze.
bronze. Of course,
Rival villains: The party is not the only old coins can be made into an armored vest,
but fabric and building materials are more
group given the job. If they want to get paid,
valuable treasures in the resource poor
they are crew
criminal goingastowell
have to defeat the
as completing theother
task islands of the Sundered Skies. A ball of string
is literally worth more than its weight in
they were supposed to undertake. Create a gold.
group of Wild Card NPCs of similar skill and
power as the characters, these ne’er do wells For salvage discovered in a ruin, the type
should be much more ruthless and evil—if and value depends on the discovery. Junk
that is at all possible! could be badly corroded metal, bundles of
fabric, or bricks. A Goods level discovery
could be a rack of weapons, furniture, or a
chest. Discovering a Haul could include an
Salvage iron door, a wardrobe full of clothes, or a
bronze idol. Hitting the Mother Lode might
Many different treasures can be found mean discovering a fully-equipped workshop,
in the ruins of the Sundered Skies, though an armory of weapons, or an almost-intact
scavengers prize things they an use far more ship’s hull.
highly than precious metals or trinkets. When- These are only guidelines, and are not
ever you need to create a random reward for meant to limit your imagination. Take some
the heroes, use these tables to figure what is time to personalize the salvage you hands
discovered. out to your players. If the salvage is found in
Also, each of the beasts in the Characters the lair of a creature, it is probably heaps of
and Creatures chapter (which starts on page cogs left by devoured adventurers. Remem-
137) has an entry called Salvage, which lists ber to pay attention to the size and weight of
the level of goods heroes can scavenge from the items salvaged and also to break it down
the creature if it is defeated. The creature into the categories listed in the Trading and
does not have to carry the salvage on its Salvage rules on page 28. This will help you
person; the heroes may have to track it back figure the value when your players try to get
to its lair or discover where it hid its posses- a good price for their discoveries.
sions (depending on the creature, and the Of course, even after they have found the
salvage, the heroes still have to take it to
value of the loot). an island to sell. The Cargo column on the
Salvage finds are broken into four types, as
Salvage Table lists the number of spaces a
listed below. Roll 1d10, modified
modifie d as described
find takes up. It is possible that the heroes
below to find the value of the characters’ may have to make more than one journey to
discovery.. The percentage listed under Relic
discovery transport a large find to be sold.
is the percentage chance that a magical item
is present. If one is found, roll again on the
Relic Tables (see page 89). RELICS
RELICS
SALVAGE
SALVAGE TABLE
SALVAGE
SALVAGE TABLE Relics are items of great power and value.
If a relic is found in the salvage, roll a d20
Salvage Cargo Value (cogs) Relic
to determine the type of item found, then
Mother Lode 4 1d10 x 500 100% consult the appropriate sub-table to find out
Haul 2 1d10 x 500 50% what the relic can do.
do.

Goods 1 1d10 x 100 25% Makebreaks


a fight sure you roll any
out—if magic
a villain items
has before
access to a
Junk 1/2 1d10 x 10 1%
relic, he’ll use it.



ADVENTURES
ADVENTURES

RELIC TABLE
RELIC TABLE ARMOR
ARMOR
d20 ............. Type Roll a d20 to determine the type of armor
1-5 ................ Armor found, then another to determine its bonus.
6-10 .............. Melee Weapon Armor increases Toughness,
Toughness, shields increase
11-13 ............ Ranged Weapon Parry.
14-15 ............ Miscellaneous Item
16-20 ............ Potion d20 Type
1-5 Leather
MELEE WEAPON
MELEE WEAPON
6-10 Chain
Roll a d20 to determine the type of melee
weapon the heroes have found, then another
another 11-12 Corselet
to find its bonus. 13 Hide
If a particular result makes more sense 14-15 Full Helm
with the location or the hoard in which the
weapon was found, simply choose the most 16-18 Medium Shield
appropriate result instead. 19-20 Large Shield

d20 Type
d20 Bonus
1 Hook
1-10 Half weight
2 Dagger 11-15 +1 To
Toughness or
or Pa
Parry
3 Great sword
16-20 +2 To
Toughness or
or Pa
Parry
4 Battle Axe
5 Short sword RANGED WEAPONS
RANGED WEAPONS
6 Ironwood Sword Roll a d20 to determine the type of ranged
7 Rapier weapon in the hoard, then another to find
8 Axe the weapon’s bonus.
9-11 Long sword d20 Type
12 Great axe 1-5 Bow
13 Flail 6-10 Crossbow
14 Warhammer 11-12 Sling
15 Maul 13 Harpoon
16 Spear 14-16 Pistol
17 Staff 17-19 Musket
18 Halberd 20 Blunderbuss
19 Rib Blade
20 Stamp Hammer d20 Bonus
1-10 +1 damage
d20 Bonus 11-14 +2 damage
1-5 +1 damage 15-16 +1 Shooting
6-10 +2 da
damage; +1
+1 Pa
Parry 17-18 +2 damage; +1 Shooting

11
11-1
-15
5 +1 Par
arry
ry;; +1
+1 Fig
Fight
htin
ing
g 19 Half weight
16-20
16-20 +2 da
dama
mage;
ge; +1 Pa
Parry
rry;; +1
+1 Figh
Fightin
ting
g 20 Double Range Brackets



SUNDERED SKIES
SUNDERED SKIES

MISCELLANEOUS ITEMS
MISCELLANEOUS ITEMS 10 Goblet of Comradeship: If this
silver goblet is filled with water, all
Roll a d20 (or simply choose an item if you
those who drink from it gain the
prefer) on the table below.
Common Bond Edge for the next 25
d20 Item hours.
1 Battle Gauntlets: Clawed gauntlets 11 Scroll: Scrolls created either before
allow the wearer to make unarmed
attacks as if he was armed, and inflict the sundering
University or at the Athenaeum’s
on Shadowhaven contain
Str+d4 damage. the magical words to trigger one
2 Shadow Shield: A mirrored medium spell (GM’s choice). The spell is
shield which reflects voidglow. It automatically cast with a raise. If it
provides a +2 bonus on rolls to can be maintained, it has 20 inher-
resist Glowmadness. ent Power Points to do so. The
caster may use their Power Points
3 Dragon Mask: This fierce dragon to continue maintaining the spell.
mask enhances the wearer’s Intimi- Once used, the words disappear and
dation rolls by +2. the scroll crumbles to dust.
4 Wizard’s Tome:
Tome: Tomes from before 12 Ring of Resistance: This ring grants
the sundering which contain two the wearer the Arcane Resistance
spells of the GM’s choice. These can Edge.
be learnt by anyone with an Arcane
Background (Magic) given 4 weeks 13 Dragon Orbs:
stones grant Theseanblood
a sorcerer red
additional
of study for each spell and a Knowl-
edge (Spellcraft roll). 5 Power Points. These recharge nor-
mally.
5 Ring of Protection: This ring sur-
rounds the user with an invisible 14 Headband of Eyes: This headband
force, granting +1 Toughness. grants the wearer the Alertness
Edge.
6 Sky Compass: Similar to a way-
sphere, but much hardier. These 15 Amulet of the Eagle: The wearer of
portable devices allow an individual this amulet can fly as if he cast the
to discover islands as a waysphere fly spell. The amulet has 20 inher-
does, and even people (if blood is ent Power Points which maintain the
spell, and the user may also use their
used in place of dirt).
Power Points.
7 Augmented Plate: Full plate armor
16 Battlelord’s Mark: A torque which
that has been partially animated. It
weighs only 12lbs and increases the once fastened cannot be removed
until after the wearer’s death. It
wearer’s Strength by 1 step.
grants the wearer the Berserk Edge.
8 Burden Ease Oil: If an item is coated
17 War
W ar Woad:
Woad: This face paint provides
in this oil, its weight is divided by
the wearer with the Inspire Edge for
4 and treat the weapon damage one day. It can be used only once.
die as one lower (purely for mini-
mum Strength). Damage remains 18 Ghost Touch Ring: This ring allows
unaltered. Thus, a long sword can any weapon grasped in the wearer’s
be wielded by a character with d6 hand to harm ethereal foes.
Strength and inflicts d6+d8 damage. 19 Beast Mask: This mask provides the
More than one application of oil can wearer with the Strong Willed
Willed Edge.
be applied to the same item, with 20 Ravenwing Amulet: Anyone
cumulative effects. wearing this amulet can choose a
9 Amulet
increasesof
thethe Boar: Vigor
wearer’s This amulet
by one fleshforge
page 15. If power
worn byfrom the listthey
a wildling, on
step. take a second fleshforge power.



ADVENTURES
ADVENTURES

POTIONS
POTIONS 13 Viper’s Tongue:
Tongue: This foul-smelling
elixir causes the next Intimidation
Roll a d20 (or choose an item if you prefer)
or Taunt roll attempted by the
on the table below. Unless otherwise stated,
drinker to gain a +4 bonus.
the effects of a potion last for 10 minutes.
14 Love’s Embrace: Musky and fra-
d20 Item
grant, the drinker of love’s embrace
1-2 Dragon Blood: This bitter liquid
gives sorcerers the Rapid Recharge is wrapped
love he has in the memoryinofhis
experienced all life.
the
Edge for the next 11 hours. Drakin He is immune to glowmadness for
sorcerers are affected for 25 hours. the next 25 hours.
3 Glibweed: Brewed from a plant 15 Ghost Brew: The drinker of the icy
of the same name and favored by ghost’s brew temporarily gains the
traders, the next Persuasion or abilities of the soul used to create
Streetwise roll by the drinker is the liquid. He gains all of that indi-
modified by +4. vidual’s Edges provided he meets
4 Wyrmsight:
W yrmsight: A drinker of this spicy the requirements.
black brew can detect magical auras 16-18 Mother’s Restore: This potion is
and creatures (including those with thick and warming and removes
Arcane Backgrounds).
Backgrounds). all Fatigue. Any characters who are
5 Warrior’s
W arrior’s Fortitude: This rich, Incapacitated
Incapacitat ed from wounds are still
metallic-tasting potion bestows the wounded.
Nerves of Steel Edge. 19-20 Wound
Wound Seal: This pungent and
6 Mother’s Cloak: Sweet and sticky, strong, potion removes one wound,
mother’s cloak allows whoever but does not remove permanent
injuries.
drinks it to ignore any penalties on
the Fright Table for the next hour.
7 Warrior’s
W arrior’s Spirit: Brewed from
hardy herbs found only on the orc
isles, this potion bestows the Combat
Reflexes Edge on the drinker.
drinker.
8 Mother’s Slumber: If this burnt-
tasting potion is taken within a week
of suffering a permanent injury,
injury, the
injury is temporary instead.
9 Dispel: Removes all non permanent
effects cast upon the hero. This does
not include levels of glowmadness.
10 Fearlessness: The drinker of this
ghastly concoction is immune to all
the effects of fear. He also gains the
Overconfident Hindrance.
11 Warrior’s
W arrior’s Determination: A sour,
frothy mixture, this potion bestows
the Hardy Monstrous ability.
12 Glow Shroud: Always bubbling and
hot to drink, glow shroud causes

the drinker
for ten to He
rounds. become
gains a invisible
level of
glowmadness.



SUNDERED SKIES
SUNDERED SKIES

11. A hero learns of a relative or childhood


Complications friend who has got himself into trouble over
a matter of honor, and refuses to back down.
This list of ideas can be used to add spice If he carries on, he will end up glowmad. He
to an adventure you’re creating, or to further needs a double to stand in for him.
complicate one of the Savage Tales presented
in the next chapter. 12. An island the heroes need to visit is
1. In the heart of a city, the party finds a being
There isaggressively blockaded
no explanation by thesimply
for the action, elves.
lost child, who looks to them for help. He very hostile elvish ships preventing anyone
or she follows them everywhere until they landing on the isle.
reunite the child with his or her parents.
13. A great ruin is found in the Shattered
2. The heroes spot a trader in need. If they City and thoroughly looted, with the result
rescue him, he’s so grateful he tells them
that markets are flooded with gear. All rare
the scarce or abundant commodities at five
items are treated as uncommon for a week.
islands where he regularly trades.
14. The heroes get caught up in an
3. During a voyage, the characters discover
they have a stowaway on board. Whether a attempted coup. The insurrection might
young girl seeking her lost love, or a wanted succeed or fail, or can lead to a bloody civil
criminal fleeing the law, the heroes must war,, but the heroes’ vessel is impounded in
war
decide whether to return to port or go on. the port and a curfew prevents them moving
freely.
of 4. One of who
someone the heroes is thegone
has recently spitting image
glowmad, 15. One of the heroes notices a familiar
and is believed by some to have recovered. face on a wanted poster...his! He is being
How can he prove that he hasn’t before he named as a dangerous pirate chief and must
becomes a figure of religious awe? figure out how to clear his name.
5. A booming economy means the next isle 16. Wherever the heroes go, there are
the heroes visit has no scarce commodities frequent outbreaks of glowmadness. Soon
and all commodities are treated as abundant their visits are met with dread and suspicion.
for the purposes of calculating prices. Shopkeepers start refusing to serve them
and woman pull their children out of their
6. A change in the island’s orbit has taken it
away from its usual position. The inhabitants path. What is causing this? Is it coincidence
fear it will strike another isle and desperately or something more sinister?
seek to escape the predicted disaster. 17. The next island the heroes visit is suffer-
7. A plague breaks out on a small island ing a severe food shortage. Characters giving
the heroes have visited before. The Trade food to the starving islanders are hailed as
Council decides to blockade the island and heroes. Those trying to sell food are attacked
let the plague run its course, killing many of instead.
the heroes’ acquaintances, but breaching the 18. The heroes witness an assassination
blockade means breaking the law. attempt and are implicated in the plot by
8. Unknowingly, the heroes sail right into mistake.
a pitched battle in a silent war. If they return 19. Rumors abound that the Star Crater
fire, they’ve taken sides! contains hidden magical treasures. One
9. A young man keeps turning up on every adventurer claims to have been deep within
island the heroes visit. He seems suspicious, the barren rock and found an enormous
as if he’s following the group, but is actually magical workshop stuffed with artifacts.
desperately seeking his lost love. 20. A rare and valuable item is stolen while
10. A mysterious blight hits the floating the heroes are visiting a city. They are sus-

plant
eatingmatter skyshipsfood
the blighted catch as food.
suffers Anyone
a –1 to all pected
parties of
arestealing
chasingit,them,
and countless
seeking todifferent
recover
glowmadness checks that day. the precious thing.



S AVAGE TT
S AVAGE ALES
ALES

This chapter contains over 30 Savage Tales, “save the world” right from the start, or at all.
fleshed out adventures ready for you to run. In fact, it’s best if they have an understand-
When you see this symbol in the text ing of what it’s like living in the Skies first,
elsewhere in this book, it indicates a Savage as it will make some of the revelations more
Tale can be run when the heroes enter this shocking when they occur. Whatever the
location. The page number is listed in
i n paren- players choose, it’s completely up to them!
theses after the name of the adventure. Check
They can just wander the Skies looking for
whenever you see the symbol and see if it is
adventure if they prefer.
prefer.
time to run the scenario in your campaign.
Make sure to take a look at the adventure.
Some of them depend on events which may CONTINUING THE
CONTINUING THE CAMPAIGN
CAMPAIGN
have taken place in earlier tales. We’ll
We’ll tell you If you follow the Plot Points, the tale likely
if this is the case at the beginning of the tale. ends with the demonic invasion thwarted.
This doesn’t mean your campaign has to end
STARTING
STARTING OUT
STARTING
STARTING OUT though—the Skies are still full of adventure
Now it’s time to start your characters’ and intrigue. Will the elves and wildlings
adventures in the windswept Sundered Skies. come to terms with recent events?
W
Wee recommend you start with the Savage The Lightbringer is still out there, and
Tale, Scavenger Hunt. This gets your party demons stranded after the battle at the Heart
into the action, introduces them to the con-
continue to wreak havoc. And of course,
cept of glowmadness, hints at the fate of the
Skies and gives them command of a skyship. new islands still wait to be discovered. When
Scavenger Hunt: Start your campaign it comes
Skies to possibilities
are the limit! for adventure, the
with Scavenger Hunt, below.

PLOT POINTS
PLOT POINTS
Adventures with
with a symbol next to them Scavenger Hunt
(like Scavenger Hunt, above and right) are
“Plot Points.” The Plot Points contain the Where: Gateway (see page 78).
main storyline of Sundered Skies and must When: This tale is a fast and easy way to get
be played out if your heroes want to restore
your heroes together.
together. It gets them into the
the five Souls to the Soulshield and save the
Skies. Make sure you read these adventures action quickly and introduces them to some
in advance so you have some idea of what of the realities of life in the Skies. It also gives
they are about and when they should occur.
occur. them a “starter” skyship: a cloudskiff.
The adventure presents them with some
Don’t Let
though. push the
your Plot explore
heroes Points too
the quickly,
Skies at very dangerous situations, and binds them
their own pace. They don’t have to set out to together for the difficult tasks ahead.




SUNDERED SKIES
SUNDERED SKIES

INTRODUCTION
INTRODUCTION BARNACLE APE
BARNACLE APE ATTACK
ATTACK
The heroes are on a small cloudskiff, the As the heroes approach, four unusually
Chance, three days out of Gateway. A somber aggressive barnacle apes begin throwing
merchant, Tomas Hawke, has sponsored rocks at the island hopper.
them to investigate the wreck of a frigate The hopper begins 12” from the shore. At
called the Raven. least one person must row the hopper to the
Hawkes’ son, Allon, disappeared with the island (or it won’t move). Having two rowers
ship seven years ago, and the heroes are doubles its speed to 4”. The boat gives the
to recover his body. Allon wore distinctive heroes the equivalent of Light Cover.
black gloves embroidered with hawks, which Barnacle Apes (4): See page 138.
should make their task easier. For returning If two apes are slain, the remainder flee
the body, Hawke is willing to pay the princely back into the ruins.
sum of 1,000 cogs.
The Chance’s captain and lone crew is a THE RAVEN
THE RAVEN
superstitious orc, Karr Luckfinder, named The Raven crashed into the tower, causing
after all the charms he carries. He discovered it to collapse around the ship. Adventurers
the Raven and had the foresight to gather must either scale its hull (requiring two
some earth from the island upon which it Climbing rolls), or batter their way through
rests, without which it would be impossible (the hull has a Toughness of 8).
to find to
group again.
and Luckfinder is onlyfor
from the wreck, towhich
ferry the
he A disquieting sight awaits those climbing
onto the deck—the apes have collected the
is promised two shares of any salvage found. skulls of the Raven’s crew and piled them
After three
three days, things have become up into a pyramid; an open hatchway allows
monotonous. One deserted ruin pretty access to the lower deck of the wreck.
much looks like another. Not only If the hull is breached, the heroes arrive
have the ruins become familiar,
familiar, but directly into the hold. Unfortunately, they
so have your companions. have to deal with the effects of the foul smell
Have the players introduce their heroes and the apes at once (see below).
to one another, describing themselves, any
distinct equipment they have, and detailing THE LOWER
THE LOWER DECK
DECK
any Hindrances that have become obvious A terrible
terrible stench
stench wafts from below,
below, causing
during their time together. Some may know all characters to make a Vigor roll or suffer
one another already.
already. Anything strengthening one Fatigue level. After 15 minutes of fresh
the bonds between the heroes is encouraged. air, the heroes recover.
Once the characters have been introduced, The deck below has been smashed by a
continue with the adventure. large piece of masonry, which now forms
crude steps down into the hold. Descending
On the fourth day, Luckfinder
the steps is hazardous, and heroes must make
sights the wreck of the Raven. The ship
a single Agility check or suffer one level of
apparently crash-landed into a small Fatigue from bumps and scrapes.
island, causing a tower to collapse
around it.
THE HOLD
THE HOLD
Luckfinder waits with the ship while the
The hold of the ship is the apes’ lair. There
party investigates the wreck. He only has
is one for each hero, plus any survivors from
enough food and water aboard to wait three
the earlier fight. A larger,
larger, more intelligent, ape
days, and gruffly reminds the heroes he won’t leads them. This ape has fed on the demon
wait any longer.
longer.
Boarding the ship’s island hopper, the flesh in the
rupted. towerburn
Its eyes be low,
below , and
with has become
a hellish light cor-
and
party starts to row to the islet. its hands have mutated into vicious talons.




SAVAGE TALES
SAVAGE TALES

The light in the hold is Dim (see the been here for a long time. Around its feet
Darkness rules in Savage Worlds). The apes lie four decapitated skeletons, one of which
launch themselves at the heroes from the wears black gloves
gloves embroidered with hawks.
hawks.
darkness, while the corrupted ape hangs This creature is a Grisly Puppeteer, a form
back and throws rocks. Once half the apes of demon. It flies into a rage as the heroes
are defeated, it leaps into combat. enter,, bellowing that it is waiting to go home.
enter
Barnacle Apes: See page 138. It animates out
opponents theinto
skeletons, and tries to herd
the void.
CORRUPTED BARNACLE
CORRUPTED BARNACLE APE
APE Grisly Puppeteer (1): See page 151.
Attributes: Agility d8, Smarts d6, Spirit d6, Skeletons (4): See page 162.
Strength d8, Vigor d6
Salvage: The weapons are worth Goods
Skills: Climbing d12, Fighting d8, Guts
d6, Intimidation d6, Notice d6, Stealth d6, level salvage. One of the skeletons wears an
Throwing d6 iron charm embossed with a behemoth above
Pace: 6; Parry: 7; Toughness: 6(1) something similar to water. This charm is very
Edges: Acrobat, Dodge important for what comes next.
Gear: Thrown rocks (3/6/12, Str+d4)
Special Abilities: THE CHANCE
THE CHANCE
* Armor +1: Matted thick fur When the heroes return,
return, Luckfinder
Luckfinder is very
* Bite/Claws: Str+d6 taken with the charm and claims it, forgoing
* Leap: Barnacle apes can leap great dis- all otherto
returns salvage. Hehis
piloting pins it to
ship, hissatisfied.
well clothes and
tances, with +2 Fighting and damage.
During the journey back to Gateway, the
AFTERMATH
AFTERMATH heroes are alerted by Luckfinder’s shrieks.
Once the apes are defeated, the heroes His body is blazing with voidglow.
voidglow. Every hero
can explore the hold. They find Junk level
salvage, but no bodies. A Notice roll locates a
narrow crawlspace into the wreckage of the
tower.. Small heroes can stand in this tunnel;
tower
others must crawl. The stench here is much
worse than elsewhere in the ship, calling for
another Vigor check as above.

THE TOWER
THE TOWER
The tunnel leads to a partially collapsed
landing. The way up choked with rubble, but
the spiral stairs leading down are clear.
On the landing is the half-eaten corpse of a
misshapen, obese humanoid—the source of
the smell. It seems to have been undergoing
some transformation at the time of its death.
A Notice roll detects
detects weeping from below.
below.
The stairs end in the basement of the
tower. The room appears to have once been
an armory: racks of old and corroded weap-
ons line the walls. One wall has collapsed,
allowing voidglow to flood the chamber.
chamber.

theAn,
farobese, humanoid
wall with creaThe
creature
its talons. ture stones
scratches at
at
bear
many deep grooves and scratches, as if it has



SUNDERED SKIES
SUNDERED SKIES

CHARM OVERBOARD!
CHARM OVERBOARD
A Dragon’s Rage
Where: Gateway (see page 78).
If your players are reluctant to let
Karr keep the charm, he backs down When: If the heroes ask for Joeseth, they
and chooses something else. However, learn he is found either on God’s Parade, or
roaming the Shattered City in his ship, The
no matter
charm, how well
he seeks it outthe
andheroes
steals hide
it. the Forgotten Purpose
Purpose.
If they decide the charm is too weird to Joeseth worships the Rotting One as the
keep for some reason and throw it over- goddess of Love. He claims she made the
board, it stops in mid air, just outside of ultimate sacrifice to protect the Skies, but was
the heroes reach. It turns quickly, catch- prevented from passing on to her reward.
ing and magnifying the glow, then fires a He actively opposes and studies the Bright
beam of concentrated glow at Luckfinder,
Luckfinder, Cabal, though most think him mad.
who has come
come to investigate
investigate the fuss. The
glow consumes him, and the game con- Bone Queen, an ancient rotting liche, is
tinues as written. the high priestess of the Cabal. Her body has
Novice heroes cannot thwart the will of decayed so badly she cannot leave the cabin
a god so easily! of her barge, Soulflame. This terrible vessel,
hollowed from the corpse of a dragon, is
crewed by zombies and ghouls, and com-
manded by vampires and wraiths.
must make a glowmadness
glowmadness checkintensifies,
Level. The glow or gain a
until Karr cannot be seen at all. A booming THE PLAN
THE PLAN
voice is heard from all around.
around.
Bone Queen harvests the battlefields of the
“I am the god Lightbringer, but Shattered City to replace crew and feed her
before my insanity I was Oceanius, ghouls. Joeseth usually tries to reach these
Lord of the Oceans. battlefields first, removing corpses and souls
from the Cabal’s grasp. He is very excited
“The disk you found was a holy about the heroes’ desire to board Bone
symbo
sym boll of my
my pries
priests.
ts. I have
have not
not seen
seen its Queen’s ship. He even has a plan.
like since before the dawn of this world.
Joeseth offers to provide each hero with
“Seek these artifacts of the Souls in a potion that induces a state resembling
preparation for the final battle. The undeath, but does not inhibit their actions at
fuel that burns
bur ns in the Queen’s barge;
bar ge; all. If the heroes can reach a battle site before
the armor
ignored byofmy
Orcbane; Festival’s
followers; harp,
the hammer the undead,
be taken they canthe
onboard drink their potions
Soulflame. and
Deathly
of the damned dwarf; and the raven pale, they can mingle with the crew and
staff.. Recover them all, for soon the
staff explore the ship.
Shield will fail again. If they can find the death barge’s engine
“Begin your quest by seeking Joeseth and disable it, the heroes can locate the fuel.
Truthbearer in Gateway…” They can then steal a skiff and fly to Gateway
using earth sown into their clothing to guide
The glow disappears leaving an enraged the ship’s waysphere.
ogre where Karr once was.
If the heroes agree to his plan, Joeseth
Ogre (1): See page 159 (reduce his leads them to the site of a battle between
Toughness to 11, as Karr has no armor). pirates and wishes them luck. The heroes
Upon returning Allon’s remains, Tomas only have to wait two cycles (make checks for
pays the heroes as agreed and allows them to glowmadness as usual) before cloud skiffs
keep the skiff. Skies
the Sundered The group is now
in search free to roam
of adventure as are spotted—the
arrived. Drinkingharvesters of the
the potions dead have
renders the
Tomas is left to grieve. heroes unconscious.



SAVAGE TALES
SAVAGE TALES

SOULFLAME
SOULFLAME The room’s walls and floor are ribbed with
bone struts and covered in scaly leather.
Bone Queen’s flagship is a fearsome Opposite the heroes, 10” away, another pair
sight—the enormous decaying corpse of a of bone doors are built into the remains of
dragon. Constructed within and around its the other hind leg.
bones are decks, gun emplacements and The Engine: A massive engine engraved
viewing
empty eye galleries.
sockets A fiery
and lightdragonbreath
a huge burns in its with arcane
furnace doorglyphs covers
is locked the arear
with wall.
large Its
rusty
cannon juts between its jaws. bolt, and heat distorts the air around it. Six
zombies and a ghoul, supervised by a wraith,
Its outstretched wings have become near- stoke the furnace with hooked bone poles
fossilized and now serve as gun platforms. A through holes resembling screaming mouths.
large structure, made from bone and silvery Engraved bone pipes channel the power from
skin, encompasses the hind legs, a huge piv- the hellish engines through the floor.
oting fan-like device hanging below it.
The room is filled with an unnerving
Acc/Top
Acc/T op Speed: 6/12; Handling: +1; Climb: screaming sound. On entering, each hero
3; Toughness: 24 (4); Crew: 120 zombies, must make a Guts roll or suffer a –1 to all
40 ghouls, 6 vampires, 2 wraiths; Guns: 32; actions as long as he remains in the engine
Notes: Heavy Armor room.
Weapons:
W eapons:
Steering wheels: A complex
complex device, domi-
* 32 Cannons
Cannons (30 rounds per cannon)
* Mammoth dragonbreath (Range nated
center by a large
of the waysphere,
room. stands
Three ghouls, in the
using an
50/100/200; Damage 3d10; Crew 3) (30 array of bone wheels, make constant adjust-
rounds). ments to it, controlling Soulflame. Their
attention never wavers from scrying crystals
ABOARD THE
ABOARD THE SOULFLAME
SOULFLAME
The heroes awaken to find themselves in a
room constructed from skin and bone, domi-
nated by a huge pile of corpses. A large bone
door is the only exit.
The zombie crew have already removed
the characters’ weapons—to recover them,
they must fight.
Zombies (1 per hero): See page 167.
After the combat, the heroes are free to
find the engines. The room they awakened
in is located deep in the belly of the dragon.
Due to the potion, the heroes are able to
move freely through the ship—zombies
ignore them and the ghouls assume they are
following orders.

ENGINES OF
ENGINES OF DEATH
DEATH
As they make their way through the ship,
the characters are aware of a powerful vibra-
tion. A successful Tracking roll can follow this
to their goal. A bone staircase constructed
within one
descends toof the hind
large, bone,legs of the
double dragon,
doors cov-
ered in tattered dragon skin.



SUNDERED SKIES
SUNDERED SKIES

set in the left wall, giving them a panoramic been destroyed, the dragon turns a knowing
view around the ship. They do not attack gaze upon the heroes and with a roar of,
intruders (though they defend themselves if “RESTORE MY SOUL!” disappears.
attacked). The ash settling on the waysphere burns
Soulstoke (Wraith): See page 172. with a spectral flames, which flare and spread
Ghouls (3): See page 149. swiftly through the ship, destroying every
Zombies (6): See page 167. undead on board.
leaving her Boneghost.
a confused Queen is destroyed,

THE HEAT
THE HEAT OF
OF BATTLE
BATTLE A DRAGON
A DRAGON RESTORED
RESTORED
The following are key events that occur Whitefire repossesses his body.
body. His near
during the battle. fossilized wings beat for the first time in
Soulstoke: On the second round of centuries, throwing gun emplacements and
combat, Soulstoke’s eyes turn the color cloud skiffs into the void. The body begins to
of yellowed bone, a sign of Bone Queen’s disintegrate as the dragon shakes itself free
possession. Each round, she casts a skin of the trappings of the undead.
dissolving bolt using d12 Spellcasting plus a Salvage: Heroes searching Soulflame can
Wild Die, and causing
causing 2d6 damage. collect salvage equal to a Haul roll, but they
Reinforcements: Once Bone Queen have only a few minutes to grab a nearby skiff
becomes aware of the events in the engine and get off the rapidly decaying dragon.
room, she orders a vampire spawn to lead a The ash from the furnace enchants a fire-
force of 20 zombies to deal with the heroes. arm belonging to a hero who opened the
This force arrives ten rounds later—the furnace door (or a hero nearby if he doesn’t
horde can be heard approaching four rounds possess one). The barrel transforms into the
before they arrive. If any attempt to block the neck and head of a dragon, while the stock
door is made, the zombies must batter them and butt become covered in scales.
down. This takes five rounds. The gun never needs to be reloaded (but
Vampire spawn (1): See page 164. can only fire once per round) and now fires
Zombies (20): See page 167. a flaming shot, which has a 1 in 6 chance
of setting a target alight. Wounds caused to
An undirected ship: If the ghouls flying undead by this weapon cannot be soaked.
the ship are killed, Soulflame starts to drift.
Rocks strike the ship whenever a deuce is Each time the gun is used in combat, the
drawn for initiative. Everyone must make an character spends the next complete sleep
cycle (or day) with both the Bloodthirsty and
Agility roll or be knocked
The furnace knock
door:ed prone. V
Vengeful
engeful Major Hindrances. This counts as
The rusted bolt can one level of glowmadness.
be worked loose, but not easily. Up to two
characters can cooperate on a Strength roll This firearm is the artifact of the Souls the
(–6). Opening the doors releases Whitefire’s heroes sought upon Soulflame, though they
ghost in the form of an ethereal dragon. The might not initially realize this.
heroes who opened the doors are covered in
ash—the remains of the dragon’s heart which AFTERMATH
AFTERMATH
powered the engine. As they pull away from the dragon’s corpse,
The ghostly dragon circles the room, Whitefire relaxes and the ship disintegrates.
breathing ethereal flame over everything. The heroes have a five day journey back to
Living beings are unharmed, but undead are Gateway, and the chances are they don’t have
destroyed instantly (the potion the heroes any water (see Thirst in Savage Worlds)
Worlds).
may have taken only makes them seem Haunted! (124): The vengeful ghost of
undead—they
quarter of anyare
A quarter unaffected
d in theby
undead
undea the flames).
room are con- Bone Queen
confused now
and haunts
weak herthe heroes.increases
power Initially
sumed each round. Once all the undead have gradually over time.



SAVAGE TALES
SAVAGE TALES

have been unknowingly aided by Light-


Orcbane bringer in their hunt—the void masks their
presence.
Where: Dragon’s Spine (see page 69).
After several days without luck, Orcbane
When: Run this Plot Point when the heroes finally takes the bait, attacking from an alley
spend some time carousing, or if they run with The Drop. Each hero must draw a card—
into any friendly drakin. the value of the card is the number of inches
The Foreign Quarter has been in a state they are away from the attack. Orcbane does
of constant panic since a recent spate of not retreat or give quarter and concentrates
murders started. Some believe voiders are to his attacks on his victim, while the bound
blame, while others suspect the Vigilant—an spirits fight off any would-be attackers. If
old cult of vengeance seeking to punish orcs the battle lasts for ten rounds a squad of six
for their past deeds—has resurfaced. The drakin militia joins the heroes.
Quarter is now a seething cauldron of fear Orcbane (1): See page 171.
and mistrust. Fist fights are frequent, and
glowmadness symptoms are common. The Bound spirits (10): Treat as ghosts
killer attacks lone orcs, evading all attempts (see page 149).
to catch him. Vigilante orc mobs roam the Drakin militia (6): Use island militia
streets at night harassing non-orcs, while stats (page 155), add the Small Hindrance.
orcish speakers call for a return to the old Orcbane turns into a female glowborn
ways. once defeated. She smiles, despite the pain
In truth, the perpetrator is the twisted of her wounds.
abomination called Orcbane—a glowborn
“Thank you. I thought the hell I
woman possessed by the the soul
soul of Watcher (see
page 66). The insane orc believes these atroci- inhabited before was bad, but…but
it was nothing compared to sharing a
ties will reawaken the true orcish nature.
body with such a beast…”
Heroes openly wandering the streets are
attacked by an orcish vigilante mob (five orcs She then dies with a serene smile, then
per hero). After five rounds, a squad of 30 vanishes, leaving only the evidently ancient
drakin militia arrives to break up the riot. armor she’d been wearing.
Arrested characters
characters are charged with causing
causing
a disturbance and fined 300 cogs each after a AFTERMATH
AFTERMATH
brief (and unfair) trial. Soulhide, Watcher’s ancient hide armor,
grants +3 Armor, weighs 12 lbs, and bestows
Orcs (5 per hero): See page 159. the Berserk Edge upon its wearer.
wearer. The wearer
Drakin militia (30): Use island militia
also commands the ten bound thrall souls.
stats (page 155), add the Small Hindrance.
They refuse any violent orders (they are too
traumatized by Orcbane’s commands), but
A TORTURED
A TORTURED SOUL
SOUL willingly serve as crew aboard ship. Ghostly
The only way of luring the killer into the crew are immune to Crew Critical Hits.
open is with bait—a lone orc. The drakin The armor is a manifestation of Watcher,
authorities have already tried this without who is cowed, but not defeated. A berserk
success, leading orcs to suspect a conspiracy. hero wearing Soulhide must make a Spirit roll
Heroes without orcish contacts can hire a or have his Smarts permanently reduced by
suitably suicidal orc, named Ulak, for 100 one step. Reducing Smarts below a d4 allows
cogs a day. W
Watcher
atcher to possess the hero. The doomed
In fact, there is no conspiracy—Orcbane hero transforms into Orcbane, becoming a
uses the bound
to detect souls allowing
all around, of his previous
him tovictims
evade GM controlled NPC,
his mission—he must and flees todown
be tracked continue
and
capture and seek further victims. The heroes defeated again to regain the armor.



SUNDERED SKIES
SUNDERED SKIES

DOORWAY TO
DOORWAY TO HELL
HELL
The Iron Citadel
Arriving at the Star
Star Crater,
Crater, Samar leads
leads the
Where: Any tavern. heroes deep into the ruins, eventually stop-
ping before a constructed wall. Samar claims
When: Run this scenario after the heroes the wall was not here before—he remembers
have retrieved a second artifact, but before a heavy door embossed in gold. The wall has a
they seek the third. Toughness of 12 and can only be damaged by
In the tavern, the heroes notice an unkempt blunt weapons. If the heroes had the foresight
human with white streaked hair and plenty to bring suitable tools, they can take down
of coin drinking from an iron tankard, which the wall with a few blows. Otherwise, after
prominently bears the symbol of Oceanius five attempts at smashing the wall, they have
(see page 96). Drinking heavily, he regales to make a Vigor roll with every subsequent
passersby with his tale. attempt or gain a Fatigue level, which can be
removed with five minutes rest. Rubble from
“Here the sad tale of Samar, his the wall provides Goods level salvage.
scavenging band, and the doom they
found in the Iron Citadel. Beyond is a square chamber measuring 10
yards to a side, with voidglow leaking from
“My scavenging crew heard rumors between the bricks of the far wall. A damned
of a mother lode somewhere in the golem stands in the center of the room, cov-
Star Crater ruins. ered in flayed skin. A bearded face, similar to
“Searched for days we did, finding
Samar’s, is pinned to the center of its torso.
Horrifyingly, the face opens its eyes and starts
nothing. Then Natalia got caught in a to scream.
rock fall uncovering a door. Behind
the door, everything was iron—the Samar fails his Guts roll and immediately
floor,, the walls, the chairs and tables,
floor rolls on the Fright Table with a +2 penalty.
even the plates. We should have real- The golem does not pursue attackers, but
ized nothing could ever be this easy, defends the far wall to the full extent of its
but we were foolish. abilities.
The far wall is an illusion covering a portal
“Jon heard it first—a screaming into Hell. Anything placed against the wall
burrowing into your skull and making causes the illusion to ripple like a pond.
your brain ache. Then creatures I call Testing with a hand causes a momentary sen-
maulers, terrible headless creatures sation of great heat, but no lasting harm.
with mouths on the ends of their arms,
attacked and tore my mates apar
apartt in Anyone entering the wall is surrounded by
front of my eyes. voidglow. Companions cannot be seen, and
voidglow.
there is a definite sense of movement toward
“How I escaped I dunno, but I did, an unknown destination. The heroes can’t
taking with me a few trinkets I had turn back and are unable to keep track of
gathered. I ain’t been back since, but time as they travel—during this journey they
with fellows like you to help me we are forced to relive every wrong ever done to
could become richer than our wildest them, however slight. They gain two levels of
dreams.” glowmadness, each resisted by a Spirit roll.
Samar wants revenge and is consumed Eventually they are overcome by tiredness
with greed. He sees the heroes as a chance and lose consciousness.
to redeem himself. If asked, he confirms his The heroes come to, lying on an iron floor
tankard came from the ruins. at the foot of an iron statue, a likeness of a
huge demon, its fanged mouth streaked with
Samar:the
but remove UseMean
the stats for a veteran
Hindrance. Samarpirate
has blood-like rust.
Haul level salvage. Damned Golem (1): See page 140.



SAVAGE TALES
SAVAGE TALES

ARRIVAL HALL
ARRIVAL HALL Heroes making a successful Notice roll
hear a distant sound of many snarling beasts.
This unpleasantly warm room is dimly lit
If Samar hears this sound, he must make yet
by a ruby red light from a large shuttered another Fear roll. The maulers are coming!
window.. The only sound is a low,
window low, insistent
buzzing with no obvious source. The heroes have five rounds to prepare.
The table cannot be overturned (it’s far too
Everything
walls, heredoor,
the single is made
door , the from
floor, iron—the
floor, even the heavy), but Hall
the Arrival chairsdoorway.
can be used
Eachtochair
barricade
takes
vaulted ceiling has iron beams bracing it. Strength d8+ to move. Four provide the
The room is empty apart from the fearsome equivalent of Light Cover, eight gives Medium
statue—10 foot tall, with a bloated iron belly. Cover.
Large serrated teeth fill its bestial muzzle. The maulers are very ferocious, attacking
If somebody opens the shutters, read the wildly with no thought for their own safety.
safety.
following: Once they are dealt with, the heroes can start
exploring the citadel and collecting salvage.
A cracked and parched landscape
Maulers (5 per character): See page
stretches as far as the eye can see, 157.
below a sky swirling with blood red
clouds. The low buzz becomes clearer
clearer,, Treasure: The plates, cutlery and gob-
a gasping choking
choking scream, as if a mil- lets on the table are worth several Mother
Lode rolls on the Salvage Table. Let the
lion people are crying out. heroes carry as much as they wish, taking
One of the red clouds suddenly into account encumbrance.
changes direction, moving against
the wind towards the citadel, its color JOURNEY THROUGH
JOURNEY THROUGH
THROU HELL
GH HELL
deepening visibly. It explodes in a As the heroes are deciding which direction
downpour of blood. to travel, they are assaulted by a painful psy-
chic scream.
The downpour has torn a hole in the
clouds, through which shines a light “YOU ARE HERE…Thank the heav-
filling your hearts with hope, a light ens. I don’t think I can hold out for
like none you have never seen before much longer… YourYour world is in terrible
in the constant glow of the void. The danger… The Soulshield is weakening
source of this light is a globe, existing and HE will regain his power… I need
despite all this
this hellish
hellish place
place can
can throw
throw your aid… Hurry!”
at it. It calls to you, Home.
Home. As they recover, the heroes become aware
All heroes witnessing this must make a of a presence somewhere within the citadel.
They have no idea how to reach it, but they
Guts roll at –2. If a player grasps the truth
do know where it is. Reaching the presence
and states they are in Hell and the globe is
takes five hours of walking and backtracking.
the Sundered Skies—effectively a bubble in A successful Tracking roll reduces this time
Hell—the penalty is increased to –4. to four hours, or three with a raise.
The citadel is a dangerous and unpredict-
FEASTING HALL
FEASTING HALL able place, and the environment changes
Beyond the door is a hall 20 yards wide, with no warning whatsoever
whatsoever.. Food
Food and water
stretching in both directions as far as the spoils and rots, even in the stomach, traps
eye can see. Banners with demonic designs, suddenly rip, tear or burn with acid, and
some which seem to twist and change, deco- such like.

rate the plates


cutlery, walls. A large
and iron table
goblets set with
runs the iron
length of After except
citadel every hour of travel
the final hour, through the
each player
the hall. must draw a card from the Action Deck. If



SUNDERED SKIES
SUNDERED SKIES

they draw a face card then they must roll on Pace of 6 or lower), and has an Agility of d6
the table below. Shuffle the deck after each for purposes of the chase. It vanishes after
encounter. three rounds, seeping back through the floor
d10 Effect again.
1 Demonic dehydration Heroes fleeing from the lava must navigate
2 Gut rot a sparse obstacle field (see Obstacles in the
3 Death trap: Sparse Savage Worlds rules), using their Agility
4 Fire instead of Driving. Failing an Agility roll
5 1d10 maulers attack causes them to trip and fall, and halves their
6 Death trap: Thick movement for one round.
7 Lava wave The lava does 3d10 damage if it catches
8 Extreme heat a character, but then ceases to exist for
9 Bloodfly swarm him. The lava is a magical manifestation of
10 2d10 maulers attack demonic hatred.
Extreme Heat: The iron upon which
Demonic Dehydration: The character
the heroes stand becomes red hot inflicting
must make a Vigor roll at –2 or become so
2d8 damage. The increase in heat is gradual
dehydrated her skin actually cracks. The
and the characters can attempt to avoid the
character takes 2d8 damage and suffers a
damage by finding another route, but this
Fatigue level.
adds another hour to their journey.
Gut Rot: The food in the hero’s stomach Bloodfly Swarm: A bloodfly swarm engulfs
rots, inflicting 3 Fatigue levels (this can lead
the party (page 140).
to death). The victim may make a Vigor roll
for each level to negate it.
SOULS IN
SOULS IN THE
THE W
WALLS
ALLS
Death Trap: The heroes are surrounded
by deadly traps. Spinning blades pop out The final hour of travel is through a maze
of the floor, gargoyle statues start spitting of mirror-like iron corridors. Those looking
acid, or maybe demonic faces appearing in at the reflections see their companions giving
the floor biting at the heroes’ feet. Try to be them dirty or calculating looks behind their
imaginative in describing these perils. backs, even occasionally going so far as to
gesture obscenely.
Run this encounter as a collision hazard
(page 152) but halve any damage. The heroes Eventually, the mirrors become trans-
use Agility rolls to avoid the traps. If two play- lucent—thousands of bodies have been
ers both draw a death trap in the same hour, crammed into the spaces behind the walls.
then the length of the hazard is dictated The heroes can hear them moaning in pain
by both their card draws, and the hazard is and pleading for a release.
classed as Thick. Breaking the walls is no easy task. They
Fire: The character suddenly bursts into have a Toughness of 12. Each time a wall is
flames, taking 1d10 damage each round until struck it reverberates like a huge gong.
the flames are put out. See the rules for Fire Three rounds after the first wall is struck,
in the Savage Worlds
Worlds rulebook. a horde of maulers (three per character)
Mauler Attack: A great swarm of maulers investigate. They are reinforced two rounds
ambushes the party. later by spined brutes and grotesques (one of
Lava Wave: Molten lava boils up through each per character) led by an invisible Swarm
the floor plates, becoming a wave which Mage. It spends a round observing the battle,
chases the characters. Use the Chase rules boosts its Fighting skill, and attacks from
in the Savage Worlds rulebook. The Range surprise.

Increment
lava movesatatthe startofof13”
a Pace theper
chase is 1”.(so
round The
it Breaching
trapped theWhite
within. wallslight,
releases the souls
containing faint
has a +1 to its rolls against characters with a images of laughing faces, fountains out of



SAVAGE TALES
SAVAGE TALES

the breach and disperses into the air. Any “Your world was originally called
demon Extras witnessing this are automati- Heartland, and was created to
cally Shaken. imprison the heart of a Demon King
Swarm Mage (1): See page 163. who has the power to destroy all of
Spined Brutes (1 per hero): See page creation, and rework it in his own
163. image. His heart, which must never
Grotesques (1 per hero): See page touch earth or stone, spun at Heart-
152. land’s core. His mortal worshippers
Maulers (3 per hero): See page 157. were punished, stripped of their souls.
and bound into a Soulshield, to hide
THE FALLEN
THE FALLEN ANGEL
ANGEL Heartland from his searching
searching legions.
Five special souls, each willingly
Eventually, the heroes descend a twisting
dark stairway, hundreds of feet long. donated by a mighty hero, cemented
the shield and held it in place.
The last few steps are sticky with blood.
At the foot of the
the stairs stands
stands a shining, skin “Enough time passed for even gods
covered door. The presence they felt earlier to grow complacent. The war,
war, when it
is directly behind the door. came, surprised us all. Gods, angelic
The door opens into a torture chamber hosts, and mortal armies rallied to
40” wide and 100” long. A naked humanoid
creature is strapped to an infernal iron rack the cause, and
Eventually we fought
threw athe
final battle.
demonic
in the center of the room. This creature
could once fly, but only scarred stumps jut- hordes back, sealing the portals they
ting above its shoulders remain. It has been had created. But their attack was
partially skinned, revealing muscle and sinew.
sinew. only a feint.
Dozens of wicked looking needles drain the
creature’s vital fluids into large iron tanks.
If the heroes approach, needles rip free
from the creature’s flesh and rake at them.
The needles have a Fighting skill of d6, inflict
d6 damage, and up to 6 can attack each hero
who comes within 6” of the rack.
rack.
If the heroes cut the creature free it bathes
the heroes in a pulse of light, transporting
them back to the arrival hall. Each hero
making a successful Vigor roll (ignoring
damage penalties) heals one wound.

BACK
BACK TO
BACK
BACK TO THE
THE VOID
VOID
The arrival hall remains exactly the same
as when they left it. The creature addresses
the heroes telepathically.
“I am Jophiel, one of the Celestial
Lancers. The demons use my blood to
open their gate into your world, pour-
ing it into this statue’s dreadful maw.
My last act will be one of gratitude
and sacrifice.
needed to saveI give
youryou the and
world knowledge
return
you there.



SUNDERED SKIES
SUNDERED SKIES

“While these battles raged across Jophiel drags itself over to the statue, and
Heartland, demonic sorcerers, in a impales its hand upon the statue’s teeth,
desecrated temple, worked their ter- blood filling the mouth and pouring onto its
rible craft and completed a profane belly. The angel slumps, kept upright by its
spell sucking Heartland into Hell. impaled hand.
“Reacting to the nearness of its
comatose body, the heart spasmed BATTLE
BATTLE OF THE
OF THE DAMNED
DAMNED
With no immediate way out, the heroes can
and sundered the world. Only shards
survived, orbiting the heart at the do little but pray while the citadel shakes and
center of a vast void. The Soulshield shudders around them. The strain proves too
held, and the Goddess of Love sur- much and the outer wall of the hall collapses
rendered her eternal life to bolster out onto the plain.
it, preventing the armies of the abyss A group of damned soldiers equal in
from retrieving their prize. number to the heroes clambers over the
rubble and attacks.
“The gods within found they could
This small group is only a vanguard of a
not escape the Soulshield and were
much larger force. Thousands of soldiers
trapped within this strange new
make their way towards the wreckage and
world. But even gods can’t resist the the heroes. There is no sign of the portal
influence of the abyss. The Lord of opening soon, the heroes are in a hopeless
Oceans,
defined bereft from the slowly
his existence, element went
that situation, and they lack the numbers to
defend themselves from such a horde.
insane becoming the god you call
Lightbringer,, He amplified the warp-
Lightbringer Let the heroes make whatever preparations
ing effect of the abyss, creating the they can and then, just when all seems lost,
voidglow. offer them some hope in the form of the spir-
its released earlier from the walls (if any).
The ghost of the Goddess of Love, These souls, hungry for some vengeance
unable to escape the Skies even in against their tormentors, materialize in ranks
death, gathered up the unquiet spirits
spirits around the heroes. If the heroes didn’t release
of those who perished in the Sunder- any souls from the walls, they will be quickly
ing. Over time she became the goddess overrun and killed by the vast demonic army.
of the undead, who you know as the As the last hero dies, the portal opens as
Rotting One. described below.
Use the Mass Battle rules. The forces of hell
“Millennia
wrong. later,
The five soulssomething
have beenisstolen
going have ten tokens and the heroes only six. The
from their rightful places, fatally damned soldiers are led by a black general
weakening the Soulshield. Demons who has a Knowledge (Battle) skill of d10.
are influencing events within your The heroes have a minor terrain advantage,
world, and will eventually destroy it. giving their enemy a –2 penalty. A different
player should roll each turn unless a charac-
“ You have already recovered two of ter has the Knowledge (Battle) skill.
these souls, for each is imprisoned in If the heroes reduce the demons to five
a relic.
r elic. You
You must recover the remain- tokens, the black general decides to deal with
ing three and restore the shield. them personally. Effectively, the battle goes
on hold until the demon is dealt with. Should
“Remember all I have said and be
the general be slain, the demon horde rolls a
strong. I gladly go to my death know-
know -
d4–2 Knowledge (Battle).
ing I have given creation the faintest
Damned Soldiers (1 per hero): See
sliver
for of portal
the hope. Ittomay takeI some
open. wish time
you page 141.
luck!” Black General (1): See page 139.



SAVAGE TALES
SAVAGE TALES

After six rounds of battle, Jophiel’s blood “Welcome, Friends! Forgive the
opens the portal. The heroes (dead or alive) meager meal, it has been a very long
and any surviving released souls are drawn time since I had guests. Please, eat
into a tunnel of light. Sometime later, the your fill!”
heroes awaken in the Star Crater.
Crater. The way to During the meal, Festival questions the
the Iron Citadel has been closed forever. heroes about the important events in their
lives and recounts some of their adventures,
AFTERMATH
AFTERMATH though with errors. He is aware of them
Any attempt to collect salvage from the through tales told by his muses, but apolo-
citadel nets salvage worth 20,000 cogs. The gizes for the errors, explaining some of the
salvage they piled up is drawn into the portal more inexperienced songpriest’s embellish
with them. Each surviving hero absorbs one their tales. This is said with a piercing glance
of the released souls and may automatically at any songpriests present.
take a free Edge for which they qualify. He evades questions about his appearance
Dead heroes are returned to life, but still to glowborn and wildling heroes, stating
suffer any permanent injuries. they cannot be ready for those answers yet,
or they wouldn’t have asked.
Jophiel’s soul has also returned with the
heroes. It possesses their ship’s waysphere, Festival knows what they seek—the harp
causing it to shine with a golden light. The of Balladeer—which currently lies within the

possessed waysphere
sional Edge bestows
on the captain ofthe
theAce Profes-
ship, but ruins Lightlord,
as a lair. Festival the voider high
accompanies priest,
them uses
on their
only when he is on the ship. The waysphere mission.
can be transferred between ships, taking a Before they embark on their trek across
week to attune itself to
to a new vessel. the isle, Festival has a gift for them—a crystal
pendant pulsing with shifting colors. He tells
them it is a gift for his brother,
brother, the Battlelord.
They must give it to him when they get the
The Mad God chance. See A Call to Battle (page 108).
Where: Aria (see page 68).
THE JOURNEY
THE JOURNEY
When: Run this Plot Point after the heroes
have spent some time exploring the ruins. During the seven hour journey, Festival
points out individual ruins, telling the heroes
The heroes hear sweet music from within a of the revelries that took place within. These
nearby ruined temple of Festival. This music stories are so powerful they cause spectral
removes all of their Fatigue and glowmadness manifestations to appear.
appear. The ruins are seen
Levels—it also increases their Spirit attribute in their previous grandeur and revelers can
by two steps for the next 25 hours. be heard within. Alarmingly, Festival interacts
Investigating, they discover a manifestation with these phantasms as if they were real—a
of Festival, dressed in spotless bardic garb hint he is losing his grip on sanity.
sanity. A success-
seated upon a throne, and playing a lute. This ful Notice roll spots momentary cracks are
being appears to each hero as the ideal of appearing in the gods flesh and clothing,
their species. A wildling sees a female elderly which shine with voidglow.
voidglow.
elf and a glowborn sees him as a member of Eventually, Festival points out a ruined
an unknown race with characteristics of both fortress and tells them the harp they seek
dwarves and humans. lies within its great hall. As the god strides
Festival greets each hero by name. He then toward it, a large glowing rent fissures across
creates a great to
food is strange feast
the for them.
heroes, butMuch
tastesofwon-
the his back.panics,
Festival The heroes mustthem
ordering maketoarun
Fear check.
for their
derful to their uncultured palate. lives, and sprints away.



SUNDERED SKIES
SUNDERED SKIES

As he runs, the fissures multiply and he The harp allows a songpriest to make one
grows in size, eventually becoming a 200 foot of the following spells permanent, by animat-
high shining figure. Melodic shrieks of agony ing and playing the tune originally used to
and madness are heard as he dances away maintain the spell: armor
armor,, boost/lower trait,
from the heroes, causing further devastation deflection, god-touched, or speed. The song-
to the ruins of Aria. Hordes of voiders pour priest must know the spell, and it only ever
from the fortress, pursuing him. The deafen- affects him.
ing shrieks of the god and the chants of his The songpriest makes a Faith roll, and the
pursuers fade into the distance. harp forever uses that result to power the
spell. A priest who fails to cast the spell may
The Fortress is now virtually abandoned, try again until he succeeds.
only the Lightlord and his glowmad body-
guards remain. If the songpriest ever draws a deuce
from the action deck (even if the card is
Lightlord: See page 171. then discarded), the harp is affected by
Thwaak the Ogre: Treat as an ogre (see
( see one of Festival’s mad dances, reversing the
page 159), but add Brawny, Improved Frenzy spell effect. For instance, a character with a
and Improved Sweep Edges. boosted trait would find the boost cancelled
and the trait lowered by one or two steps
Blinded (10): See page 139. instead (depending on the potency of the
Ragers (5): See page 162. permanent spell). This negative effect lasts
Salvage: The hall contains salvage equal until a Joker is drawn (by any player), when
the true power is reinstated.
to a Haul roll. Lying unnoticed amongst the
ruins is an ornate harp, the relic the heroes
seek.
FESTIVAL RETURNS
FESTIVAL RETURNS
Just as the heroes sight their ship, they
hear an almost ultrasonic screaming. Look-
ing back, they see what appears to be a
whirlwind moving towards them across the
ruined landscape. Festival has returned and
the heroes are directly in his path.
The heroes are 30” away from their ship
and must outrun the insane god. Festival
travels towards the heroes at a steady rate of
8” every turn plus a d6 running die, which
can Ace, (he is insane).
insane). He starts
starts the chase
18” away from them. The heroes must suc-
ceed at an Agility roll each turn or stumble
and be unable to run. A hero within 3” of
Festival is pelted by the debris of the god’s
mad dance and takes 3d6 damage. If the god
and the hero are within 1” of one another,
this damage increases to 4d6. The heroes are
safe once they reach their ship.

AFTERMATH
AFTERMATH
Heroes who conversed with Festival may
now take
a level up,Arcane
if theyBackground (Miracles)
so wish. They may onlyas
become songpriests, however.
however.



SAVAGE TALES
SAVAGE TALES

coalesces from the smoke, hisses hatefully


The Damned Dwarf at the heroes, and dissipates. Whisperer has
been released from the golem.
Where: Anywhere. Stonesplitter was maintained by his will,
When: Run this Plot Point when the heroes and the ship disintegrates once the demon
come into possession of a dwarven ship. departs. Kinslayer’s surviving crew surrender
Two days after the heroes take command at once, but the glowmad fight to the death.
of the ship, Stonesplitter appears and gives Kinslayer (1): See page 169.
chase. Kinslayer plans to board the vessel Dwarven pirates (40): (Use pirate stats
and execute her crew. on page 161, but with Vigor d8, Toughness 7,
and Pace 5”)
KINSLAYER’S GALLEON
KINSLAYER’S GALLEON Blinded (10): See page 139.
Stonesplitter is a huge steam galleon. From Earthbane (1): See page 145.
its rails hang undead dwarven heads that Ogre (1): See page 159.
howl curses and warnings. A huge pointed
metal ram juts from the prow of the ship. Salvage: The remains of Kinslayer’s
body are equivalent to Haul level Salvage.
Kinslayer leads any boarding party, intent
The Hammer of Bagor is the vessel for
on personally killing the dwarves aboard. Kalin Broadblade’s Soul. The hammer gives
Acc/Top Speed:
Acc/T Speed: 3/14; Handling: –3; Climb: 2; the wielder +1 to Parry and Fighting. What’s
Toughness: 22 (6); Crew: 30+40; Guns: 16 more, it bestows the Mighty Blow Edge on a
Notes: Heavy Armor, Ram (AP 4, halves any King, Ace or Joker, but at a price. The hero
damage sustained when ramming) takes half the Mighty Blow damage inflicted.
Weapons:
Weapons:
* 16 dwarven
dwarven cannons (20 rounds each) AFTERMATH
AFTERMATH
* Dragonbreath (20 rounds) The heroes are the champions of Deepsky.
* Stonesplitter’s ram is enchanted to ignore They can count King Bloodaxe as a friend, and
2 points of metal-clad Armor. never pay for anything in Deepsky again.
Special Abilities: Within a Blood Red Sky (page 114):
Releasing Whisperer allows him to find the
* Undead Heads: The howling heads of
demon king’s heart, hastening the invasion.
Kinslayer’s victims are terrifying; heroes
must make a Guts roll at –2. Dwarves
Panicked or Shaken by this roll suffer a –4
–4
to their Spirit rolls to recover.
Savior of the Elves
KINSLAYER’S END
KINSLAYER’S END Where: Heartland (see page 70).
When Kinslayer is Incapacitated,
Incapacitated, do not When: Run this Plot Point if the heroes gain
roll for additional effects. Instead the golem access to the Fleshforge below the Leaflord.
shudders: a grinding sound comes from The Fleshforge is a chamber beneath the
within. Kinslayer gives a scream of rage, roots of the Leaflord. The dark earthen roof
which becomes a hearty laugh.
laugh. is riddled with tendrils, some hanging down
into the chamber. Many end in opaque throb-
“My friends, you have released me bing, fleshy seedpods; figures can be seen
from a hell beyond imagining. Back struggling within them.
away: this foul prison is about to
In the center of the chamber is a translu-
explode most spectacularly.”
spectacularly.”
cent raven-headed staff. This staff remains
The Burst
Large next Template
round, Kinslayer
doing 3d6explodes
damagein to
a ethereal until
is brought intoone of the
close soul-bound
proximity. Theartifacts
heroes
anyone caught in the blast. A demonic form are then engulfed in a blinding white light.



SUNDERED SKIES
SUNDERED SKIES

When their vision returns, they are standing The destruction of the Leaflord suddenly
in a featureless chamber. Raven, the elven releases the elves from its corrupting influ-
Soul, appears before them as an ancient, but ence. Ferals become confused, elves lose
beautiful, priestess. their Plant Heritages, Oakthorn armor and
Raven relates her story (paraphrase the weapons decay,
decay, and elven priests lose their
information found on page 65). She then miracles—these were demon-bestowed. If
the elven Civil War has begun (see page 133),
tells them
tip the they in
balance have
heritfavor.
within
favor theirheroes
. If the powercan
to the boughbreakers seize the initiative and
make a good show of themselves and distract quickly declare themselves the victors.
Leaflord—she might finally defeat it. With the Many leafwardens attempt to commit
demon defeated, and her people freed from suicide, unable to come to terms with the
its influence, she will return to her place in fact they worshipped a demon lord, but the
the Soul Shield. true Wild proves to be a forgiving and benign
Suddenly, the heroes find themselves god. Boughbreakers are unaffected by the
back in the Fleshforge, but now they are changes sweeping their brethren. Wildlings
surrounded by fleshforged doppelgangers and ferals are treated with a fragile, almost
of themselves and every other hero who has fearful, politeness by elvenkind everywhere.
been a part of this campaign, living or dead. Aethor,, leader of the boughbreakers
Aethor
becomes the new elven leader, though there
DOPPELGANGERS
DOPPELGANGERS are no victory celebrations. The elven nation
has only just started upon the very long road
The weapons and armor of these foes are to healing their terrible wounds.
fleshforged—disgusting formations of flesh
and bone. For instance, a doppelganger of a The raven staff allows the holder to reduce
character using a rapier and buckler, may have the cost of healing and greater healing spells
one arm ending in a long bone needle and by one Power Point for each raise rolled on
the other warped into a solid bone shield. A the Faith skill, to a minimum of zero.
hero with a bow who also uses two swords in
a Florentine style, might face a doppelganger
with four arms—two bone swords and two
which form a complicated
complicated bow-like device. A Call to Battle
The doppelgangers have all the Edges, Where: Anywhere.
Hindrances, and arcane powers the heroes
do, including any bonuses their gear has. The When: Run this Plot Point after the heroes
only items not duplicated by the Fleshforge recover the last Soul and start to wonder
what to do with them.
them.
are the five
collected by relics, including
the heroes. The the raven staff,
doppelgangers
of heroes taking part in this adventure are all PURIFICATION
PURIFICATION
Wild Cards and are linked by the Common Jophiel, the angel from the Iron Citadel,
Bond Edge. The rest are Extras. appears in a ghostly form and reveals that
Facing their doppelgangers forces all the before the four souls of Whitefire, Watcher,
heroes to make a Guts roll with a –1 penalty, Balladeer, and Broadblade can join with the
or roll on the Fright Table. soul of Raven and point the way, they must
first be cleansed of the taint of madness,
AFTERMATH
AFTERMATH death, and demonic influence.
If the heroes succeed in defeating their The items must be taken to Bridgeways
doppelgangers, a stunning psychic scream and Plenty to be washed clean.
is heard throughout Heartland. Cracks and On each isle, the goddesses manifest as
groans can be heard as the Fleshforge starts beautiful elemental maidens, command the
toNotice
A collapse.
rollSlowly,
detectsthe
traLeaflord
ces of it disintegrates.
traces disinteg
flowingrates.
away heroes to hold
and purify themtheinfive Soulareceptacles
either aloft,
deluge of water
from Heartland into the void. or a massive windstorm, as appropriate to



SAVAGE TALES
SAVAGE TALES

the isle. This should be terrifying and seem


deadly, but the heroes feel no fear and in fact
are never in any danger.

THE GATHERING
THE GATHERING STORM
STORM
After the purification, the Souls must be
replaced into the Soulshield. The five Souls
meld, allowing them to pool their knowledge
and probe the Skies with their senses. Each
Soul still resides in its relic, providing the
heroes with their benefits.
Communicating telepathically with the
bearers of the receptacles, the Souls inform
the heroes they have located the Demon
King’s heart, deep in the uncharted void,
and have attuned the heroes’ waysphere to
it. Only through the heart can they return to
their posts, but the heart beats again, further
weakening the Soulshield as souls are thrown
off
beenscreaming into thea Abyss.
created, allowing A demons
horde of portal has
to
marshal. An army must be gathered to to resist
the invasion and save the Skies.
The situation must be explained to the
ruler of each major isle and their aid must be THE CALL
THE CALL
sought. The heroes must visit as many isles
as possible, plead their case, and secure sup- The Cracked Shield is more than happy
port for the battle to come. The heroes are to accommodate the heroes’ request, and
in the unique position of having befriended arranges a special combat. One warpriest
or assisted many of these rulers, so on those enters the combat for each hero. However,
isles they are likely to be greeted favorably. another warpriest maintains spells on each
clan combatant. Damaging spells other than
Elsewhere, their reception is less warm. The
smite are banned from the combat, as is
ways of war are unfamiliar to most in this
day and age. If the heroes are not owed a puppet. Using
targeting these spells,
the support or purposefully
priests, forfeits the
favor by the ruler, they are refused help and match. Orcish healers are on hand to quickly
turned away. It should become apparent to attend those who fall in honorable battle.
the players that they need a more convincing
argument. If no player thinks of it, the Souls The orcs chosen to fight the heroes each
instruct the heroes to summon the Battlelord have a weapon ward against a particular
from his self-imposed exile. Only he can hero’s favorite weapon—the heroes are
rouse the inhabitants of the Skies to defend famous, and their weapons of choice are
themselves again the demon horde. Now is common knowledge. Each clan priest enters
the battle with quickness and smite cast
the time for such a god.
upon them. The latter is cast by the priest
The heroes possess a gift for the Battlelord himself and isn’t maintained, but the former
given to them by Festival himself (see The is maintained by his support. Other spells
Mad God, page 105), and now they have a may be cast as the battle progresses. The
reason
travel totoFirsthome
seek out the
andgod. The to
attempt heroes must
attract the support
traits priest
of the doesbut
heroes, not the
attempt to lower
combative the
priests
his attention in The Call. certainly attempt to do so.



SUNDERED SKIES
SUNDERED SKIES

When the first combatant falls, a piercing


wind sweeps across the arena, clearing the The Heart
throne of its cobwebs. Once the second com-
batant falls, the throne starts to glow. Only Where: The Void (see page 78).
once the third combatant has fallen does the When: Run this Plot Point when the heroes
Battlelord appear—a twenty-foot tall orcish have gathered their forces to defend the Skies
warrior,
warrior
tered , perfectly
yet muscled,
serviceable and
armor. Hisclad in bat-
presence from the demon horde.
A huge host of ships and dragons gathers—
drives all combating warpriests—including
even the Bright Cabal join this armada, for if
warpriest heroes—into a berserk fury.fury. He the Soulshield falls even they are doomed.
watches the end of the battle intently,
intently, but Once complete, the armada embarks on its
without emotion. great voyage, with the heroes’ ship at its
Heroes who are victorious in the combat prow, for only their waysphere can find their
may take the Arcane Background (Miracles) destination.
Edge when they a level up, if they so wish. The armada is too large to be troubled
They can only learn powers appropriate to by the normal dangers of traveling through
warpriests, however.
however. the void—drakes and pirates flee rather
Orcish Warpriests (1 per hero). See than confront it, and powerful Providers
page 159. and windpriests negate the dangers of thirst
and windstorm. However, it is very possible

AFTERMATH
AFTERMATH internal conflicts
is launched uponwill
the arise.
BrightMaybe
Cabalan attack
ships or
Once the combat is over, the heroes,
an infamous orcish war raft. There could be
whether they won or lost, can approach the
at least one murder attempt upon the heroes
throne. The Battlelord listens to their story
by a godshifting traitor.
with interest. It is obvious that he trembles
with a barely constrained rage. If they ask After a three-month voyage, a long, thin,
him to join the armada, he angrily refuses, black cloud stretching as far as the eye can see
for once he leaves this island, his rage will is spotted ahead—beyond it something indis-
consume him. tinct yet massive can be seen. As the distance
is closed, this proves to be a demonic horde
If the heroes present him with Festival’s
ranged before a mountainous, beating, scaly
gift, he snatches it from them, crushing the heart. Demons fly between thousands of gal-
crystal into dust. This releases the sweetest leons constructed from corpses. The armada
song the heroes have ever heard, which is is dwarfed by this fleet of the damned, and
absorbed into the Battlelord’s flesh. The god cannot hope to prevail in battle.
relaxes, at peace for the first time in eons. A council of war is called.
called. It goes badly,
badly, for
The Battlelord’s rage has been quelled. He morale is very low. Retreating from the heart
orders the orcs of the Cracked Shield clan and preparing the islands for battle is seri-
to travel throughout the Ice Isles, calling ously discussed. The Skies are doomed either
the orcish hordes to ready for battle once way,, but retreat means
way means a few extra
extra months of
again. To the heroes he presents the Horn of life. Just when all hope seems lost, Jophiel
Battlelord, an ornate hunting horn that will appears before the council.
summon him from anywhere in the Skies
when the time is right. He instructs the party “Five wounds exist within the heart.
to return to the rulers of the Skies and gather Healing each
each one returns a Soul to the
their armies. He will return to his citadel to Soulshield. The beating of the heart
await his summons. will kill a mortal instantly. The gods
The once-reluctant rulers recognize the themselves must be summoned for
Horn for what it is and become willing allies only they have the power to quell it.”

once they The


support;. hearheroes
the Battlelord has pledged
can gather his
their forces forThe dispirited
guidance. council
The turnswould
best plan to the heroes
be for
for the war to come. the armada to launch an assault, led by the



SAVAGE TALES
SAVAGE TALES

Battlelord himself—engaging the mass of the be protected while they concentrate on sum-
demons directly. A small force of heroes and moning their gods. Each high priest has an
high priests can then approach the heart, experienced priest who acts as a bodyguard
avoiding the battle, where the priests can for their master. Once the demonic galleon
summon their gods. If the players can come has been dealt with or evaded, the exhausted
up with this plan or some variation, so much high priests complete their summonings and
collapse.
the Jophiel
via better, but
better, be prepared
if necessary.
necessary. to give them hints Once summoned, the Lifemother bathes
the heart in a healing balm, calming its trem-
THE APPROA
THE APPROA
APPROACH
CH
APPROACH
CH ors. The Lady of the Winds fills it with an
Sounding the Horn summons Battlelord enormous pressure to prevent it contracting.
at once and raises the morale of the armada The Artificer binds it in steel spans to stop
sufficiently that the assault begins. Led by the it expanding. Finally, the Rotting One takes
fearsome god, the armada launches its attack. the form of an undead dragon and circles the
The heroes’ ship must weave its way through heart, destroying any demons that come too
the vast battle. High priests of the Artificer, close.
Lady of the Winds, Lifemother and the Rot- The heroes can now safely enter the heart
ting One stand on the deck, beseeching their of the Demon King.
deities for aid.
Just as it looks like they have made it FIRST CHAMBER
FIRST CHAMBER
through the melee,
to, blocking a demonic
their way. galleon
Its hull is heaves
formed from The first chamber is cathedral-sized, with
firmly closed iris-like valves leading to cham-
the corpses of the damned, and a demon bers below and alongside. A huge, bleeding
inhabits the very sinews of the ship, animat- wound can be seen on on one of the scaly walls,
ing it. Its guns fire flaming skulls and maulers 4 yards above the floor.
crowd its decks.
Balladeer’s harp, recovered at Aria, glows
when brought within twenty feet of the
DEMONIC GALLEON.
DEMONIC GALLEON. wound, increasing in brightness the closer
Acc/Top Speed: 2/12; Handling: -2; Tough-
Acc/Top it gets. If the harp is touched to the wound,
ness: 20 (4); Crew: 70 maulers; Guns: 16 Balladeer’s soul pours from the harp into the
Notes: Heavy Armor, Ram (AP 4 and halves wound knitting it together.
together. The harp stops
damage sustained when ramming) playing, and the permanent spell the harp
Weapons:
Weapons: maintained ceases.
* 16 cannons (unlimited ammo) As the heroes try to get one of the irises to
to
Special Abilities: open (a solid blow with a weapon suffices),
* Wild Card: The galleon is a Wild Card. the heart spasms, contracting slightly. The
It has Boating and Shooting skills of d10 heroes are thrown around the chamber like
and the Ace Edge. rag dolls, taking 4d6 damage. A successful
* Regeneration: The ship absorbs the Agility roll at –2 avoids
avoids all damage.
corpses floating in the void. Each turn the
ship rolls a d6. On a 6, it heals a wound. SECOND CHAMBER
SECOND CHAMBER
It cannot do this if it takes four or more This chamber is similar to the first, though
wounds. the wound is positioned differently. The
The galleon is not committed to stopping hammer of Bagor, taken from Kinslayer,
them from reaching the heart. After all, what glows in the same way the harp did in the
possible harm could they do? The ships begin previous chamber. Before the hammer can
at medium range (3 range increments), and be laid against the wound, however, a wraith
to evade the galleon, the heroes’ ship only emerges from the wound. A Common Knowl-
needs to get
rather than five Chases
ten (see range in
increments away
Savage Worlds ). edge
from roll recognizes
Kinslayer’s it asItthe
golem. being released
is Whisperer, the
If the ship is boarded, the high priests must demon of corruption.



SUNDERED SKIES
SUNDERED SKIES

Once the hammer is used to repair the


wound it loses all of its magical
magical abilities.
Whisperer,, Demon of Corruption
Whisperer

THIRD CHAMBER
THIRD CHAMBER

A huge
tioned dragon-like
between demon
the heroes waits,
and this posi-
chamber’s
wound. The firearm transformed on Soul-
flame repairs the wound in this chamber.
Dragonbane: See page 168.

FOURTH CHAMBER
FOURTH CHAMBER
The flesh of the fourth chamber has been
transformed into something resembling a
forest, the scaly skin of the heart twisted into
huge fleshy tree-like constructs. The largest
of these, over two hundred feet tall, is the
Leaflord itself.

The the
within wound
bodyinofthis
the chamber
Leaflord. is contained
Raven’s staff
staff
transforms into a spear as the heroes enter
the room.
The Leaflord: See page 170, but with
a new Weakness, caused by the proximity of
Whisperer can possess heroes by making
Raven’s staff.
an opposed Spirit roll against them. If suc-
cessful, he totally controls the hero, using all Weakness
W eakness (Wound):
(Wound): The wound in this
that hero’s stats, but keeping his own Spirit chamber is contained within the very form
of d12. A possessed character has a visible of the Leaflord. The wound is 7” high and
circle of voidglow on their forehead and can can only be hit with a called shot at –6. The
make a free opposed Spirit roll each round to spear heals the wound, slaying the Leaflord
evict the demon. Having been trapped within instantly.
one body for so long, Whisperer revels in his
ability to possess the heroes, rarely spending THE LAST
THE LAST WOUND
WOUND
more than two rounds in one body before The final wound doesn’t actually become
leaping to another. apparent until the other four have been
Whisperer is totally
totally invulnerable
invulnerable to attacks
attacks healed and the heroes leave the heart. It
(though his host is not). He can only be takes the form of a huge gash in the void,
defeated by containing him. Empty Soul arti- which shines with a hellish light. The heroes
facts coming within 6” of a possessed hero can see all around them the desperate battle
glow with soft golden light and placing Bal- raging outside the heart. Any hero within 6”
ladeer’s harp or Bagor’s hammer (if its Soul of the wound must make a Spirit roll every
has healed the wound in the heart already) round or gain a glowmadness level.
against the glowing forehead of a possessed The heroes might expect Orcbane’s armor
hero can contain
contai n Whisperer. To
To do so requires
requir es to shine at this point—but it does not. As they
a Called Shot (to the forehead at –4). bring it closer to the rent, it starts to shake
Thesoul
erful item—now empty,
dwelt—sucks where
the once
demon outaof
pow-
the and twist,
armor attempting
is placed againsttothe
escape.
wound,When the
the soul
hero’s body and traps it. of Watcher escapes the armor in a wraithlike



SAVAGE TALES
SAVAGE TALES

form. Instead of healing the wound, Watcher Once four successes are achieved, either
snarls at the heroes and tears the wound W
Watcher
atcher or the soul of the self-sacrificing
self-sacrificing
apart, creating a portal into the abyss. character seals the rift. If a hero sacrificed
Several things then happen at once. The himself, his body falls lifeless to the deck.
The last glimpse of the Demon King are his
Rotting One seizes upon her chance to
fingers, vainly trying to prevent the wound
escape the Skies and flees through the portal.
In the same moment, the Demon King finally closing.
as the riftHis final scream of rage is cut short
seals.
awakens after millennia of slumber and starts
tearing at the wound, slowly forcing it wider.
His fingers pull at the edges of the rift, and FINALE
FINALE
glimpses of his huge face can be seen on the With the rift closed, the heart stops beating,
other side, snarling and drooling, as he forces allowing the three gods to join the Battlelord
his way into the Skies. against the scattering demon horde. Most of
the demons are destroyed in a few moments
The Demon King’s mighty heart goes into
of godly wrath, but some escape to plague
palpitations at the proximity of its body. It is the Skies again.
all that the three gods can do to restrain it.
The demonic horde breaks off from battle The bodies of fallen heroes are revered as
and races towards the rift, intent on helping holy relics. Surviving heroes are declared the
their king. The Battlelord stops them, slaying saviors of the Skies.
all around him with a weapon that constantly The Fleshforge has been destroyed and
shifts and changes. However, even a god the means of creating new wildlings lost.
cannot stand against the entire hordes of The surviving wildlings and ferals are the
Hell for long. last of their race. In recognition of the suf-
fering they have endured, the people of the
The only hope for the Skies is if the rift can
Skies—especially elves—endeavor to make
be closed. There are two methods to do this. their lives as peaceful as possible.
First, the heroes can force Watcher’s soul
into the wound. Second, a hero can sacrifice With the Soulshield restored, no more
themselves, using their soul to heal the rift. glowborn will be created. However, if a hero
sacrificed himself to close the rift, a mystical
To even get close to the rift, the heroes conduit opens between the Soulshield and
must risk attack from the Demon King. Every the Skies. Any of the souls currently in the
round, they must make a successful Agility shield wishing to leave, may do so. Similarly,
Similarly,
roll (–2), or take 3d10 damage as they are hit souls wandering the Skies can choose to
by the scrabbling fingers. bolster the shield if they wish. Glowborn
To close the rift, they must make four suc- manifest in great numbers, and spirits flock
cessful Spirit rolls opposed by the wound’s to the shield, making it stronger than ever.
Spirit of d12+2. If the heroes opt to force When the Rotting One fled the Skies, the
W
Watcher’s
atcher’s soul, they suffer a –2 penalty to source of all necromantic power ended. The
this roll. If a hero willingly sacrifices his soul Bright Cabal, long a threat, is finished, their
to heal the rift, he gains a +2 to the roll. Each undead legions destroyed. Similarly,
Similarly, godshift-
success causes the wound to close slightly ers have been stripped of their powers and
and the Demon King’s efforts to become face retribution from the gods they mocked.
even more frantic. The races of the Skies have learnt much
Once two successes are gained, the Demon about their lives, their neighbors, their gods,
King starts screaming curses through the rift. and their world—much of it they probably
These hellish words cause the heroes to make would like to forget. Now the true purpose of
a Smarts roll or have their Spirit die reduced the Sundered Skies has been revealed, they
will be more alert for demon
demon incursions.
by one step.
reduced Those
to below d4 who havea their
fall into Spirit
permanent The future of the Sundered Skies lies in
coma. their hands. And in yours.



SUNDERED SKIES
SUNDERED SKIES

major NPC’s, witnessing a venomous argu-


Within A Blood Red Sky ment between Lauris and Machael, who
venerate different aspects of the Lady of the
Where: Anywhere. Winds and often disagree.
disagree.
When: Run this Savage Tale six weeks after The food is filling but unspectacular, and
Broadblade’s soul is recovered. is followed by the culmination of the day’s
Any heroes
heroes who achieve a raise on a Notice events. The champion of the Mistress of
roll, detect a rhythmic vibration throughout Storms must be defeated in combat, or she
the Skies—everything is affected, even the will become the
the dominant aspect
aspect of the
the Lady
characters themselves. Most folk are unaware of the Winds for the next year. Only strang-
of this phenomenon, and those who notice it ers to the island, “those blown to them by
soon lose track of it, their senses readjusting the winds of the Mother,” can combat these
and ignoring the vibration, in much the same champions. If they win, the Skies will be
way they disregard near constant
constant aromas
aromas and blessed with a year of calm. If they fail then a
sounds. storm wracked year looms.
The demon Whisperer has restarted the If the heroes do not volunteer as Bridge-
Demon King’s heart spinning at the center way’s champions, the combat is declared a
of the Skies. Each spasm shakes the Skies, victory for the Goddess. If they volunteer,
volunteer,
damaging the weakened Soulshield further they will face a Maelstrom—the goddess’
as screaming souls are thrown from it with champion—on the Isle of Chimes.
every beat.until
finite time The the
Sundered Skies
Soulshield has fails.
finally only a Maelstrom (1): See page 157.
The heroes encounter Patreec Moar, one AFTERMATH
AFTERMATH
of the Sons of Spyre (see Star Crater Isle on
If the heroes win, they gain a +1 bonus
page 73). He claims the hue of the void is
to any rolls resisting air effects caused by
shifting, and will slowly turn crimson over
time. This cannot be detected with the naked weather,, spells, and elementals for one year.
weather
eye, but Moar can provide measurements They’re also given a set of windsilk sails (page
proving his claim. Indeed, as the campaign 69) by the grateful Bridgeways islanders.
continues, the void’s color slowly changes, If the heroes lose, but somehow survive,
until it eventually turns blood red. all windstorms encountered in the Skies
are particularly fierce for the following year.
When generating a storm (page 154), draw
two cards each turn and select the highest.
The Festival
Where: Bridgeways (see page 68).
When: Run this tale the first time the
The Diseased Dead
heroes arrive at Bridgeways after they reach
the rank of Veteran. Where: Bridgeways (see page 68).
The characters’ visit coincides with the When: Anytime.
Festival of Appeasement, a celebration to pla- As the heroes visit Bridgeways, corpses
cate the Lady of the Winds. The festival starts interred on the underisle beneath the broken
as a somber affair. Jamos, the windpriest, bridge animate and attack some farmers
leads the celebrants to the Isle of Chimes, working there. Infected with a fungal disease,
where they each pour a cupful of water into the zombies are more dangerous than usual.
the void. There are five zombies for every hero. Six
After the ceremony,
ceremony, the heroes are invited islanders are tending the underisle when the
by Robere,
End, the proprietor
to a feast of themarquees.
laid out under Journey’s attack occurs.
the broken The and
bridge underisle
accessedis by
40”a below
hemp
During the feast they meet all of Bridgeways’ ladder (+2 on Climbing rolls).



SAVAGE TALES
SAVAGE TALES

The zombies have contracted a virulent This Savage Tale


Tale starts with a demonic
demon ic attack
puffball infection. If a 1 is rolled on an attack during the island’s sleep cycle. The heroes
roll against a zombie, a puffball is hit and must marshal the people of Bridgeways into
explodes in a Small Burst Template. Those an effective fighting force to counter the
caught in the blast must make a Vigor roll demonic horde. Those not in the list below
or become infected and Shaken by a chok- are either asleep, helping islanders to safety,

ing cloud of
infection, spores.
they sufferEach day after the
a cumulative –1 initial
to all or The
fighting elsewhere.
demonic horde comprises:
Agility and Agility-based
Agility-based skill rolls as the Spined Brutes (10): See page 163.
spores grow, causing a fierce itching and a
debilitating ache in the joints.
Grotesques (20): See page 152.
The heroes have the following allies:
If the penalty reaches –4, the victim perma-
nently loses a die in Agility and the infection Ten militiamen armed with spears.
becomes visible. The penalty resets to zero (10): See page 155.
and the cycle of infection starts all over again. Grimme, a Wild Card orc with a Fight-
If a victim’s Agility drops below d4, the victim ing skill of d8 (see page 159).
dies painfully. The disease can be cured by Harley
Harle y, a drakin with Throwing d6 and
the greater healing spell, or healing if treated the Marksman Edge (see page 144).
within an hour of infection.
Jamos, an experienced windpriest (see
Infected Zombies (5 per Hero): Use
zombie stats on page 167. page 161).
Robere, a scavenger with the Acrobat
Islanders (6): See page 156. Edge (see page 162).
Quinn, a drakin with the Acrobat Edge
AN INNOCENT
AN INNOCENT CAUSE
CAUSE (see page 144).
Investigating heroes find a small girl who
saw the zombies animate. She says she was THE RETURNED
THE RETURNED ISLE
ISLE
playing on the bridge and saw it happen. The lost islet and its connecting bridge
With a successful Persuade roll they learn have returned. Ruined houses surround the
that just before the zombies attacked, she fell shattered remains of a tower, which is open
on the broken bridge and cut her knee. to the sky.
sky. Concentrated
Concentr ated voidglow flares
flar es from
the ruined third floor.
The demonic mage possessing Adaem’s
body has placed magical traps across the
The Phantom Isle island. Each hero approaching the tower
must make a Spirit roll, or cause two earth
Where: Bridgeways (see page 68). elementals to rise and attack.
When: Run this scenario after the heroes Earth Elementals: See page 146.
reach Veteran rank.
The sorcerer Adaem sought to open a THE TOWER
THE TOWER
portal to the heavens, but managed to par- As the heroes approach the tower,
tower, Adaem’s
tially phase his island into Hell instead. He ghost coalesces (requiring a Guts check), but
was slain by demons, but even death could does not attack. He is desperate—the demon
not release him. His ghost—trapped between possessing his corpse is attempting to contact
the Skies and Hell—watched helplessly as his the Abyss on the other side of the rift.
corpse was possessed by a demonic mage.
Adaem quickly relates the history of the isle
Now the island has returned and the rift and the present situation as he sees it. He is
has re-opened.
before the LordsItof is
theonly a notice
Abyss matter this
of time
new unaware of the true nature of the Skies, but
believes that he has opened a portal into Hell.
portal and invade the Skies. He cannot heal the rift without the heroes’



SUNDERED SKIES
SUNDERED SKIES

help, and by possessing one of the heroes’


non-magical weapons, the ghost can shield Murder Most Foul
its wielder from the demon mage’s baleful
touch. The weapon glows with a soothing Where: Bridgeways (see page 68).
golden light. When: Run this tale any time after the
A Spined Brute guards the landing of the events in The Diseased Dead (see page 114).
second floor. Its bulk prevents all but the While visiting Bridgeways, the heroes wit-
most acrobatic from passing. Beyond the ness a murder. High above them, Lauris and
Spined Brute, the stairs continue, ending at Machael stand close to the edge of the Isle of
an unguarded door. Chimes, arguing animatedly. Lauris violently
Spined Brute (1): See page 163. pushes Machael, sending him screaming onto
the stone bridges near the heroes.
PORTAL
PORTAL TO
PORTAL
PORTAL TO HE
HE
HELL
LL
HELL
LL If somebody tries to move his body it
The door opens into a large, roofless comes apart in their hands, literally turning
chamber. The far end is dominated by a to dust and blowing away. With a Notice roll,
rectangle of pulsing voidglow. Silhouetted the last of Machael’s blood is glimpsed as it is
in the glow is the demonic mage, with five absorbed by the stones of the bridge.
grotesques at its feet. The grotesques attack The bridge starts vibrating
vibratin g alarmingly
alarmingly.. Soon,
the heroes, while the mage blasts them with green tendrils worm their way from between
spells. If possible, it turns itself invisible and the un-mortared stones, budding and flower-
attacks with its death touch. The wielder of ing in seconds. Deep red flowers drip thick,
the Adaem-possessed weapon is immune to dark crimson sap onto the stones.
this attack. A Common Knowledge roll at –2 identifies
identifies
Demonic Mage (1) Use the liche stats these plants as blood roses. Thought only to
(see page 156). bloom in places where lives have been sacri-
Grotesque’s (5). See page 152. ficed, drinking their sap causes mutation and
madness. Within a minute, the roses cover
Treasure: The mage wears a medallion the bridges, hiding the stones, and growing
set with bloodstones, which grants a sorcerer particularly thickly on the nexus of bridges
5 extra Power Points. The tower contains the where the Journey’s End stands. A red void-
equivalent of Haul level salvage. light pulses from the inn’s windows, each
pulse accompanied by screams from within.
HEALING THE
HEALING THE RIFT
RIFT Suddenly, glowmad pour out of the inn’s
The rift can only be healed by Adaem’s soul, window’s and door in a blood-crazed rage.
but he cannot speak while in the weapon, so This includes all the named NPC’s living in
he brightens the weapon’s glow as it moves the inn, plus at least ten blinded (3 for every
closer to the rift. Any hero within 6” of the rift PC). The sap of the blood roses gives them
must make a Spirit roll each round or gain a the Hardy Monstrous Ability. The sap also
glowmadness level. animates the seven puppets Grimme used to
When the possessed weapon is thrust or entertain the islands children.
thrown into the rift, its golden glow flares, Most of the islanders are too panicked to
taking the form of the sorcerer. He thanks organize a defense, and the heroes can only
the heroes and closes the breach. Adaem has rely on Jamos, Lauris and 2 militiamen each,
taken his place in the Soulshield. The heroes as allies. The glowmad don’t attack the heroes
have earned the friendship of all on Bridge- en masse, they scatter and menace helpless
ways. Even the irascible Marchus offers full islanders, forcing the heroes to split up. In
value on salvage, and the heroes never again the ensuing carnage, the following are some
need to pay at the Journey’s End. ideas for scenes involving the heroes.

After this adventure, double the number * The animated


animated puppets specifically target
of grotesques encountered for the next six children, crawling through windows and
months. moving unnoticed between legs.



SAVAGE TALES
SAVAGE TALES

* Grimme, the orcish barkeep—now an


ogre—seeks out the most physically
imposing of the heroes and roars a chal-
lenge to fight.
* Harley and Quinn, drakin servants at the
inn, become wyrmspawn, circling the is-
land looking for those who carry magical
items they can steal and use.
* Robere, owner of The
The Journey’s End, is
now a blinded, but has retained a portion
of his wits despite the glowmadness. He
climbs onto the roof and uses his bow to
snipe at those he detects.
* A mother
mother fights
fights to defend her children
from the blinded trying to batter down
her door or climb through her windows.
* Blinded are herding panicked islanders
toward the edge of the island.
Wyrmspawn (2): See page 167.

Ogre (1): See page 159.


Robere , Wild Card blinded: See
page 139.
Blinded (3 per hero): See page 139.
Animated Puppets (7): See page 138.
A sullen Lauris admits her part in Machael’s
Militia (2 per hero): See page 155. death, claiming they argued over matters of
Jamos, an experienced windpriest: See religious doctrine and anger got the better of
page 161. her. Machael venerated the Mother of Rain
Lauris, a neophyte windpriest: See over all her other aspects, while Lauris wor-
page 161. shipped the Mistress of Storms. Jamos states
her punishment is to help deliver the mes-
sage to Deepsky—she must travel with the
AFTERMATH
AFTERMATH heroes until that task is completed.
After the attack, the bridges return to Upon arrival the heroes are escorted to
their dormant state. The surviving islanders meet the artificer—an iron altar several stories
destroy the blood roses and wash away the high. The noise is an incredible
i ncredible cacophony of
sap, though it wastes precious water.
water. clanking machinery and hissing steam. Once
A council is called on the Isle of Chimes, the heroes have explained their story, the
where the attack is debated. If the heroes noise forms words.
don’t realize it themselves then at least one “Yessss…The Bridges…My priests
islander suggests the stones of the bridges took the stone for them from a temple…
were somehow behind the attack. If the Long, long ago… On the island now
heroes recall the events of The Diseased called…Canopy! Investigate this with
Dead (see page 114), they may support this my blessing!”
claim with further evidence.
Steampriests lead them out and they are given
The heroes are asked to travel to Deepsky a device to help them in their quest. A flattened
Citadel,
himself. to beg anofaudience
A letter with is
introduction the Artificer
provided, device, similar to a waysphere, it only points
along one axis. They are told this will lead them
describing the incident. to the temple once they reach Canopy.



SUNDERED SKIES
SUNDERED SKIES

heroes proceed, they become more common,


The Bloody Templ
Templee until eventually the trees of the forest die
away. A radius of nearly a mile around the
Where: Canopy (see page 74). temple is carpeted in blood roses.
When: Run this Savage Tale when the When the heroes get within a 200 yards
heroes decide to investigate the secret of the (100”) of the temple, 10 thorn beasts rise
blood roses. silently from the undergrowth and attack.
Once the heroes arrive at Canopy, the The blood rose sap from this point on is
artificer’s compass indicates the temple is particularly concentrated.
concentrated. If the heroes move
somewhere in the ice forest. The trek inland at anything less than a run each round they
takes six days and is a pleasant journey for suffer 1d6 acid damage.
the first five. Food and water abound (+2 The distant temple is obviously ruined, its
on all Survival rolls), there is no threat of remains covered in blood roses—the only
glowmadness in the shade of the trees, and stone not covered in these horrible blooms
there are few large predators in the forest. It is a large altar at its center.
is cold, but characters equipped with altitude Thorn beasts (10): See page 163.
attire have no danger of freezing.
THE TEMPLE’S
THE TEMPLE’S SECRET
SECRET
BLOOD ROSES
BLOOD ROSES
The profane ritual that caused the Sunder-
On the sixth day,
day, things take a more sinister
sini ster
turn. The ground becomes spongy and the ing
andwas performed
suffering at thissacrificed
of those temple. The
left death
their
vegetation twisted and sickly.
sickly. Digging into mark on its stones. When the stones were
the topsoil deeper than six inches reveals carried away to be used elsewhere, they took
the earth is saturated with blood. Occasional their taint with them. Spilled blood awakens
blood roses are seen in undergrowth. As the these fragments, and this is what happened
with Machael’s blood on Bridgeways (see
Murder Most Foul on page 116).
If the thorn beasts are defeated or any of
the heroes get within 50 inches of the temple,
they awaken an even greater horror. With a
low-pitched thud, a visible wave of power
pulses from the temple, washing over the
characters. The heroes must make a Spirit
roll or be Shaken. Worse, the Blood King
rises from the sodden ground.
The Blood King is a forty-foot high, vaguely
humanoid creature made from earth, stone,
and blood roses. Every time the Blood King
uses a Benny, the altar visibly throbs again.
Heroes who win through and reach the
temple find an altar made from clotted blood
rather than stone. It has a Toughness of 10.
Destroying the altar causes the Blood King
to shrink to human size and lose its Wild
Card status and Fast Regeneration. The hero
who strikes the blow to destroy the altar
altar also
experiences a vision of the past.

You stand shackled in line, listening


to distant battles, knowing there will
be no last minute rescue. This temple



SAVAGE TALES
SAVAGE TALES

is invisible to the angelic hosts, and


the war is only a distraction. You Bad Business
shuffle forward.
Where: Gateway (see page 78).
Your death, among countless
countl ess others,
will restore the heart to the King. The
When: Run this tale after the heroes reach
Seasoned Rank.
demons who destroyed
de stroyed your city told
you this with glee—taking
glee—taking joy in your Merkas Gladwing is the closest thing Gate-
despair.. Once he is restored, then all
despair way has to a crime lord. He has contacts withwith
will suffer, all will die. Your death pirates in the Shattered City and exchanges
will cause this to happen. You shuffle salvage for them. Tomas Hawke’s venture
forward. hasn’t really hurt his business at all—he just
wants to make an example of someone.
Ahead, you can see the open doors
of the Temple of the Heart. Many have Gladwing has paid the pirate captain
been killed within, causing a torrent Rikardo Palmstorm to raze Hawke’s Clearing
of blood to run down the steps. All you House to the ground. Killing Hawke, earns
can hear are the deafening shrieks Palmstorm a fat bonus. Hawke knows the
of the victims dying in torment. You attack is coming, but doesn’t know when. He
shuffle forward. offers the heroes a 20% discount on all items
if they are willing to protect him.
The destroyer of the altar gains the Holy
Palmstorm
Palmstor m leads the attack, bringing along
W
Warrior
arrior Edge, regardless
requirements, of one
and receives the Edge’s
Power usual
Point two pirates and one veteran pirate for every
for the purpose of using the Edge if no other character.. If this attack is repulsed, he swears
character
source exists. revenge and returns during the next sleep
cycle, this time leading two blinded for every
Destroying the altar renders all the stones character, plus an ogre.
taken from the temple dormant. The people
of Bridgeways are safe again. Whatever happens, the heroes have made
an enemy of Gladwing, who plots their deaths
Blood King: See page 168. in whatever way he can, always careful to act
through a third party. He strikes at Hawke—
waiting until the heroes have departed for
Requiem another island. Upon returning, heroes
find Gateway to be a simmering cauldron of
Where: Any port. violence. Hawke has taken refuge with the
elves of the Windblown Flotsam. Gladwing,
When: At any time. unsure of how to deal with these rich and
Somehow, one of the heroes has come seemingly powerful elves, allies himself with
to the notice of the Requiem, a secretive an elven leafwarden backed by several ferals
and heretical sect of the church of Festival. and a small contingent of Oakthorn.
The Requiem believes lives are but songs. Chances are that the heroes wander into
Since every song has an end, and they are this situation without any thought of their
the masters of all songs, they have a sacred past actions, and trigger a gang war.
responsibility to ensure every song ends on
the correct note. Markus Gladwing: See page 169.
The hero first becomes aware of the Requi- Rikardo Palmstorm: Use the pirate
em’s interest when an arrow is fired at him captain stats on page 161.
from an open window in a port. The bardic Pirates (2 per hero): See page 161.
assassin attempts to escape in the crowded Veteran Pirates (1 per hero): See
chaos. After this, the attacks get bolder and page 161.
more frequent. They only come to an end if Blinded (2 per hero): See page 139.
the hero is killed or visits Aria and speaks to
Festival. Ogre (1): See page 159.



SUNDERED SKIES
SUNDERED SKIES

The brothers have a contact in Gateway’s


Weapon Run shipyard, Jared Nilsenn, who can outfit their
ship with a hidden compartment for smug-
Where: Gateway (see page 78). gling. The cost of this is 500 cogs, but it
When: At any time. means anyone searching the ship must make
a Notice roll at –4 to find any contraband.
Jeche and Jarle, two elvish brothers who
own and run the Windblown Flotsam, are Jeche mentions that if the heroes have
both supporters of the boughbreakers and plans to disappear with the haul and sell it
arrange for shipments of arms, armor, and elsewhere, then they had better never return
supplies to be smuggled to their comrades in to Gateway. He never forgets a business deal,
arms. They only approach the most idealistic and those who have broken a deal with him
of scavengers, preferably a group including live to regret it... but not for long. He always
at least one wildling, with an offer of a job. follows this threat up with a smile and a free
drink. The brothers have many contacts in
The heroes must take delivery of weapons Gateway and even if “deal breakers” avoid
equivalent to Haul level Salvage and smuggle the Flotsam, their presence becomes known
them to the boughbreakers. They can choose and an “accident” is arranged for them. Those
to add other salvage or goods to this haul if who lose the shipment due to bad luck and
they so wish. This delivery is to be made to are able to convince the brothers it wasn’t
an elf called Gereth in the Market Garden. their fault are safe.
Once the delivery is made, the boughbreakers
will give the smugglers a token and a sealed
letter,, detailing the delivered equipment and
letter
its value. If letter and token are returned to The Ship Snare
the brothers, they pay the heroes twice the
value of the delivered goods.
goods. Where: Shattered City (see page 77).
When: At any time.
The Bright Cabal sometimes creates ship
snares in the Shattered City as ambush sites.
Ship snare’s are dead areas in the void where
ships become trapped—the air becomes
gelatinous and thick. Souls bound to the area
create this effect. Ships powered by steam
engines are unaffected by a snare. All other
ships must row their way out.
A ship hitting
hitting the snare comes to a sudden
stop. All those on board must succeed at an
Agility roll or take 1d6 damage. Five rounds
of confusion and panic follow, during which
time the crew cannot make any rolls. The
captain can reduce this confusion by one
round for each success and raise achieved
using Intimidation or Persuasion.
The crew must pole their way through the
snare, using Strength rolls, freeing themselves
when they have accrued as many successes
as the ship’s Toughness. Each point of ship
Armor inflicts a –1 penalty on this roll. This
penalty is negated if the ship has wings or is
normally rowed (such as an orcish ship). A
sailed ship’s Armor penalty can be negated



SAVAGE TALES
SAVAGE TALES

by one point for every island hopper towing


the ship. The crew must make a Fatigue roll The Unnamed
once every five rounds.
Where: Meeting Place (see page 75).
A sky sloop lurks nearby this particular
snare, packed with zombies and commanded When: Run this tale after the heroes have
by a neophyte death priest. Rather than reached Seasoned rank.
sailed, these ships are towed by huge flocks A dwarf’s
dwarf ’s name is not his own—it
own—it belongs
of tethered zombie skylers. to his clan. If a dwarf misuses or shames the
When the death
death priest hears
hears the confusion
confusion name, it can be stripped from him. The dwarf
a ship snare invariably causes, he orders his becomes a non-person in dwarven society,
death barge to attack. The barge has been his head and beard are shaved and cursed to
hidden behind a nearby islet and emerges prevent re-growth, and he is cast out of the
only 30” away from the heroes’ beleaguered clan. Unnamed are the lowest of the low in
ship, one round after they hit the snare. The dwarven society and beneath the notice of
sloop is very slow only having an Accelera- all. Only by an act of extreme selfless courage
tion/Top Speed of 1/3. benefiting the entire dwarven race can an
Unnamed be restored to his clan and name.
The sloop is packed with zombies and
armed with three explosive harpoons fitted Ember, a dwarf who drinks at the Vigilant,
with weighted grappling hooks (3d6+3 is one such Unnamed. As a young man he
damage), fired by specially trained zombies succumbed partially to glowmadness and
with a Shooting skill of d6. If the ballistae’s publicly slew his brother
before recovering. and two cousins
For his crime—the slaying
damage roll equals the Toughness of the
target, the hooks embed themselves deeply. of kin—he was pronounced Unnamed and
The rope for these grapples has been wound banished from Deepsky.
around a metallic core making it very difficult Since then, he has searched for a way to
to sever (Toughne
(Toughnessss 10). Breaking the grapple
grappl e redeem himself. If the heroes are embarked
free is easier (Toughness
(Toughness 8), but successfully upon a course benefiting many, he seeks to
doing so lowers the Armor rating of the ship join them, hoping for a that chance.
by 1 until repairs are made. Grapples which Ember is open about the events that led
miss are rewound by the ballistae crew at a to his downfall, but there is one fact he
rate of 10” per turn. Once one of the grapples withholds—he is King Bloodaxe’s grandson,
embeds in their target, the death barge stops Dalin Bloodaxe, and until his fall from grace
moving to keep the grapple lines taut. was second in line for the throne. He refuses
The characters are able to return fire, but to enter the halls of Deepsky
Dee psky,, for fear of being
bein g
their immobility prevents their ship from recognized, instead remaining below decks
attempting any maneuvers. on their ship. Ember’s armor is very ornate
and bears several areas where identifying
Once grappled, the zombies slide down
sigils have been removed. If anyone should
the grappling rope on chains (which takes a arrive at Deepsky wearing this armor, they
full round), they attack the round after they would have a lot of explaining
explaining to do.
land. Throughout the battle, the death priest
attempts to pick off crewmembers with his There are several ways Ember can restore
bolt spell. his honor. Helping to rescue and return
Ollandia to Deepsky (see The Dwarven
As well as the salvage taken from the death
death Mother, page 123) or defeating Kinslayer
priest and his zombies, the iron-cored rope (The Damned Dwarf, on page 107) are the
and ballistae are worth Goods level Salvage. most obvious deeds, but others may arise.
The death barge, if it is recovered, is only Once his honor is restored Dalin may still
worth one third of its usual value.
value. decide to accompany the heroes on their
Neophyte Death Priest (1): See
page 142. quest,
ducted depending onhis
themselves in how they have con-
company.
Zombies (26): See page 167. Ember: See page 169.



SUNDERED SKIES
SUNDERED SKIES

After two hours traveling along this trail,


The Shepherd the heroes come across the site of a recent
battle. Three badly mauled wildling corpses
Where: Timber (see page 75). lie scattered around the body of a much
When: Run this tale after the heroes have larger humanoid creature, which appears to
reached Seasoned rank. be as much wolf as man. The wildlings were
The deer wildling named Roe, has run for armed withthey
with which fire impaled
hardened
thewooden
the creature.spears,
two days through the forest and has been
wounded by an arrow—he is Exhausted, has After three
three more hours of travel, a success-
one wound, and is desperate for help. ful Notice roll hears sounds of battle ahead.
A small number of wildlings are making a
“We were smuggled out of Heart- final stand on a steep rocky promontory. The
land by the boughbreakers sixteen shepherd has picked off one victim each day
years ago. We made a good life for up until now, but has decided to finish the
ourselves in the forest—free at last! sport and move on.
“One month ago a shepherd tracked The wildlings are sheltering in the rocks
us down. We fought back, but the elf of the outcrop, trying to keep two large dog-
was skilled and we have no warriors. like humanoids at bay with crude spears.
We did the only thing we could—we Seeker, the shepherd, waits below with her
ran.” bow. She stands out in the open, confident
“The attacks got worse. It is obvi- the
reachwildlings
her. Her have no weapons
bloodhound that can
ferals detect the
ous the shepherd isn’t alone—she has heroes before they are able to ambush the
ferals with her.
her. We decided, as the shepherd. As they approach or watch, one of
fastest, I would make a run for it and the wildlings is flushed from his hiding place
try and get help from the human tree by a feral. Seeker puts an arrow through his
eaters. The others are making a stand eye, killing him.
a few hours from the village. I got past
the shepherd and her creatures, but The surviving wildlings are Lark (song-
she managed to wound me.” bird), Coney (rabbit), Sneak (chameleon) and
Slick (mongoose). Several wildling bodies lie
“Please, you have to help us!” nearby, each killed with a single arrow.
The journey back to the wildling village If Seeker is defeated, the heroes find in her
takes four days. The heroes are constantly backpack a magical sapling planted in a pot
shaded by the trees and need not make a of soil. This tree produces 10 small orange
Spirit roll to
themselves upresist glowmadness
in canvas or other
to sleep. In wrap fruits daily.for
daily.
and water Eating
oneone
day.provides enough
The fruits rot if food
they
circumstances, this trip would be pleasant. aren’t eaten within an hour.
Roe is frantic. He thinks the heroes are too Surviving wildlings are most grateful, but
slow and he has spent too long away from have nothing to give the heroes in payment.
his friends. He pushes the heroes to move If more than two survive, they are content to
quickly,, even begging them not to sleep in his
quickly return to their homes. Otherwise, they wish
haste to get back. If they do go without sleep, to return to Heartland and join the bough-
they reach their destination in three days breakers in their struggle against the elves.
rather than four, but must also make three Roe: Wild Card wildling (see page
separate Fatigue rolls (see the Savage Worlds
Worlds 166).
rules for the effects of a lack of sleep).
Wildlings (4): See page 166.
The wildling settlement is a mess. Homes,
which were little more than rain shelters Seeker: Seeker is a Wild Card shepherd
constructed from fallen branches and woven (see page 147).
grass, have been systematically torn apart. Bloodhound Ferals (2): See page
Roe leads them along an animal trail. 147.




SAVAGE TALES
SAVAGE TALES

When the heroes deliver Ollandia to the


The Dwarven Mother dwarven authorities at Deepsky, they are
feasted by King Bloodaxe himself—albeit on
Where: The Void (see page 78). one of the lowliest tables. Births are such a
When: At any time. rare event amongst dwarves, even the saving
of one child is an event worth celebrating.
The heroes spy an island hopper in the
distance. Such a small boat this far out in the At the end of the feast the heroes are
void is doomed—its occupants will either awarded an honor bestowed on very few
(especially if they are not dwarves), the
die of thirst or be caught in a storm unless
freedom of Deepsky. They may now travel
rescued.
beyond the port into the dwarven halls. They
If the heroes pursue the hopper, they may also beg an audience with Bloodaxe at
easily bring it into close quarters, at which any point in the future.
point they can see the boat is metal-clad and A dwarven hero is presented with Oarcleave
obviously of dwarven design. A single figure a magical battle axe from the dwarven-orcish
strains at its oars. wars. Oarcleave ignores 2 points of Armor
The occupant of the hopper proves to be a and can also Ace when being used to break
heavily pregnant dwarf, delirious with thirst objects. If there is more than one dwarven
and hunger. She is convinced the heroes character in the party, the others are awarded
are pirates and attempts to defend herself a free roll on the relic melee weapon bonus
and her unborn child. She is armed with a table (see page 89).
single flintlock pistol with 5 shots and an Ollandia Amberglass: Use dwarf stats
axe—throughout her struggle she screams (page 145).
that Kinslayer will not have her child.
When overcome, she collapses from
exhaustion and despair.
despair. She does not stir for Brotherly Love
nearly 20 hours. When she finally awakens
she is terribly weak. Where: The Void (see page 78).
“My name is Ollandia Amberglass. When: Run this Savage Tale if the heroes
My clan live in the community
community of Coal have killed a pirate captain.
Pits
Pits on Mount Ore. My pregnancy Unfortunately for the heroes, the pirate
is the first to occur for two hundred they killed has a big brother, who is now
years… It… It is the way of my people thirsting for revenge. He has a fully equipped
for all pregnant mothers to be taken doppelganger ship and a crew of 12 pirates,
to Deepsky for the Artificer’s blessing. plus 6 blinded and an ogre. He is intent
My husband and his brothers accom- on tracking down his brother’s killers and
panied me on the long voyage. making them pay.
The captain is not stupid and intends to
“A week ago, a terrible howling cripple the heroes’ ship before closing for the
galleon sporting a huge metal ram kill. His favorite tactic is to rake his targets’
pursued our ship. We fled
fled as
as well as we ship with cannon fire before escaping, only
could, but it was no use, the ship was to return later to do the same. Only when his
the Stonesplitter, and its damned cap- victim is looking weak does he move in for
tain, Kinslayer, never lets a dwarven the kill. He first attacks when the heroes are
vessel escape his clutches. My husband busy dealing with another threat.
took advantage of a rock field to cast Pirate Captain (1): See page 161.
me adrift in our hopper,
hopper, from which I
Pirates (12): See page 161.
watched Kinslayer slaughter my clan. Blinded (6): See page 139.
Their howling heads are now hung
from Stonesplitter s railings. Ogre (1): See page 159.




SUNDERED SKIES
SUNDERED SKIES

Behemoths Haunted
Haunted!
Where: The Void (see page 78). Where: The Void (see page 78).
When: At any time. When: This Savage Tale should be run
A healthy
healthy profit
profit can be made
made by any willing
willing after A Dragon’s Rage (page 96).
to hunt the behemoths of the void. A single After the events of A Dragon’s Rage, the
animal can feed a community for weeks, and ghost of Bone Queen haunts the heroes. At
can earn a hunter as much as 2,000 cogs. first she is weak and confused, barely able
Behemoths roam the deep void feeding to affect material objects. Occasionally, the
on skylers and are generally peaceful, but heroes will discover their possessions have
are fearsome when attacked. Wise hunters been rifled, as if somebody has inexpertly
use an explosive harpoon launcher. If it searched them.
causes a wound, the behemoth flees from After six weeks, Bone Queen is able to lift
its attacker, eventually dying of exhaustion, objects. She moves prized treasures into the
at which point it can be towed to an island. cabins or bunks of other heroes, hoping to
Unwounded behemoths attack the ship. spread discord and suspicion amongst the
A behemoth corpse nets the crew 2,000 group. Aware only magical attacks can harm
cogs if it died from exhaustion and only 800 her,, she concentrates on any mages or priests
her
cogs if it was killed in combat. A skyship can in the group, trying to cast them in the most
tow a number of behemoth corpses equal to suspicious light.
its Toughness
Toughness divided by ten (minimum of 1).
After another twelve weeks pass, Bone
Each corpse being towed reduces the ship’s
Acceleration and Handling
Handling by 1. Queen reaches the peak of her strength. Able
to manifest at will, she embarks on a cam-
(m) Behemoth (1): See page 138. paign of fear against the heroes’ crew. Those
on watch are pushed overboard or scared out
of their wits by her materializations. Word
eventually gets out that the heroes’ ship is
haunted and the crew either jump ship or
demand extra shares of salvage to stay. On
islands where the heroes’ plight is known,
their recruitment rolls suffer a –4 penalty.
The heroes probably suspect their ship

is haunted,
buyer but if some
has done they attempt
asking to sell it, and
around the
discovered the ship is believed cursed. The
Persuasion roll suffers a –6 modifier, and
they only get 10% of the ships value with a
success, or 20% on a raise.
However, the bad news is the ship isn’t
haunted, the heroes are. Even if they sell their
ship and buy another they soon discover the
ghost has jumped ship with them. The only
way to deal
deal with the ghost is to track it down
down
and destroy it. When not actively tormenting
the heroes, Bone Queen spends her time in
the most richly appointed cabin on the ship.

The onlythe
through way to get
detect her
arcan to materialize is
a spell.
Bone Queen s Ghost: See page 149.




SAVAGE TALES
SAVAGE TALES

ments (check four times for encounters). On


The Bait the return journey,
journey, Lockwrench and his men
make their move.
Where: Deepsky (see page 76).
The attack occurs when the heroes are
When: Run this Savage Tale if the heroes asleep in their cabin. There are two dwarves
gain an audience with the dwarven king. accompanying Lockwrench for every hero. If
King Bloodaxe offers the heroes the a hero is absent from the cabin, two heavies
opportunity to win the eternal gratitude track down and accost him at the same time
of dwarves everywhere by joining the crew as the main assault. If the battle goes against
of the Deepfire, a dwarven doppelganger him, Lockwrench attempts to flee, accusing
ship masquerading as a frigate transporting the heroes of mutiny.
food and water to the dwarven settlements Dvalin Lockwrench: See page 171.
on Mount Ore. A dwarven engineer named
Dvalin Lockwrench captains the Deepfire, and Dwarven Warriors (2 per hero) Use
his mission is to lure and capture Kinslayer
Kinslayer.. dwarf stats (on page 145), add the Combat
Reflexes Edge and a Fighting skill of d8. They
are armed with chain hauberks, battle axes
THE DEEPFIRE
THE DEEPFIRE and dwarven flintlock pistols.
Acc/Top Speed: 3/12; Handling: –1; Climb:
Acc/Top
2; Toughness: 20 (6); Crew: 32 dwarves; VICTORY
VICTORY
Guns:
Notes: 20
Heavy Armor If the heroes win, the rest of the crew is
Weapons:
W eapons: disturbed by the captain’s death. Discover-
ing Lockwrench’s occult props gives them
* 20 dwarven
dwarven cannons (20 rounds each)
pause—some admit his behavior has been
The crew are dwarven warriors masquer- bizarre on occasion. If the heroes search his
ading as sailors (see below). cabin, they discover a scrying crystal.
Should the heroes use the crystal (perhaps
THE DEEPFIRE
THE DEEPFIRE trying to contact Deepsky), they find them-
The Deepfire’s captain is actually a god- selves talking to Kinslayer himself. His voice
shifter (see page 66) and is in league with is gruff and somehow metallic. He attempts
Kinslayer. The pirate knows the Deepfire is to convince them he is an engineer from the
a trap and will never attack it. Lockwrench Factory, though a sharp hero may notice the
plans to make a show of trying to catch the deception. Kinslayer questions the heroes,
Stonesplitter until the king gives up on the trying to discover how many dwarves were
plan. Several of the crew are in his employ, killed in the assassination attempt—gauging
just in case his cover is ever blown.
blown. the strength of the Deepfire. If the heroes
Lockwrench greets the heroes in a friendly,
friendly, openly doubt his identity,
identity, Kinslayer identifies
easy manner, but really, he is very worried. himself and tells the hero they will be meet-
He thinks their sudden inclusion in his crew ing in person soon. Whether the characters
means the king is on to him. realize it or not, the Deepfire is now being
The captain is a careful man. He has pre- hunted by the Stonesplitter
Stonesplitter..
pared for this day—hidden in his cabin are If the heroes capture Lockwrench, he
holy symbols of the Rotting One and other admits everything, then calls upon the
paraphernalia, which look like materials used Lords of Misrule to free him from his bonds.
in ritual spellcasting. He plans to ambush the This they do, but not in the way he hoped,
heroes and plant this “evidence” to implicate Lockwrench’s flesh warps as he agonizingly
them in a treacherous plot. mutates into a glowmad earthbane and

The Deepfire travels through the Lower attacks. Anyon


(–2) or roll watching must
the Fright make a Guts roll
Table.
Reaches and around Mount Ore, stopping
at several small mines and dwarven settle- Earthbane: See page 145.




SUNDERED SKIES
SUNDERED SKIES

the ropes binding them, a hero must get 4


The Treasure Horde total successes on an Agility or Strength roll
(at a –2 penalty due to the tight bonds).
Where: Ironport (see page 77).
Gemeyes: Use dwarf stats (page 145),
When: At Any time. and add the Thief Edge.
A dwarf named Gerlin Gemeyes is trying Dwarven Experienced Voider Priest:
to mount an expedition to recover salvage See page 165. Increase Vigor to d8, add Low
he discovered in a disused mine near Silver Light Vision and reduce Pace to 5”.
Deeps. He claims it is protected by traps and
he needs help to recover it in return for a Earthbanes (3): See page 145.
share. He was able to salvage some items of Ragers (2): See page 162.
value, and assures the
the heroes more awaits. Wyrmspawn (1): See page 167.
In fact, Gemeyes is
i s a madness worshipper. Ogre (1): See page 159.
He works for a voider priest determined to
build an army of glowmad. Gemeyes leads
any who follow him into an ambush, where
they are overcome and “converted.” Fire Upon The Deep
INTO THE
INTO THE DARK
DARK Where: Ironport (see page 77).
Gemeyes leads the heroes deep into the When: Run this Savage Tale when the
mines of Mount Ore, where the heroes could heroes are at least Veteran Rank.
lose their bearings. A Tracking roll at –4 The heroes arrive at Ironport to find the
reveals they are doubling back, not heading community in uproar. None of the ships using
deeper into the bowels of the mountain at the village’s Navigator Hall have arrived at
all. If questioned, Gemeyes claims he was their destinations. This was discovered when
lost, but has gained his bearings. a ship from Deepsky reported that no ships
The journey takes six hours in the gloomy leaving Ironport have arrived at the Citadel.
tunnels (treat lighting conditions as dark), Casting detect arcana in the Navigator
before the heroes find themselves in a large Hall reveals each of the earth samples stored
cavern forming a nexus for many passages. there has exactly the same magical signature.
The cavern is illuminated by glowing lichen,
Each sends ships to the same unknown des-
improving the darkness penalty to dim. The
tination. If the heroes do not have access to
priest and his glowmad lie in wait, ready
the spell, a dwarven Steampriest volunteers.
to launch their attack. The priest leads the
earthbanes and the ogre from one passage- As they
a badly discuss
discuss
burnt what itcaptain
dwarven means,appears
the ghost
ghost of
and
way,, while the wyrmspawn leads the ragers
way
from another. begs the heroes to retrieve her remains from
the “Fire in the Deeps.” The ghost is respon-
The priest tires to capture the heroes alive,
sible for the cursed earth. She wishes to be
but if one of his army is killed, he orders a
retreat and his forces flee into the mines. It rescued, and has tainted the earth in the hope
is possible to track the voiders back to their of leading a rescue ship to her remains.
lair, where the gear of their victims amounts Those using the earth in the Hall are sent
to Goods level Salvage. The glowmad fight to to a huge Inferno, which has managed to
the death to protect their master. prolong its life by feasting on the ships the
If the heroes are overwhelmed, they are ghost has sent. The remains of the captain
bound, taken to the surface, and tied to stakes are at the wheel of a partially melted metal-
in the voidglow.
voidglow. The ogre is left to watch over clad. Haul level Salvage can be scavenged
them and takes great pleasure in clubbing from the ship. Once the captain’s remains
characters unconscious if they get too frisky have
in thebeen returned
Navigator Hallto Mount
loses Ore, the earth
its curse.
(using non-lethal damage). Bound characters
have a Parry of 2. To wriggle or break free of Inferno (1): See page 155.




SAVAGE TALES
SAVAGE TALES

the islanders on their ship. They have two


Landfall months in which to organize a rescue attempt
before the landfall occurs.
Where: The Void (see page 78).
Seargant (1): Use pirate captain stats
When: At any time. (page 161) but add a blunderbuss.
The heroes find an undiscovered commu- Meajor (1): Use island militia stats
nity upon a small island. The hundred or so (page 155), increase stats to d8, no pistol,
islanders have, until now,
now, assumed they were add Brawny and Glowmad Resistant Edges as
the only survivors of the Sundering, believing well as Ugly and Clueless Hindrances.
they were cast into Hell for their sins. Kepteans (15): use island militia stats
The islanders are ruled by a single family— (page 155) increase stats to d8, no pistols,
the Keptean’s. The most intelligent and able add Brawny Edge.
islanders are forcibly married into this family.
family.
This has led most of the other islanders to
become dim-witted and easily led. The chief
of the Kepteans, a large brute of a man called
A Hero’s Wraith
Seargant, makes sure to keep the newcom-
Where: Anywhere.
ers away from the rest of the islanders. One
of the newer Keptean’s, a young girl called When: Run this Savage
Sav age Tale
Tale after a hero has
h as
recently died and was either lost or buried.
Meajor,
attemptswho has onlythe
to befriend justmost
married Seargant,
charismatic of Unknown to the heroes, the body of their
the heroes. Whether her interest is sexual or deceased comrade has been stolen by the
pure admiration depends on the hero. She Bright Cabal and animated as a zombie crew-
tries to keep her interest a secret from the member.. They become
member become aware
aware of this when
rest of her family. the ghost of their slain comrade appears
to them. It is not initially hostile (although
Initially, Seargant is very excited to meet
it still causes Fear), but pleads with them
the heroes, but refuses to believe stories
to recover and burn its body. If the heroes
of other communities, gods, or the Trade
seemingly ignore the ghost’s plight, it gradu-
Council. If the heroes persist in “telling tall ally becomes more hostile.
tales” he gradually becomes more hostile,
and convinces himself they are demons in The ghost can influence their waysphere to
disguise come to tempt them from the path point the way to the death barge upon which
of righteousness—especially if any of them its body serves. It takes six weeks of pursuit

are non-human. Furthermore, the island until the death


ate crewed barge
by 21 is spotted,
zombies an orcish
and three frig-
ghouls.
suffers a tremor soon after the heroes arrive.
The captain is an ancient vampire, with two
Seargant interprets this as the island trying to
vampire spawn acting
acting as his officers.
cast off the “demon speakers.”
The ghost is content if the heroes at least
With a Common Knowledge roll, heroes make an attempt to recover
rec over its body, but soon
know a tremor sometimes occurs before a demands they attempt again. The only way to
landfall. Meajor can add that this is the third permanently banish the ghost is to recover
such tremor since her recent marriage. and burn its body.
If the heroes are to rescue the islanders, If this is done, the character who replaced
they must overcome the Kepteans and con- the deceased in the party gains a bonus of
vince the islanders to abandon their home. five Experience Points.
Meajor aids the heroes, fighting against her
Vampire, Ancient (1): See page 164.
family if necessary.
Vampire, Spawn (2): See page 164.
If the Kepteans are defeated, the rest of Zombies (21): See page 167.
the islanders follow the heroes’ orders. It is
probable the heroes are unable to rescue all Ghouls (3): See page 149.




SUNDERED SKIES
SUNDERED SKIES

The Courier The Hunger


Where: The Void (see page 78). Where: Shadowhaven (see page 72).
When: At any time. When: Run this Savage Tale if the heroes
The characters notice a cloud skiff in the join the Council Ship P
Peacekeeper
eacekeeper.
distance. The small ship is listing badly and is P
Peacekeeper
eacekeeper has a full compliment of 120
obviously severely damaged. The skiff slowly crew and 30 marines. Also on board is the
changes direction and drifts toward them at Chosen drakin warpriest Erach Twofaiths,
a pathetic rate. and the Provider Helan Joye. The ship is
As the heroes approach, they can see captained by Marten Skiggs. Skiggs is in no
mood to explore ruins, so ignore any such
it bears the mark of the Couriers Guild: a
encounters rolled en route to Plenty.
winged scroll. Only one crewmember is vis-
ible—an orc. The damage to the skiff itself
is clearly visible now,
now, with its hull splintered THE GRAIN
THE GRAIN BARGE
BARGE
and scorched. The sole orc survivor is on the Two days out from the Razor Passage, the
verge of collapse. lookout spies a massive grain barge drifting
As the heroes pull the orc aboard, a pirate through the void. The heroes, along with 12
galleon appears out of the glow, moving at marines, are chosen as the boarding party.
full speed toward them. Before he lapses The decks of the grain barge are soaking,
into unconsciousness, the orc pleads with as one would expect of a ship that passed
the heroes to take him to the Trade Council through the Runoff Falls. However, the
at Shadowhaven. hatches are still sealed, which is very unusual
The galleon is crewed by cruel, demon so far out of Plenty. A Notice roll discovers
worshipping pirates, and it pursues the one of the hatches wasn’t sealed correctly—a
heroes relentlessly, intent on capturing or Repair roll works the hatch free.
killing the courier. If the courier is killed, he The grain barge filled with water while
spends his last moments whispering to one traveling through the Runoff Falls, drowning
of the heroes. all on board—their bloated bodies fill the
ship. The horror of their deaths has trapped
“A Demon… The Food... Danger… the souls of several of the crew within the
Possessed…”
Possessed…” barge, manifesting as drowned spirits.
At Shadowhaven, the Couriers Guild pays Drowned Spirits (2 per hero): See
them a bounty of 2,000 cogs for helping one page 144.
of their couriers (or delivering his message).
Marines (30): Use professional island
They also immediately begin assembling a
militia stats on page 155.
troubleshooting team to investigate the situ-
ation in Plenty in response to the courier’s Erach Twofaiths: Use drakin Chosen
dire warning. stats (see page 144) including Faith of d10
and the warpriest package of spells.
If they would like to undertake further
work, the characters are invited to join the Helan Joye: Use experienced provider
crew of the Council Ship Peacekeeper
Peacekeeper (see stats (see page 161) with the elemental Pro-
the next Savage Tale, The Hunger) . tection spell added.
Orcish Courier (1): Use orc stats on Marten Skiggs: Use pirate captain
page 159. stats (see page 161) and add Knowledge
(Battle) d8.
Pirate Captain (1): See page 161.
Veteran Pirates (10): See page 161. There is nothing more the heroes can do
for the grain barge or her crew and Skiggs
Pirates (20): See page 161. insists they continue their journey to Plenty
Plenty..




SAVAGE TALES
SAVAGE TALES

PLENTY
PLENTY sailors are heavily outnumbered, nearly five
to one, but their training and skill evens
In a shocking and terrible betrayal of his
the odds a little. Skiggs takes command of
island, Kedric Lifedancer—powerful god-
the crew and orders them to make for the
shifter—summoned a devourer demon,
Teardrop. The starving islanders have no real
defiled the Teardrop, and created a powerful
leadership, but desperation and cunning give
demonic illusion that hid events on the isle
from the Lifemother.
Lifemother. them a Knowledge (Battle) skill of d6.
The crew and heroes must survive one
The demon consumed all the food on the
round of battle before they reach the rela-
island and dominated the islanders—turning
tive shelter of the Teardrop. Have the heroes
them into a crazed army of cannibals. If the
make a Common Knowledge roll (+2 for
island isn’t retaken, Plenty’s precious food
Providers), to notice it isn’t raining there.
stocks will be lost and the Skies will starve.
As the P Peacekeeper
eacekeeper approaches the dock at THE BATTLE
THE BATTLE OF
OF PLENTY
PLENTY
Plenty,, it seems the entire island has come to
Plenty
greet them, most waving farm implements. A The Teardrop is the highest building
council ship leaves port to meet them. The around. Crops have been harvested for as
name of the ship has been defaced. In its far as the eye can see. In the main worship
place someone has scrawled the name The hall, the corpse of Derreck Gedion has been
Hunger in thick red lettering. Without warn- impaled upon the giant crystal teardrop that
ing the ship alters course and speeds up, dominates the hall, his blood defiling the
moving directly at the heroes’ ship. religious symbol. The heroes just have time
to bar the doors before the horde attacks
The Hunger’s crew has no interest in firing again.
cannons at their prey, only in boarding and
eating the crew. If the heroes try to escape, For this battle use the following modi-
a chase ensues. The first two rounds the fiers:
combat take place in a Sparse Obstacle Field. Battle Rolls
After this, the battle moves further out into * The crew has a +2 Battle
Battle modifier from
the Razor Passage and into a Thick Obstacle the medium artillery support given by the
Field (see the Savage Worlds
Worlds rules). P
Peacekeeper
eacekeeper..
If The Hunger is defeated, the crowds upon * The islanders
islanders suffer a –2 Battle modifier
the dock flee back into the village. Captain from the advantage the Teardrop gives
Skiggs leads a force of 70 sailors, his marines, the crew.
Erach Twofaiths, Helan Joye, and the heroes, Morale Rolls
ashore
stays to investigate—the
aboard the P
Peacekeeper
eacekeeperrest of his
. Skiggs crew
quickly * The
can’tcrew has a +2 morale
retreat. morale modifier—they
modifier—they
leads his troops towards the Teardrop, the * The crew suffers a –1 morale
morale modifier
modifier
temple overlooking the village of Plenty. If until Gedion’s corpse is removed from
any answers are to be found, they will be the Lifemother’s symbol.
here.
* The islanders
islanders have
have a +2 morale
morale bonus.
bonus.
The village has been ransacked. The Their starvation makes them effectively
Navigator Hall particularly has been defiled. fearless.
Its windows and doors have been smashed Removing the corpse of Gedion during the
in and the floors are covered in old blood- battle has a profound effect upon the temple.
stains. The deluge returns, increasing the terrain
As the heroes and their allies leave the penalty the islanders suffer to –3.
environs of the village, the starving masses After two more rounds of battle, the holy
attack. symbol in the worship hall changes form,
Use the Mass Battle rules for the attack. becoming a vortex of water, which pulls
The starving islanders have ten tokens and gently at the clothing of all who stand in
the crew of the Peacekeeper only four. The
Peacekeeper front of it. Heroes who surrender to this




SUNDERED SKIES
SUNDERED SKIES

the islanders in a cleansing wave, removing


memories of the depraved acts they have
committed.
The heroes have saved the Skies from a
slow death by starvation and are awarded
two rolls on the Mother Lode level Salvage
Table as a reward by the villagers.
The heroes may also take the Holy Warrior
Edge without requiring Arcane Background
or Faith, but must still meet all other require-
ments. The hero gains 1 Power Point for this
Edge if they don’t have any from another
source.
Pirate Captain (1): See page 161, but
decrease Boating to d8.
Islanders (200): See page 156. They
are armed with farming tools (Str+d4).
Devourer (1): See page 142.

Kedric
provider (pageLifedancer: UseLevel
161) but add experienced
Headed,
Master (Faith), Power Surge, Unholy Warrior,
d12+2 Faith, and the bolt and blast spells.
Vilam Gedion: Use experienced sor-
cerer but add Obese Hindrance and Wizard
are pulled into it and disappear. Those who Edge (see page 162).
resist must make a Strength roll each round
with a cumulative –1 modifier
modifier each
each roll as the Professional Militia (20): See page
pull intensifies. 155.
Eventually, try as they might to resist, all
the heroes are dragged into the raging whirl-
pool. Gladiators
POISONED WATER
POISONED WATER Where: Any arena.
The characters find themselves traveling When: At any time.
ethereally over the island. They feel the loving The arenas in Firsthome, Shadowhaven,
embrace of the Lifemother around them and The Meeting Place serve as temples to
and are healed of all wounds. Below, they the Battlelord and places of entertainment.
can see the starving islanders have resumed Heroes can earn cogs by defeating opponents
the battle and seem to be gaining the upper and entertaining the crowd.
hand. A huge ball of water forms around the
heroes, smashes through the roof and floor The heroes can fight any non-unique
of the Navigator Hall, and deposits them in a opponent found in this book. If they are suc-
secret underground chamber.
chamber. cessful, they gain the Salvage dictated by the
Within this chamber are Kedric Lifedancer
Lifedancer,, creature fought, plus one roll on the Junk
Vilam Gedion, 20 Professional Militia, and the column for every successful Trick, Test of
devourer demon. If the devourer is destroyed, Wills, or Called
Called Shot.
all islanders apart from Lifedancer return to Fights are usually only to first blood against
normal, and although hungry are no longer sentient foes, but those against glowmad and
crazed. The Lifemother acts swiftly, dousing beasts are often to the death.

 


SAVAGE TALES
SAVAGE TALES

leader, Roebart Esor, into a dragon. They


The Delivery target Chosen, but have taken the blood of
other drakin too. Unfortunately,
Unfo rtunately, the tome was
Where: Heartland (see page 70). penned by a demon sorcerer and the ritual
When: If the heroes choose to smuggle is transforming their leader into a creature
weapons for Jeche and Jarle
Jarle (see page 120). which is only partially draconic.
draconic.
On the heroes first journey to Heartland If one of the heroes is a Chosen, he is
they are able to dock without incident. Using assaulted by a sorcerer and his guards. They
the prearranged code words at the Market attack when the party is relaxed, or when the
Garden, they make contact with Gereth who drakin is apart from his fellows. If the heroes
takes the weapons, and gives them a sealed do not include a drakin, they stumble across
letter of delivery in return. such an attack in progress.
Gereth offers them a chance to double One of the thugs survives the battle and
their money if they agree to smuggle some can still talk. With a successful Intimidation
escaped wildlings from Heartland. They roll, he reveals they were to deliver the blood
must take them to Timber, where there are to a warehouse in the Haunted District.
several flourishing wildling settlements in Experienced Sorcerer (1): See page
the Canopy forest. The foreman of Timber’s 162.
shipyards holds the seal for this transport.
Cultists (2 per hero): Use pirate stats
However, the second time the heroes
arrive at Heartland in the same ship, things (page 161).
are very different. If an elven ship is encoun-
THE CULTISTS
THE CULTISTS LAIR
LAIR
tered, they are pursued and boarded. Any
attempt to run results in an attack. The elves The warehouse is guarded by two pirates
board in numbers—12 Oakthorn troops masquerading as loitering drunks. A search
with 4 bloodhound ferals search the ship of the warehouse with a successful Notice
thoroughly, looking for hidden weapons or roll (–2) finds a hidden trapdoor leading to
wildlings. If any such contraband is found, caverns below.
below. This is the lair of the Dragon’s
it is confiscated, and the ship and crew are Sons, who are conducting one of their dark
banned from ever approaching Heartland rituals. A simple system of rough-hewn cor-
again, on pain of death. ridors surrounds a large central chamber.
These corridors are stacked with supplies and
Oakthorn (12): See page 147.
old tomes (treat as Goods level Salvage). The
Bloodhound Ferals (4): See page heroes hear chanting coming from ahead.
147. In the central chamber, Esor leads twelve
others in the chant. He is flanked by two
experienced sorcerers at the front of the hall,
Dragon’s Sons and is facing 10 cultists.
If the heroes are able to slay Esor and
Where: Foreign Quarter (See page 70). end the threat of the Dragon’s Sons, they
When: Run this Savage Tale after the are bought before the Council of Dragons,
heroes reach Seasoned Rank. where they are awarded the freedom of the
Spines and the friendship of dragons. The
There have been a number of attacks on grateful Dragon Council awards each hero a
drakin in the Foreign Quarter. Each victim relic (roll on the Relic Table, on page 89).
died from blood loss, and most believe the
attacks are the work of a vampire. However, Roebart Esor: See page 169.
the truth is even more sinister.
sinister. Experienced Sorcerer (2): See page
The Dragon’s Sons, a sorcerous cult, are 162.
behind the attacks. Using rituals found in Cultists (10): Use pirate stats (page
an ancient tome, they are transforming their 161).

 


SUNDERED SKIES
SUNDERED SKIES

may consider this a meager sum, but


Doubles it is all we can raise. We can pay you
each 3,000 cogs for your trouble.”
Where: Anywhere.
If they agree, their ship is attacked a week
When: Any time after the heroes reach after leaving Freedom by a “pirate” ship—
Veteran
Veteran rank. actually an elven galleon. This is a devious
A glowborn called Nimos approaches the attempt by the elves to delay the heroes.
party, with a message from a representative
of Freedom Isle, who requests a meeting. THE ARENA
THE ARENA
Nimos has been searching for the heroes for
The elven delegation consists of an elven
months—they were not easy to find.
leafwarden, a shepherd, a Wild Card member
The representative, a brusque fellow of the Oakthorn, and as many ferals as it takes
called Paetor,
Paetor, receives the heroes as honored to equal the number of heroes (typically of
guests. A feast is thrown, at which many of the bear, bull and wolf varieties).
the island’s most important glowborn are
The warpriests prize wits as well as brawn
present. A canny hero might notice no elves
and allow themselves to be bribed into giving
are present, despite their prevalence on
Freedom Isle. The heroes are asked to relate either side an advantage.
tales of their exploits. The elves do not expect the battle to last
Afterward,, the glowborn guests shake each
Afterward longer than ten minutes and have drunk all
hero’s hand before they leave. Paetor asks their
or fedelven
thempotions (GM’s choice of potion)
to the ferals.
them to accompany him to his study where
comfortable chairs and fine wines await. He The crowd loves the combat and throws
has a business proposition for them. cogs into the arena as dictated by the rules
found in Gladiators (on page 130).
“As you probably realize, we glow-
born have little love for the elves. They If the heroes win, and return to Freedom
practice slavery, something many of Isle, they discover the elves in the process
us have experienced first hand. of packing up to leave. The streets are lined
with cheering crowds and they are awarded
“Elves have influence over every the eternal friendship of the glowborn. They
aspect of life on this isle. They used have however earned the enmity of the
their considerable political power to Willow Queen, who will do her best to end
gain control of the “glowborn project,” their lives, and soon.
as they call us. I even have to accept Elven Captain (1): Use experienced
the advice of an elven councilor. leafwarden stats (on page 146) and increase
“However, an opportunity has Boating to d10, add the Ace Edge.
arisen. Friendly isles have managed Elven Pirates (30): Use pirate stats
to negotiate a possible way for us to (page 161) but increase Agility and Shooting
free ourselves from the elvish yoke—a to d10, add the thorns Plant Heritage and the
gladiatorial combat to the death.
death. All Thumbs Hindrance.
“A delegation of elves waits at the Elven Experienced Leafwarden (1):
Arena on Shadowhaven. If they win, See page 146. Increase Faith to d12 and add
then this island is forever in the thrall the Improved Arcane Resistance Edge.
of the Willow Queen. But, if our cham- Elven Shepherd (1): See page 147.
pions succeed, we win our freedom.
With few glowborn heroes, we are Elven Oakthorn (1): See page 147.
forced to request the aid of others. Add Wild Card
Card designator
Bear Feral: See page 147.
“Those who feasted with us tonight Bull Feral: See page 147.
have donated what they can as pay-
ment to our champions. I fear you Wolf Feral: See page 148.

 


SAVAGE TALES
SAVAGE TALES

FRIENDS
FRIENDS
Civil War
The heroes are facing boughbreakers—the
Where: Heartland (see page 70). elf who spoke is the leader, Aethor. He may
know of the heroes through Gereth, and asks
When: Run this Savage Tale as the heroes some pertinent questions. Once he is happy
deliver an consignment of weapons to the they are who they claim, he leads them to a
boughbreakers and are of Heroic Rank. treetop community where the boughbreak-
Just as the delivery is being finalized, the ers have their hidden headquarters.
heroes hear a great commotion. Outside, Aethor quickly outlines what
what is happening.
they see a great number of Oakthorn and The Willow Queen has grown tired of the
ferals have surrounded the building and are boughbreakers’ activities and has decided to
attempting to hammer down the door. destroy them. She has seriously misjudged
Gereth leads the heroes towards the root her move. The boughbreakers have steadily
cellar,, where an escape tunnel awaits. He has
cellar been gaining support among the people,
wired the entire foundation of his store to and Heartland is in open revolt. Skirmishes
explode, but it takes him a while to set the are being fought all over the island, but the
fuses. The heroes must defend the hallway Queen and the majority of her forces are
for ten rounds—otherwise the elves can holed up in the Willow Court. She must be
follow them. captured or slain before the boughbreakers
Only three Oakthorn or two ferals can lose the momentum.
assault the heroes at the same time. A leaf- While most of the boughbreakers’ army
warden is also present, but she only makes besieges the Willow Queen at her Court, an
her presence known if the heroes cast barrier elite cadre tunnels beneath its walls using
or some other impeding spell. She dispels it earth elementals. Once within, they have
and then retreats, content to let her troops strategic targets to take out, to weaken the
bear the brunt of the heroes’ attacks. There thorn walls. Aethor asks the heroes to accom-
is effectively an unlimited number of troops pany his cadre. If they can weaken or defeat
attacking the building, as reinforcements can those forces at the Fleshforge, it will be a
be called in at any time. great advantage.
Experienced Leafwarden (1): See The heroes are introduced to the cadre
page 146. of sorcerers—thirty or so elvish veterans of
Elvish Oakthorn (as many as needed): many a guerilla action against the Willow
See page 147. Queen.
As the small army
army marches,
marches, more wildlings
wildlings
Ferals (as many as needed): See pages
147-148. and elves join it. After a two-day march, the
army ranges itself before the walls of the
Willow Court. The mammoth Leaflord can
ESCAPE
ESCAPE be seen within, towering over everything. It
The escape tunnel is very cramped—small seems to lean towards the army, its branches
heroes can just about stand upright, while grasping, and the wind in its leaves sounding
others have to crawl—and only wide enough like mocking laughter. Massed ranks of ferals,
to allow them to move in single file. Two leafwardens, and Oakthorn can be seen on
minutes after they enter, the tunnel is rocked the walls.
by a large explosion from behind. The tunnel When the attack begins, it is savage. Wild-
shakes, but thankfully does not collapse. lings swarm up the walls, only to be impaled
Gereth never catches them up. on the thorns at the top or ripped to pieces
The tunnel snakes through the earth for by ferals, though not before making a good
miles, eventually emerging in the back of a account of themselves. leafwardens conjure
badger burrow. The heroes discover elvish wood elementals, which wreak havoc on the
warriors waiting for them, one of them gruffly besieging forces, while untamed priests con-
asks, “Where’s Gereth?” jure spirits who tear the
the defenders apart
apart..




SUNDERED SKIES
SUNDERED SKIES

Thankfully, the characters do not have to


witness this terrible battle
battle for too long. They Council Games
spend much of it below ground as the sum-
moner cadre slowly digs its way towards the Where: Shadowhaven (see page 72).
Court. When: Run this Savage Tale if the heroes
Eventually, the group surfaces in a rose have made enemies of the elves.
garden deep in the Court. The sounds of The heroes will almost undoubtedly do
battle rage behind them, but the heroes’ something at some point in their travels,
business lies ahead, within the Fleshforge. either by mistake or intentionally, that
The group splits up, before each heads off could be considered illegal. Perhaps they
on their own missions. mistakenly killed a bystander during battle
or dabbled briefly in piracy. Even if the elves
It is not far to the Fleshforge and nothing can’t uncover any evidence of foul play on
stands in the heroes’ way. Eventually, they the heroes’ part, they aren’t above creating
find themselves before the massive roots some.
of the Leaflord. Their attack is anticipated,
however,, and the elves have gathered to face
however The heroes are invited to a meeting with
Heartland’s representative on the Trade
them.
Council, Shera Leaftongue. This meeting
Arrayed in front of the entrance to the takes place in a public place and two burly
Fleshforge is a large force consisting of 10 Oakthorn guards accompany Leaftongue.
Oakthorn guards, an oaken giant, three During this meeting, she carefully sets out
leafwardens, a toad feral, two blight walkers, the evidence against the heroes (whether real
and the Willow Queen. A hawk feral circles or fabricated), and they are given a choice.
overhead, ready to dive upon anyone who Either they can start working for Heartland or
gets too close to the Queen. This formidable the evidence will be taken before the Council
force must be dealt with before the heroes and they will be “unmasked as the criminals
can enter the Fleshforge. they are.”
Experienced Leafwarden (1): See Leaftongue requires the heroes to hunt
page 146. down and board the frigate Skylar’s Song.
The frigate’s crew are in league with the
Oakthorn Guard (10): See page 147.
boughbreakers and she wants the captain’s
Oaken Giant (1): See page 158. head. If they agree, she will “lose” the evi-
Experienced Leafwarden (1): See dence she has against them. The Skylar’s

page 146. Add the Champion and Power Songis is


but in port
leaving at Shadowhaven right now
soon.
Surge Edges.
Neophyte Leafwardens (2): See page If the heroes do what is required of them,
146. the evidence incriminating them is not
destroyed, of course. Instead, Leaftongue
Toad Feral (1): See page 148. Increase uses the threat of it to get them to commit
Fighting to d10. additional crimes. If the initial evidence was
Hawk Feral (1): See page 148. faked, the heroes have just provided much
Blight Walkers (2): See page 139. One more robust proof of their infamy!
of the blight walker’s was once Gereth and Leaftongue is playing with the heroes, and
seeing him is horrifying (Fear –2). The Queen has no intention of ever giving up any evi-
keeps both the glowmad on metal leashes. dence she has. Instead, she tries to corrupt
the heroes by forcing them to commit more
The Willow Queen: See page 172. heinous crimes or give up their contacts with
Savior of the Elves: The final soul- the boughbreakers. She is devious and cun-
bound item is within the heroes’ grasp (see ning, and has no scruples where the heroes
page 107) are concerned.




SAVAGE TALES
SAVAGE TALES

If the heroes attempt to break into the


elven wing of the Council Halls to recover
any existing evidence, they have to evade
the Council guards (who patrol the grounds
in threes). These patrols come within sight
of one another every twenty minutes. Once
these
open aare dealt door
locked with, (–2
the to
heroes must either
Lockpicking), or
climb to an unlocked upper story window to
gain access to the elven wing. This is possible
only during Shadowhaven’s sleep cycles, as
the Council Halls are bustling during the day
cycles.
The elven wing itself is guarded by six
Oakthorn. A ferocious bear feral guards
Leaftongue’s office, where the evidence is
stored in a locked desk.
Leaftongue (1): Use experienced leaf-
warden stats (see
(see page 146).
Council Guards (3): Use professional
militia stats (see page 155).
Oakthorn (6): See page 147.
Bear Feral (1): See page 147.

Festival’s Tear touched in sequence, emit a mournful tune.


A Notice roll identifies two notes
notes that do not
Where: The Void (see page 78). quite fit the piece. If these notes are touched
When: At any time. simultaneously, the wall slides back.
As the heroes
heroes are between
between islands, a single
note is heard clearly by all aboard the vessel.
THE RUINED
THE RUINED CHOIRHALL
CHOIRHALL
It seemingly originates from only a few paces Beyond the wall is a long, wide hallway
away and repeats at random intervals. Soon, withthe
on a wooden
walls. Afloor.
floor. There are
beautiful, faded murals
mournful mura ls
voice
a small island is spotted, perhaps 150 feet in
diameter. The island appears to be uninhab- sings the tale the murals depict.
ited and covered in rubble. The song recites the sad tale of a song-
The rubble covers cracked and broken priest who became obsessed with hearing the
hexagonal flagstones fitted close together. A fabled Perfect Note. For years he searched,
Notice roll reveals an open-walled structure eventually discovering in a lost ruin a crys-
with a roof supported by pillars once stood tal of the purest quality and hue. The priest
here. A thorough search is required to find gently struck it with a tiny silver hammer. A
anything. While searching the ruins, the note rang out, so pure, so true, so perfect,
heroes repeatedly hear the clear note again. and so terrible his mind was shattered. He
Two successful Notice rolls (songpriests gain named this crystal the Lord’s Tear.
a +1 bonus) lead the heroes to a stairwell The mad priest built a temple dedicated to
blocked by rubble. the Lord of Festival. About it he hung many
Once cleared, the stairs descend to a dusty crystals, which, when struck, would sound
wall. Clearing the dust reveals a series of different notes. Finally, he hung the Lord’s
carved musical staves and notes. The notes, if Tear. Even more years were spent composing

 


SUNDERED SKIES
SUNDERED SKIES

a piece of music suitable to culminate in the trying to keep them away from the liche. The
striking of the Lord’s
Lord’ s Tear
Tear once more. Eventu-
Even tu- rest strike the crystals hanging around the
ally all was in readiness and the priest invited room, adding to the chaos and the din. The
his fellow songpriests to his rendition. Many muse, on the other hand, attacks the heroes
refused, knowing his madness, but not all. to her full ability.
The performance was a great success and a
god appeared to them—but not the one they
expected. If attacked,
attempts strik ethe
to strike the liche
Tear onfights
Tear back
the fifth but
combat
round. This time, the vibrations in the room
The song ends abruptly and investigation
proves the mural is unfinished. The last cause something to go disastrously wrong.
image shows the songpriest about to start his Everything in the chamber is struck for 3d6
performance. damage. The ceiling and walls shake, and
cracks appear. Another note like this brings
Each of the boards upon the floor plays
a different note when stepped upon, each the ceiling down, doing 5d6 damage to
low and mournful. The wall at the far end is everyone.
identical to the entrance wall, complete with
carvings. This door will not open unless the THE LORD’S
THE LORD’S TEAR
TEAR
tune heard previously is played before it. This crystal is about 2 inches in diameter
and seven inches long. It is translucent, and
THE ETERNAL
THE ETERNAL PERFORMANCE
PERFORMANCE no two heroes see it as the same color. The
The final chamber is large, circular, and crystal is very fragile,
fragil e, only having a Toughne
Toughness
ss
domed. Fine gold chains hang down from of 3. A magical attack on the crystal shatters it.
the ceiling, some with crystals attached to It breaks silently, shattering into multi-hued
them. Scattered about the chamber are 100 shards which fall to the floor.
skeletons clad in moldering, but obviously
fine, clothing. The liche and the skeletons collapse when
the crystal shatters, releasing the muse from
Two animated skeletons guard the door. its servitude. The chamber walls appear to
In the center of the chamber stands a liche,
silently bow outwards, large cracks open,
beside it a ghostly woman clad in billowing
black robes—his muse, doomed forever to and void light pours in.
stand at his side. A d100 intact crystals can be retrieved
from the chamber, each worth 10 cogs to a
“Has the time come to play my
songpriest. The masonry in the hall is worth
music once more?” says the liche, “Is
Goods level Salvage, while the wooden floor
the world
Lord’s Tear ready
Tear sing?” again to hear the is worth Haul level Salvage. The liche’s silver
hammer grants a songpriest +1 on his Faith
Before the heroes can act, the liche raises rolls.
a tiny silver hammer and lightly strikes the
crystal. A note of absolute purity unheard for Finally, there are six large shards of the
millennia rings out, a note so complete and Lord’s Tear, which vibrate in the wielder’s
perfect the mind can barely comprehend it. hands. They have the normal statistics of a
The heroes must make a Spirit roll or roll on dagger but only half the weight. Additionally,
Additionally,
the Fright Table. the vibrations allow them to ignore 2 points
That single note is also deafening—all of armor. If a wound is caused, the shard can
must make Vigor rolls or be deafened for be twisted, shattering it within the victim’s
1d10 minutes. Anyone rolling a 1 on their body and causing an additional automatic
Spirit die, regardless of the Wild Die, gains wound.
the Major Hard of Hearing Hindrance.
Skeletons (100): See page 162.
The skeletal bodies rise up with a great Muse (1): See page 258.
clatter of bones. There are 100 skeletal atten-
dants, and 2d6+6 of them attack the heroes, Liche (1): See page 156.

 


CHARACTERS & CC
CHARACTERS REATURES
REATURES

All the creatures, important characters,


and villains have been gathered together in
AIR ELEMENTAL
AIR ELEMENTAL
this final chapter for ease of reference. Air elementals are powerful summoned
The entries are listed alphabetically, along spirits, which manifest as howling sentient
with entries for categories of creature (like whirlwinds.
Demons, for instance), which then list in bold Attributes: Agility d12, Smarts d6, Spirit d6,
the creatures belonging to that category. So if Strength d8, Vigor d6
you want
you can to it
find look up a particular
, and ifelemental,
alphabetically,
alphabetically you want
want Skills: Notice d8, Shooting d6
Pace: 0; Parry: 2; Toughness: 5
some general information on all elementals Salvage: None
(together with a list of specific examples), Special Abilities:
you can just look up “elemental.”
“elemental.” * Elemental: No additional damage from
The important NPCs have been separated called shots; Fearless; Immune to disease
from the other entries and are listed at the and poison.
end of the chapter. * Ethereal: Air elementals can maneuver
through any non-solid surface. They can
seep though the cracks in doors, bubble
through water and rush through sails.
Salvage * Flight: Air elementals can fly at a Pace of
6”. They may never “run.”
Each of the creatures in this book has a new
* Invulnerability: Air elementals are im-
entry,
This isSalvage, just Table
the Salvage above
T its Special
able line the GMAbilities.
rolls on mune to all non-magical attacks except
fire.
when the group runs into the beast (see the
Salvage Table on page 88). * Push: Air elementals can push a single
target d6” directly away from the spirit by
Intelligent creatures always use any special directing a blast of air at him. The victim
treasure they have if possible, or may have it may make a Strength roll as a free action,
stored in their hideout somewhere if it is not with each success and raise reducing the
immediately useful to them (a good reason amount he’s moved by 1”.
for heroes to take prisoners). * Whirlwind: As long as the air elemental
Creatures of animal intelligence (those does not move, it may attempt to pick up
marked with an (A) after their Smarts stat) a foe. Make an opposed Strength check.
don’t usually hoard treasure, but may have If the air elemental wins, its foe is pulled
dragged former victims to their lair to be into the swirling maelstrom of its body.
devoured. The possessions of those unfortu- The victim can escape with an opposed
nates remain there, so a Tracking roll might Strength roll, which is an action. While
lead the party to the thing’s lair—and long- trapped, the target is at –2 on all rolls
lost treasures. including damage, attack, and Strength

 


SUNDERED SKIES
SUNDERED SKIES

rolls to free himself. The air elemental difficult to hit. Attackers subtract 1 from
cannot move as long as it wants to keep their Shooting or Throwing rolls.
foes trapped
trapped inside its form. * Leap: Barnacle apes can leap huge
* Wind Blast: Air elementals can send distances, with +2 Fighting and +2
directed blasts of air at foes using the Damage.
Cone Template and a shooting roll. Foes * Size –1: Barnacle apes are the size of
may make an opposed Agility roll to avoid dogs.
the blast. The damage is 2d6 points of
non-lethal damage. BEHEMOTH
BEHEMOTH
ANIMATED PUPPETS
ANIMATED PUPPETS Behemoths are huge sky whales. They
avoid other creatures when possible, but can
Normally these seven small puppets are be vicious, dangerous opponent if attacked.
used to entertain children in the charming The carcass of an adult behemoth can feed
tale of Sir Roddick and the Six Dragons. an island for several weeks.
Sadly, they are now animated, murderous
Attributes: Agility d6, Smarts d4(A), Spirit
horrors covered in blood-like sap, and they
delight in preying on children. d8, Strength d12+6, Vigor d10
Skills: Fighting d6, Guts d6, Notice d6
Attributes: Agility d6, Smarts d4, Spirit d4, Pace: 0; Parry: 5; Toughness: 17
Strength d4, Vigor d6 Salvage: Goods, if cut open
Skills: Fighting d6, Stealth d6 Special Abilities:
Pace: 3; Parry: 5; Toughness: 5(2) * Bite: Str+d6.
Salvage: None * Flight: Adults have a Flying
Flying Pace of 8”.
Special Abilities:
* Armor +2: Made from wood. * Gargantuan: Heavy Armor. Attacks against
behemoths by man-size creatures are
* Claws: Str+d4. made at +4. A behemoth’s attacks are
* Construct: +2 to recover from Shaken; Heavy Weapons. Add Size to Damage when
No additional damage from called shots; ramming.
Fearless; Immune to disease and poison. * Hardy: Two Shaken results will not put a
* Size –2: Puppets are only a foot tall. behemoth down.
* Small: Anyone attacking a puppet must * Size +10: Behemoths average 100’ long.
subtract 2 from his attack rolls. * Tail Slap: Behemoths slap the air with
their huge flukes, causing a blast of air
BARNACLE APES
BARNACLE APES capable of rocking even the sturdiest ship.
The blast of air travels 30”. The behemoth
Barnacle apes are named for their ability makes a Strength roll and the crew make
to cling to the hull of a skyship. The size of opposed Agility rolls to keep their footing.
a baboon, they are fantastic climbers and Failure to make this roll means the
leapers. They are usually shy and generally crewmember falls and takes 1d6 damage,
peaceful, generally
generally only attacking when
when they or 2d6 damage if he falls from rigging onto
are cornered. the deck. Those poor souls who roll a 1
Attributes: Agility d10, Smarts d6 (A), Spirit on their Agility die, regardless of Wild Die,
d6, Strength d8, Vigor d6 and fail the roll, are thrown overboard.
Skills: Climbing d12+2, Fighting d6, Guts If a character is caught in this blast
d4, Notice d6, Stealth d8, Throwing d6 while under the effects of a fly spell, he
Pace: 6; Parry: 5; Toughness: 4 must resist the behemoth’s Strength roll
Gear: Thrown rocks (3/6/12, Str+d4) with either their Strength or their magical
Salvage: None skill, whichever is the highest. If they fail
Special Abilities: this roll, they are tossed through the air
* Bite/Claws: Str+d4. the full length of the blast, taking 3d6
* Dodge: Barnacle apes are notoriously damage in the process.

 


CHARACTERS & CREATURES


CHARACTERS CREATURES

BLACK GENERAL
BLACK GENERAL * Creation: A character who becomes a
Blight Walker gains 2 dice in Vigor.
Clad in jet black, rune-inscribed plate * Elemental: +2 when attempting to
armor and armed with weapons swathed recover from being Shaken. They do not
in balefire, black generals command the suffer additional damage from called
demonic hordes. No hint of their true form shots.
can be seen beneath their armor. * Glowmad: Glowmad spend the first two
Attributes: Agility d8, Smarts d6, Spirit d8, months of their existence in a constant
Strength d12, Vigor d10 state of berserk fury. They gain +2 to
Skills: Fighting d10, Guts d12, Intimidation Fighting and Strength rolls and suffer a –2
10, Knowledge (Battle) d10 penalty to Parry. If they roll a 1 on their
Pace: 6; Parry: 9; Toughness: 11(3) Fighting die they hit a random adjacent
Edges: Arcane Resistance, Combat Reflexes, target—not the original target.
Improved Block, Improved Frenzy, Improved * Root Blast: Blight walkers can make a Wild
Sweep, Level Headed, Improved Nerves of Attack (+2 Fighting, +2 damage) against
Steel a single foe and direct their tendril attack
Salvage: None into one concentrated burst. This attack is
Special Abilities: particularly devastating
devastating and inflicts a –2 to
* Armor +3: Black plate armor and a closed rolls to soak any wounds it causes.
helm. * Sweep: Blight walkers may direct their
* Balefire Weapon: Great sword (Str+d10), tendrils to lash at all adjacent foes at –2.
anyone struck by a weapon, whether * Tendril Attack: Str+d4.
injured or not, has a chance of igniting. * W
Weakness:
eakness: Fire attacks do +4 damage.
* Retributive Blast: When a black general is They catch alight on a 5-6 on a d6.
Incapacitated, it explodes in an area equal
to a Medium Burst Template, inflicting BLINDED
BLINDED
2d6 damage to anyone within.
* Size +1: Black generals stand over 7’ tall. Glowmad humans are the most common
glowmad. Their scaly skin is earth colored and
BLIGHT WALKER
BLIGHT WALKER their features bestial. Their eyes have melted
and their sockets shine with voidlight.
Glowmad elves become hideous plant-elf Attributes: Agility d8, Smarts d6, Spirit d4,
hybrids with bark-like skin. Plant roots visibly Strength d8, Vigor d6
burrow through their flesh and blossom into Skills: Climbing d6, Fighting d8, Guts d8,
hideous gore splattered flowers, which then Notice d10, Stealth d6
quickly wither and die. Pace: 6; Parry: 6; Toughness: 7(2)
Attributes: Agility d8, Smarts d6, Spirit d6, Gear: Stone axe (Str+d6)
Strength d6, Vigor d10 Salvage: Junk
Skills: Climbing d6, Fighting d8, Notice d8, Special Abilities:
Stealth d4, Tracking d12 * Armor +2: Blinded have scaly skin.
Pace: 6; Parry: 6; Toughness: 9(2) * Blindsight: Blinded can detect all foes
Salvage: None within 10”. All those beyond are totally
Special Abilities: concealed.
* Armor +2: A Blight Walker is covered in * Creation: A character who becomes a
shifting bark. blinded gains 1 die in Agility and Strength,
* Blight Touch: The touch of a blight walker but loses 1 dice in Spirit.
kills any plant instantly, and destroys * Fear: Blinded are the most infamous of all
wooden or wooden hafted weapons. A glowmad.
blight walker hit by such weapons makes * Glowmad: Glowmad spend the first two
a Spirit roll (–4), as a free action, on a months of their existence in a constant
success the weapon is destroyed. state of berserk fury. They gain +2 to

 


SUNDERED SKIES
SUNDERED SKIES

Fighting and Strength rolls and suffer a –2 Special Abilities:


penalty to Parry. If they roll a 1 on their * Bite: Swarms inflict hundreds of tiny
Fighting die they hit a random adjacent bites every round to their victims, hitting
target—not the original target. automatically and causing 2d4 damage to
* Leap Attack: Blinded may leap up to 8” everyone within their template.
into combat (minimum 3”), gaining +2 * Split: Some swarms can split into two
on their Fighting and Damage rolls. smaller swarms. When a swarm takes a
* W
Weakness:
eakness: Blinded are susceptible to wound, it splits into two swarms, each
sound and scent based attacks, suffering the size of a Small Burst Template. The
+2 damage and –2 on rolls to resist them. Toughness of these smaller swarms is
lowered by –2 (to 5 each).
BLOODFLY SWARM
BLOODFLY SWARM * Swarm: Parry +2; the swarm is composed
of hundreds or thousands of creatures,
Sky sailors live in fear of huge swarms of so cutting and piercing weapons do no
bloodflies consuming everything in their real damage. Area effect weapons work
path. Bloodflies resemble bumblebees, albeit normally, and a character can stomp to
with oversized mandibles. They have a vora- inflict his Strength in damage each round.
cious appetite for blood. A swarm is treated
like one creature, which covers a Medium BRIGHT CABAL
BRIGHT CABAL
Burst Template.
Attributes: Agility d10, Smarts d4(A), Spirit The leaders
mantic priests of
of the
theBright Cabal
Rotting One.are necro-
Most are
d12, Strength d8, Vigor d10 mortal, but a few have become undead. The
Skills: Notice d8 Cabal’s death priests roam the Skies in death
Pace: 10; Parry: 4; Toughness: 7 barges. These skilled necromancers use Soul
Salvage: None Orbs to trap the souls of their victims, which
they use to power their spells.
A powerful servant
servant of the Bright Cabal
Cabal can
go on to become vampire or liche.

DAMNED GOLEM
DAMNED GOLEM
Damned golems are hellish iron constructs.
The tormented souls imprisoned within are
gradually consumed as fuel.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d12+4, Vigor d12
Skills: Fighting d8, Notice d6, Shooting d6
Pace: 6; Parry: 8; Toughness: 14(5)
Edges: Improved Block, Improved First
Strike, Improved Sweep
Salvage: See below
Special Abilities:
* Armor +5: Damned golems are iron
constructs.
* Claws: Str+d6.
* Construct: +2 to recover from being
Shaken; No additional damage from called
shots; Ignores wound penalties; Immune
to disease and poison.
* Explosion: When a golem is Incapacitated,
Incapacitated,

 


CHARACTERS & CREATURES


CHARACTERS CREATURES

it explodes in an area equal to a Large


Burst Template, inflicting 3d6 damage on
DEATH BARGE
DEATH BARGE
anyone within. The twisted remains are Death barges are the skyships of the Bright
equal to Goods salvage. Cabal, crewed by undead and captained by
* Fear –2: Golems are truly horrific. either a death priest or a powerful undead,
* Fearless: Golems are immune to Fear and such as a liche or vampire.
Intimidation. A death barge can be any type of ship,
* Hooked Chains: Damned golems can and is often
often decorated with
with bone and other
fire hooked chains as an action (3/6/12, grisly trophies. The ship is also almost always
2d6+1). Inflicting a wound with this badly maintained. Reduce a death barge’s
attack skewers its target. The golem may Toughness and Armor by one and increase
drag a skewered victim 3” a round toward its Top Speed and Acceleration by one. Death
it if it wins an opposed Strength roll. This barges are often packed with undead (double
inflicts 1d6 damage to the victim every the number of the ship’s crew). The value
round. of a death barge is reduced by 50% (round
If the damage roll Aces, the hook rips down).
free, and the victim rolls on the Injury
Table. The injury only lasts for the rest of DEATH BARGE
DEATH BARGE TYPE
TYPE
this combat.
Roll on the table below to determine the
Size a+1:
* than Golems are significantly larger
human. type of ship encountered.
d20 Result
* W
Weakness
eakness (Name): If the golem is
1-2 ................ Cloud Skiff
called by one of the names of the souls it
3-6 ................ Sky Sloop
imprisons, it must succeed at a Spirit roll
7-12 ..............
.............. Frigate
Frigate
or become Shaken.
13-15 ............ Modified Frigate*
Frigate*
DAMNED
DAMNED SOLDIER
DAMNED
DAMNED SOLDIER 16-17 ............ Doppelganger ship
18-19 ............ Sky Galley
20 ................. Two ships encountered.
Damned to hell for their love of war and Roll twice on this chart.
battle, damned soldiers suffer an eternity of * A modified ship has one of the racial
agony under the most unspeakable torments. modifications as detailed on page 34.
When they are called upon to fight, damned
soldiers do so with a terrible fury, fueled by a
DEATH BARGE
DEATH BARGE CREW
CREW
bitter hatred of all living things. d20 Result
Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d6, Vigor d6 1-8 ................ 50% zombies, 50% skel-
Skills: Fighting d8, Throwing d6 etons
Pace: 6; Parry: 6, Toughness: 7(2) 9-15 .............. Zombies
Edges: Improved Frenzy 16-19 ............ 90% zombies, 10 % ghouls
Salvage: None 20 ................. 50% zombies, 50% ghouls
Special Abilities:
* Armor +2: Damned soldiers wear ornate
DEATH BARGE
DEATH BARGE CAPTAIN
CAPTAIN
archaic armor. d20 Result
* Hardy: Damned soldiers do not suffer 1-16 .............. Experienced Death Priest*
a wound if they take a second Shaken 17-18 ............ Liche**
result. 19-20 ............ Ancient Vampire***
* Plus 2 neophyte death priests.
* Spiked Gauntlets: Str+d4.
* Spit Blood: Damned soldiers can spit ** Increase
board by 20%. the number of zombies on
hellish blood. This has a range of 1/2/4
hellish blood. This has a range of 1/2/4
and does 2d6 damage. *** Plus 2 vampire spawn.

 


SUNDERED SKIES
SUNDERED SKIES

DEATH PRIEST
DEATH PRIEST Special Abilities:
* Soul Orb: Soul orbs absorb the souls
The hideous necromancers of the Bright of everyone killed within 12”, providing
Cabal, these vile death priests are often 1 Power Point for each soul absorbed.
found at the helm of a death barge, and are Hitting a soul orb is a Called Shot with a –2
the dedicated servants of the Rotting One. penalty.. They have an Object
penalty O bject T
Toughne
oughness
ss of
12 and are damaged by blunt and cutting
weapons. Destroying a soul orb causes its
EXPERIENCED DEATH
EXPERIENCED DEATH PRIEST
PRIEST owner to become Shaken.
Attributes: Agility d6, Smarts d8, Spirit d12,
Strength d6, Vigor d6 NEOPHYTE DEATH
NEOPHYTE DEATH PRIEST
PRIEST
Skills: Boating d8, Climbing d6, Faith d12,
Fighting d6, Guts d6, Intimidation d8, Notice Attributes: Agility d6, Smarts d8, Spirit d10,
d8, Shooting d8, Stealth d6 Strength d6, Vigor d6
Charisma: –2; Skills: Boating d6, Climbing d6, Faith d10,
Pace: 6; Parry: 5; Toughness: 5 Fighting d6, Guts d4, Notice d8, Shooting d6,
Hindrances: Anemic, Ugly + various Stealth d6
Edges: Arcane Background (Miracles), New Charisma: –2;
Spells, Power Points, Reputation (bad), Soul Pace: 6; Parry: 5; Toughness: 5
Drain Hindrances: Anemic, Ugly + various
Gear: Various,
Various, but at least one relic (roll on Edges: Arcane Background (Miracles)
the Relic Table, on page 89) Gear:
Salvage:V
Various
arious
Junk
Salvage: Junk
Spells: (All have 50 Power Points including Spells: (All have 25 Power Points); armor,
15 stored in their soul orb); armor, bolt, bolt, fear
drain the powerful soul, fear, zombie
DEMON
DEMON
The demons of the Abyss are becoming more
common in the Skies as the Soulshield weak-
ens. Their shadows move independently,
often reaching towards their victims. The
most commonly encountered demons are
devourers, grisly puppeteers, grotesques,
maulers, spined brutes, swarm mages,
and thorn beasts.

DEVOURER
DEVOURER
Hellish manifestations of gluttony, devour-
ers are massively overweight humanoids.
They have huge slavering maws with long
barbed tongues.
Attributes: Agility d4, Smarts d6, Spirit d6,
Strength d4, Vigor d10
Skills: Guts d6, Fighting d8, Intimidate d6
Pace: 3; Parry: 6, Toughness: 13(4)
Edges: Arcane Resistance, Improved Nerves
of Steel
Salvage: None
Special Abilities:
Armor +4: Devourers are covered in rolls
of thick fat.

 


CHARACTERS & CREATURES


CHARACTERS CREATURES

* Command: A devourer’s cultists add +1


to their Spirit rolls to recover from being
Shaken.
* Fear: Devourers are disgusting.
* Size +2: Devourers are massively fat,
easily weighing over 800 pounds.
* Swallow: Devourers may swallow
opponents whole. Swallowed victims can
only attack the demon with small weapons
(knives, pistols) already held. Devourers
do not gain the benefit of Armor against
these attacks. The victim takes d8 damage
per round. His armor (if any) is destroyed
if this damage Aces. Only one creature
of Size +0 or smaller can be subject to
this attack at any one time. Swallowed
characters are disgorged upon the death
of the devourer or by the vomit attack.
* Tongue Lash: Devourers’ tongues have a
Reach of 4” and do Str+d4 damage. This is
a
onTouch Attack (+2
the Fighting Fighting).
roll, With awraps
the tongue raise
around the target and pulls him into the
devourer’s maw, whereupon it swallows
him as above.
* Vomit:
Vomit: Devourers vomit acid over foes.
Use the Cone Template. Everyone within within sight, with a Spirit roll at –2. On a
must make an Agility roll at –2 to avoid failure, they suffer a level of Fatigue. This
the attack. Those who fail suffer 2d8 Fatigue is removed after an hour’s rest.
damage. If the target rolls a 1 on his Agility * Armor +4: Scaly hide.
die, regardless of Wild Die, his armor * Claws/Bite: Str+d8
dissolves.
* Fear –2: Dragons are awesome beings.
DRAGON
DRAGON * Fiery Breath: Dragons breathe fire using
the Cone Template. Every target within
Attaining dragonhood is the goal of every this cone may make an Agility roll at –2
drakin Chosen. Dragons are the leaders of to avoid the attack. Those who fail suffer
the drakin race. A few are powerful sorcerers 2d10 damage and must check to see if
as well, and have 30 Power Points and 1d4+3 they catch fire (see the Fire rules in the
spells. Savage Worlds rulebook). A dragon may
not attack with its claws or bite in the same
Attributes: Agility d10, Smarts d10, Spirit round that it breathes fire.
d10, Strength d12+9, Vigor d12
* Flight: Dragons have a Flying Pace of 24”,
Skills: Fighting d12, Guts d12, Intimidation
d12, Notice d12 * Huge: Attacker
Attackerss add +4 to their attack
Charisma: +0; rolls when attacking a dragon.
Pace: 8; Parry: 8; Toughness: 20(4) * Size +8: Dragons are massive creatures;
Edges: Combat Reflexes, Improved Frenzy, over 40’ long from nose to tail and weigh
Level Headed, Nerves of Steel well over 30,000 pounds.
Salvage: Mother Lode + 1d6+2 relics * Tail Lash: The dragon can sweep all
Special Abilities: opponents in its rear facing in a 3” long by
Arcane Senses: Dragons may detect 6 wide area. This is a standard Fighting
supernatural persons, objects, or effects attack, and inflicts Str–2 damage.




SUNDERED SKIES
SUNDERED SKIES

DRAKE
DRAKE Pace: 6; Parry: 6; Toughness: 8(2)
Hindrances: Curious
Drakes are cunning, stealthy dangerous Edges: Arcane Senses, Chosen, Dragon Hide,
dragon-like creatures who lair amid the ruins Dragon Might, First Strike
of the Shattered City. Gear: Claws (Str+d6), sling (4/8/16, Str+d4)
Salvage: Junk
Attributes:
d10, StrengthAgility
d12+6,d6,Vigor
Smarts
d12d6 (A), Spirit DRAKIN SORCERER
DRAKIN SORCERER
Skills: Fighting d10, Guts d12, Intimidation
d12, Notice d8, Stealth d6 Attributes: Agility d6, Smarts d10, Spirit d6,
Pace: 4; Parry: 7; Toughness: 17(4) Strength d6, Vigor d6
Salvage: Goods in lair Skills: Boating d8, Climbing d4, Fighting d6,
Special Abilities: Guts d6, Notice d6, Spellcasting d10, Throw-
* Armor +4: Scaly hide. ing d6
Charisma: +0;
* Claws/Bite: Str+d8.
Pace: 6; Parry: 6; Toughness: 5(1)
* Fear: Drakes are frightening creatures. Hindrances: Small
* Flight: Drakes have a Flying Pace of 18”. Edges: Arcane Background (Magic), Arcane
* Large: Attackers add +2 to their attack Senses, Dragonkin
rolls when attacking a drake. Gear: Leather (+1) spear (3/6/12; Str+d6;
* Size +5: Drakes are over 20’ long from Parry +1; Reach 1)
snout
pounds. to tail, and weigh in at over 3000 Salvage: Junk
Spells: (15 Power Points); armor, bolt, blast,
* Tail Lash:
La sh: A drake can sweep all opponents boost/lower trait.
in its rear facing in a 2” long by 3” wide
rectangle, inflicting Str–2 damage. DROWNED SPIRITS
DROWNED SPIRITS
DRAKIN
DRAKIN Drowned spirits are very rare wraiths of
those who drown—something that is almost
Drakin encountered outside of Dragon’s unknown in the Sundered Skies. The ghost
Spine are often those seized with wanderlust. uses the water that killed it to form a body,
Drakin Chosen are metamorphosing into of sorts. Drowned spirits are malevolent,
dragons. Drakin sorcerers are particularly vengeful creatures that attempt to drown
formidable. their foes.
Attributes: Agility d8, Smarts d6, Spirit d6, Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d10
Strength d6, Vigor
Skills: Boating d8, d6
Climbing d6, Fighting d6, Skills: Fighting d6, Intimidation d12+2
Guts d6, Notice d6, Shooting d6 Pace: 6; Parry: 5; Toughness: 7
Charisma: +0; Salvage: None
Pace: 6; Parry: 6; Toughness: 5(1) Special Abilities:
Hindrances: Small * Drowning: If a drowned spirit gets a raise
Edges: Arcane Senses on its Fighting roll, it envelops the head
Gear: Leather (+1), rib blade (Str+d4, Parry of its victim in its watery form. The victim
+1, degradable), sling (4/8/16, Str+d4) starts to drown (see Savage Worlds). The
Salvage: Junk for every 3 drakin only way to save the victim is to destroy
the spirit—their
spirit—their forms are
are too
too nebulous
DRAKIN CHOSEN
DRAKIN CHOSEN to be grappled free.
Attributes: Agility d8, Smarts d6, Spirit d8, * Elemental: No additional damage from
Strength d8, Vigor d8 called shots;
shots; Fearless;
Fearless; Immune to disease
disease
Skills: Boating d8, Climbing d6, Fighting d8, and poison.
Guts d6, Knowledge (Arcana) d6, Knowledge * Fear –1: Drowned spirits cause Guts
(History) d8, Notice d6, Shooting d6 checks at 1 when they let themselves be
Charisma: +0; seen.




CHARACTERS & CREATURES


CHARACTERS CREATURES

* Invulnerability: Drowned spirits are


immune to all non-magical attacks except
EARTHBANE
EARTHBANE
fire. A torch or lantern that hits the spirit Glowmad dwarves become ugly, hairless,
does d6 damage, but is instantly put out. mole-like creatures with tiny eyes and large
* W
Water
ater Spout: Drowned Spirits can project claws. Earthbanes destroy earth and stonestone
a torrent of rushing water in a Cone with a wave
wave of sickly
sickly energy
energy,, knocking
knocking people
Template. This automatically puts out any from their feet as the ground disappears
normal fires. Creatures within the Cone beneath them. Earthbanes can destabilize an
must make
make a Strength roll
roll at –2 or be island within weeks.
Shaken. Attributes: Agility d4, Smarts d6, Spirit d6,
Strength d8, Vigor d8
DWARF
DWARF Skills: Fighting d6, Notice d6, Stealth d6
Pace: 5; Parry: 5; Toughness: 8(2)
Dwarves are the least numerous race in Salvage: Goods.
the Skies. They rarely venture out of the Special Abilities:
Lower Reaches, where they live deep within * Armor +2: Earthbanes have a stony hide.
hollow islands, called darkhomes. Dwarves
* Burrow (10”): Earthbanes can disappear
encountered elsewhere are either misfits, or
and reappear on the following action
missionaries of the Artificer.
anywhere within 10”.
Attributes:
Strength d6,Agility
Vigor d8d6, Smarts d6, Spirit d6, * Claws: Str+d8.
* Creation: A character who becomes an
Skills: Boating d6, Climbing d6, Fighting d6,
Earthbane loses 1 die in Agility but gains 1
Guts d8, Knowledge (Craft) d6, Notice d6,
die in Strength.
Repair d6, Shooting d6
Charisma: +0; * Earthbane: With a successful Spirit
Pace: 5; Parry: 5; Toughness: 7(1) roll, earthbanes can disintegrate earth
Hindrances: Loyal, Slow and rock around them as a free action.
Edges: Clan Trained, Low light Vision, Center a Medium Burst Template on the
Tough earthbane. All earth and rock in this area
Gear: Leather (+1), axe (Str+d6), sling is instantly disintegrated to a depth of 2
(4/8/16, Str+d4) game inches.
Salvage: Junk for every 3 dwarves Characters in the affected area must
make an Agility roll or be knocked prone.

DWARVEN ENGINEER
DWARVEN ENGINEER Anything
stone takeprimarily
2d8 damage.madeThis from earth
power or
only
Attributes: Agility d6, Smarts d10, Spirit d8,
Strength d8, Vigor d8 affects unworked stone and earth.
Skills: Boating d6, Climbing d6, Faith d8, * Glowmad: Glowmad spend the first two
Fighting d6, Guts d8, Knowledge (Craft) d8, months of their existence in a constant
Notice d8, Repair d8, Shooting d8, Weird
Weird Sci- state of berserk fury. They gain +2 to
ence d8 Fighting and Strength rolls and suffer a –2
Charisma: +0; penalty to Parry. If they roll a 1 on their
Pace: 5; Parry: 5; Toughness: 7(1) Fighting die they hit a random adjacent
Hindrances: Loyal, Slow target—not the original target.
Edges: Arcane Background (Weird
(Weird Science), * Light Sensitive: An earthbane’s eyes
Clan Trained, Gadgeteer, Low light Vision, are extremely sensitive. Torch light or
McGyver, Mr. Fix It, Tough brighter,, including voidlight, gives them a
brighter
Gear: Leather (+1), axe (Str+d6), sling –1 penalty toto all Trait
Trait tests requiring sight.
(4/8/16, Str+d4) They ignore dim light penalties and only
suffer a –1 penalty from darkness.
Salvage: Junk suffer a 1 penalty from darkness.
Spells: (10 Power Points); bolt, deflection * Slow: Earthbane cannot run.

 


SUNDERED SKIES
SUNDERED SKIES

EARTH ELEMENTAL
EARTH ELEMENTAL Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Earth elementals manifest as five-foot tall, Skills: Boating d6, Climbing d6, Fighting d6,
vaguely man-shaped collections
collections of earth and Guts d6, Notice d6, Shooting d6
stone. Though strong, they are also quite Charisma: +0;
slow and ponderous. Pace: 6; Parry: 5; Toughness: 6(1)
Attributes: Agility d6, Smarts d4, Spirit d6, Hindrances: All Thumbs
Strength d12+3, Vigor d10 Edges: Agile, Plant Heritage (choose one
Skills: Fighting d8 from the list on page 12)
Pace: 4; Parry: 6; Toughness: 11(4) Gear: Leather (+1), clubs (Str+d4), bow
Salvage: None (12/24/28, 2d6)
Special Abilities:
Salvage: Junk for every 3 elves
* Armor +4: Rocky hide.
* Bash: Str+d6. EXPERIENCED LEAFWARDEN
EXPERIENCED LEAFWARDEN
* Burrow (10”): Earth elementals can meld
into and out of the ground. Attributes: Agility d10, Smarts d6, Spirit d10,
* Elemental: No additional damage from Strength d8, Vigor d8
called shots; Fearless; Immune to disease Skills: Boating d6, Climbing d8, Faith d12,
and poison. Fighting d8, Guts d8, Notice d8, Shooting
d10, Stealth d8
ELEMENTAL
ELEMENTAL Charisma: +0;
Pace 6; Parry: 6; Toughness: 8(2)
Priests and sorcerers can summon Hindrances: All Thumbs
elemental spirits. The most common are air, Edges: Arcane Background (Miracles), Agile,
earth, fire, water, and wood elementals. Champion, Leaf Blessed (choose three from
Other, more powerful elemental creatures the list on page 12)
stalk the void and are a danger to all. Ice
Gear: Elven leather (+2), ironwood sword
elementals, inferno, maelstrom, and the
fearsome oaken giant are the most frequently (Str+d8), elven longbow (15/30/60, 2d6)
encountered elemental beings. Salvage: Junk +3 Elven Potions
Spells: (All have 25 Power Points); armor,
ELF
ELF bolt, feral form

The militant elves are a force to be reck- NEOPHYTE LEAFWARDEN


NEOPHYTE LEAFWARDEN
oned with in the Skies. Those encountered Attributes: Agility d8, Smarts d6, Spirit d8,
are usually members of an official delegation Strength d6, Vigor d6
or outcasts. Elven shepherds are especially Skills: Boating d6, Climbing d6, Faith d10,
feared, as they are skilled warriors, able to Fighting d6, Guts d4, Notice d8, Shooting d6,
hold off more than one attacker with ease.
Stealth d6
Important elves should have their plant Charisma: +0;
heritages decided before the start of the Pace: 6; Parry: 5; Toughness: 7(2)
game. Otherwise, roll on the table below.
Hindrances: All Thumbs
d8 Plant Heritage Edges: Arcane Background (Miracles), Agile,
1 ................... Bark Skin Leaf Blessed (choose two from the list on
2 ................... Blood Rose page 12)
3 ................... Ivy Crawl
4 ................... Nettle Touch Gear: Elven leather (+2), ironwood sword
5 ................... Perfume (Str+d6), elven longbow (15/30/60, 2d6)
6 ................... Spores Salvage: Junk +1 Elven Potion
7 ................... Thorns Spells: (All have 15 Power Points); armor,
8 ................... Willow Shadow bolt

 


CHARACTERS & CREATURES


CHARACTERS CREATURES

ELVEN OAKTHORN
ELVEN OAKTHORN a much more bestial or predatory ancestry.
The six most commonly encountered types
Oakthorn are professional militia who have
been bonded to their wooden armor and of feral are listed below.
weapons. They are zealots,
zealots, totally devoted to
the elven nation. BEAR
BEAR
Attributes: Agility d6, Smarts d6(A), Spirit
Attributes:
Strength d8,Agility d10, Smarts d6, Spirit d8,
Vigor d8 d6, Strength d12+4, Vigor d12
Skills: Boating d8, Climbing d6, Fighting Skills: Fighting d8, Guts d6, Notice d6
d10, Guts d8, Intimidation d8, Notice d8, Pace: 5; Parry: 4; Toughness: 10
Shooting d8, Stealth d6, Throwing d8 Salvage: Junk
Pace: 6; Parry: 7; Toughness: 9(3) Special Abilities:
Hindrances: All Thumbs, Vow (Major) * Berserk: Bear ferals are in a perpetual
Edges: Combat Reflexes, Plant Heritage berserk frenzy. They gain +2 to Fighting
(choose one from the list on page 12), Trade-
Trade- and Strength rolls and suffer a –2 penalty
mark Weapon to Parry. If they roll a 1 on their Fighting
Gear: ironwood sword (2d8) die they hit a random adjacent target—not
Salvage: Junk for every 2 Oakthorn the original target.
Special Abilities: * Claws: Str+d6.
* Bonded Gear: Oakthorn wear bonded * Hug: Bear ferals hitting with a raise pin
wooden armor (+3), which fires volleys their foes and then automatically rend
of thorns at attackers (2/4/8, 2d6+1, 3 vol- their victims. To escape, the victim must
leys available). This armor is impossible to achieve a raise on an opposed Strength
remove. Oakthorn can only release their roll.
swords by uttering a special command * Size +2: Bear ferals stand over 7’ tall.
word.
BLOODHOUND
BLOODHOUND
ELVEN SHEPHERD
ELVEN SHEPHERD
Attributes: Agility d6, Smarts d6(A), Spirit
Attributes: Agility d10, Smarts d8, Spirit d10, d6, Strength d8, Vigor d8
Strength d8, Vigor d10 Skills: Fighting d8, Guts d6, Notice d10,
Skills: Boating d6, Climbing d8, Faith d8, Tracking d12+2
Fighting d10, Guts d8, Intimidation d8, No- Pace: 6; Parry: 6; Toughness: 7
tice d6, Shooting d10, Survival d8, Tracking Salvage: Junk
d8 Special Abilities:
Charisma: +0; * Claws: Str+d4
Pace: 6; Parry:
Hindrances: All10; Toughness: 9(2)
Thumbs * Feral Senses: Bloodhound ferals get a
+2 bonus on all Notice checks. They get a
Edges: Acrobat, Agile, Alertness, Ambidex- free Notice roll to detect ambushes (as per
trous, First Strike, Florentine, Improved Danger Sense) and can detect prey within
Block, Level Headed, Marksman, Nerves of a half mile radius.
Steel, Plant Heritage (choose one from the
list on page 12), Woodsman * Size +1: Bloodhound ferals stand over 6’
Gear: Elven leather (+2), two ironwood tall.
swords (Str+d8), elven longbow (Range
15/30/60, 2d6) BULL
BULL
Salvage: Goods + 5 Elven Potions Attributes: Agility d6, Smarts d6(A), Spirit
d6, Strength d12+2, Vigor d10
FERAL
FERAL Skills: Fighting d10, Intimidation d10, Guts
d12, Notice d8,
Ferals are much larger, less intelligent, Pace: 7; Parry: 5; Toughness: 9
and more vicious than wildlings. Whereas Salvage: Junk
wildlings are usually formed from smaller or Special Abilities:
relatively unaggressive animals, ferals have * Berserk: Bull ferals are in a perpetual

 


SUNDERED SKIES
SUNDERED SKIES

berserk frenzy. They gain +2 to Fighting WOLF


WOLF
and Strength rolls and suffer a –2 penalty Attributes: Agility d6, Smarts d6(A), Spirit
to Parry. If they roll a 1 on their Fighting d6, Strength d8, Vigor d8
die they hit a random adjacent target—not Skills: Fighting d8, Guts d6, Notice d6,
the original target. Pace: 8; Parry: 6; Toughness: 7
* Bite: Str. Salvage: Junk.
* Fleet Footed: Bull ferals roll a d10 for Special Abilities:
their running die. * Bite: Str+d4
* Gore: Str. * Fleet Footed: W Wolf
olf ferals roll a d10 for
their running die.
* Size +2: Bull ferals stand over 7’ tall.
* Go for the Throat: A raise on the wolf
feral’s attack roll hits the target’s most
HAWK
HAWK weakly armored location.
Attributes: Agility d6, Smarts d6(A), Spirit * Size +1: W Wolf
olf ferals stand over 6’
6’ tall.
d6, Strength d8, Vigor d8
Skills: Fighting d8, Guts d6, Notice d12, FIRE ELEMENTAL
FIRE ELEMENTAL
Pace: 3; Parry: 6; Toughness: 6
Salvage: Junk. Fire elementals appear as man-shaped
Special Abilities: flame.
* Claws: Str+d6.
* Eagle Eyed: Hawk ferals gain a +4 on Attributes:
d8, StrengthAgility d12+1,
d4, Vigor d6 Smarts d8, Spirit
sight based Notice rolls. Skills: Climbing d8, Fighting d10, Shooting
* Flight: Hawk ferals have a Flying Pace of d8
12”. Pace: 6; Parry: 7; Toughness: 5
Salvage: None.
* Power Dive: A hawk feral may dive silently Special Abilities:
onto their prey, by plummeting at least * Elemental: No additional damage from
12”. This attack gains all the penalties and called shots; Fearless; Immune to disease
bonuses from both a Wild Attack and The and poison.
Drop—that’s +6 to hit and damage, and * Invulnerability: Fire elementals are
–2 Parry until their next
next action. immune to non-magical attacks but suffer
1d6 damage when doused in at least a
TOAD
TOAD gallon of water, +2 per additional gallon.
Attributes: Agility d6, Smarts d6(A), Spirit * Fiery Touch: 2d10 damage. Chance of
d6, Strength d8, Vigor d8 catching fire.
Skills: Fighting d8, Guts d6, Notice d6, * Flame Strike: Fire elementals can project
Pace: 4; Parry: 6; Toughness: 7 a searing blast of flame using the Cone
Salvage: Junk. Template and a Shooting roll. Foes may
Special Abilities: make an opposed Agility check to avoid
* Claws: Str+d4. the blast. Damage is 2d10, plus the chance
of catching fire.
* Leap: T Toad
oad ferals may leap up to 10” into
combat (minimum 3”), attacking with +2
to both their Fighting and Damage rolls.
FOG SHARK
FOG SHARK
* Size +1: Toad ferals are significantly Fog sharks are flying, predatory, fish-like
bigger than a human. creatures, which can magically create a fog
* Tongue: Toad
Toad ferals have a 4” long
lon g tongue. bank. They are most commonly found in the
If they get a raise on their Fighting roll, the Razor Pass, where they pose a definite threat
target is afflicted with paralyzing spittle to shipping.
and must make a Vigor roll or be paralyzed Attributes: Agility d8, Smarts d4 (A), Spirit
for 1d4 rounds. d8, Strength d12+4, Vigor d12

 


CHARACTERS & CREATURES


CHARACTERS CREATURES

Skills: Fighting d10, Guts d8, Notice d12, GHOUL


GHOUL
Stealth d12+2
Pace: 0; Parry: 7; Toughness: 16(2) Ghouls fashion weapons out of their own
Salvage: Junk in stomach dismembered body parts. These weapons
Special Abilities: paralyze their victims as well as cause griev-
* Armor +2: Fog sharks are covered in ous wounds. Ghouls repair their self-inflicted
bony rasps. wounds by cannibalizing their victims’
* Bite: Str+d8. corpses.
* Fog: Fog sharks create fog banks as a free Attributes: Agility d8, Smarts d6 Spirit d6,
action. Place a Large Burst Template over Strength d6, Vigor d6
the fog shark every round, leaving other Skills: Fighting d8, Intimidation d8, Notice
Templates it has created in place at the d6, Throwing d8
shark’s last position. The area covered by Pace: 6” Parry: 6 Toughness: 7
the Template becomes filled with a thick, Gear: Various
magical, stationary fog which counts as Salvage: Junk for every 2 ghouls
Medium Cover for the shark only. The fog Special Abilities:
* Bone Weapons: A ghoul uses weapons
can be dispersed with a light wind.
taken from its own body. For example,
* Flight: Fog sharks have a Flying Pace 12”. arrows made from its ribs, or an axe that
* Keel Rip: A fog shark can rip apart a sky
ship by scraping its back along the keel of was once
normal a shoulder
damage blade.
and infect theThese
victiminflict
with
the ship. These attacks do 2d8 damage, the chill of the grave. A target who suffers a
count as a Heavy Weapon, and have AP 4. wound or Shaken result must make a Vigor
* Large: Attack
Attackers
ers add +2 to their attack roll or be paralyzed and incapable of any
rolls when attacking a fog shark due to its action—even speech—for 2d6 rounds.
large size.
* Size +6: Fog sharks can grow up to 40’ in
length.

GHOST
GHOST
The Skies are full of ghosts. Most are weak
and unable to manifest themselves, but some
have either a malevolent will or a compelling
need to complete a task left undone. Not all
are evil.
Attributes: Agility d6, Smarts d6, Spirit d10,
Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d12+2, No-
tice d12, Taunt d10, Stealth d12+4, Throw-
ing d12
Pace: 6; Parry: 5; Toughness: 5
Gear: Thrown objects (Str+d4)
Salvage: None
Special Abilities:
* Ethereal: Ghosts are immaterial and can
only be harmed by magical attacks.
* Fear –1: Ghosts cause Guts checks at –1
when they let themselves be seen.

 


SUNDERED SKIES
SUNDERED SKIES

Special Abilities:
* Bite: The flock inflict hundreds of tiny
cuts every round, hitting automatically
and causing 2d6 damage to everyone in
the template. Damage is applied to the
least armored location.
* Fly: The skylers have a Flying Pace of 12”.
* Glimmerwing: The intense voidglow
of glimmerwings causes sentient prey to
make a Spirit roll every 5 rounds or gain a
level of glowmadness.
* Swarm: Parry +2; because the flock is
composed of scores of creatures, cutting
and piercing weapons do no real damage.
Area effect weapons
weapons work normally.
normally.

GLOWBORN
GLOWBORN
Glowborn are a relatively new race in the
Skies and have yet to develop a cohesive racial
identity. The majority of glowborn reside on
Freedom
Freed om isle, but where goblins are found in
any numbers there will probably be a small
community of glowborn nearby.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
* Claws: Str+d4. Skills: Boating d6, Climbing d6, Fighting d6,
* Fear: The self-inflicted wounds of a ghoul Guts d8, Notice d6, Shooting d6
are horrifying. Charisma: +0;
* Undead: +2 Toughness; +2 to recover Pace: 6; Parry: 5; Toughness: 6(1)
from being Shaken; Called shots do no Hindrances: Loyal
extra damage; Fearless. Edges: Jaded
Gear: Leather (+1), bone short sword
GLIMMERWING
GLIMMERWING (Str+d6, degradable), Sling (4/8/16, Str+d4)
Salvage: Junk for every 3 glowborn
Glimmerwings are predatory skylers. Their
wings concentrate and reflect voidglow,voidglow,
GLOWMAD
GLOWMAD
effectively making them invisible until they
The glowmad are among the most feared
are almost upon their prey. Glimmerwings
creatures of the Sundered Skies, and fill most
swarm together in large flocks, which con-
islanders with horror. Most have felt the first
sume everything in their path. stirrings of rage which lead to glowmadness
The flock is treated as a single creature. and know they could easily be witnessing
Attackss against it kill a few glimmerwings but
Attack their own fate.
have no effect on the overall swarm until a The Creation Special Ability modifies the
wound is caused. Glimmerwing swarms cover attributes of characters who are driven glow-
an area equal to a Large Burst Template. mad. Increases over a d12 result in gaining a
Attributes: Agility d8, Smarts d4(A), Spirit single point (so a d12 increasing by two steps
d8, Strength d8, Vigor d10 becomes d12+2). Reductions cannot lower a
Skills: Notice d6, Stealth d12+2 stat below a d4. These changes have already
Pace: 0; Parry: 4; Toughness: 7 been included in the sample glowmad in this
Salvage: None chapter.




CHARACTERS & CREATURES


CHARACTERS CREATURES

Each of the races has their manner of dis-


playing glowmadness. Humans manifest in
GRISLY PUPPETEER
GRISLY PUPPETEER
their glowmad forms as blinded, orcs trans- Grisly puppeteers are hideous demons,
form into terrible ogres, elves become the similar in appearance to half melted, obese
feared blightwalkers, while dwarves change humans. They have the disgusting ability to
into the horrific earthbane. Drakin who
succumb to glowmadness transform into animate corpses.
the wyrmspawn, while goblins and glow- Attributes: Agility d4, Smarts d6, Spirit d8,
born who suffer the same fate are known as Strength d10, Vigor d8
ragers. Skills: Fighting d6, Guts d4, Notice d6
Pace: 5; Parry: 5; Toughness: 9(1)
Of the sentient races in Sundered Skies, Edges: Combat Reflexes, Nerves of Steel
only wildlings are immune to the effects of Salvage: Goods
the glow, and the eventual fate of those who Special Abilities:
succumb to its embrace. For all other races, * Armor +1: Grisly puppeteers are covered
the inescapable voidlight is a constant and in thick blubber.
terrifying companion.
* Claws: Str+d4.
* Meat Puppet: Using one of its tentacles,
GOBLIN
GOBLIN the puppeteer may subdue a living target
with a grapple roll. With a raise on its
Goblins Skies.
Sundered are theThey
soulless
are slave
small,race of and
ugly, the Fighting roll, the puppeteer may also make
an opposed Spirit roll against his subdued
surprisingly strong for their size. They are victim. Success allows the puppeteer to
dim witted, and can only understand about
control his victim as if it had used the
twenty words. puppet power.
In battle, goblins fight without fear or a The victim must be removed from
sense of preservation, but they only fight if the tentacle to escape the puppeteers
led by a strong and compelling master. Their influence. Tentacles have a Toughness of
soulless condition makes them resistant to 13, and a wound severs them. Wounds
miracles. inflicted upon tentacles do not transfer to
Attributes: Agility d8, Smarts d6(A), Spirit the puppeteer.
d4, Strength d8, Vigor d10 * Fear –1: Watching a grisly puppeteer
Skills: Climb d6, Fighting d6, Notice d4. animate corpses is terrifying.
Pace: 5; Parry: 3; Toughness: 6
Gear: Club (Str+d4) * Puppeteer: The grisly
forms ropy strands, puppeteer’s
which flesh
may seek out up
Salvage: None to four corpses within 10”. These corpses
Special Abilities: are directed to attack the puppeteer’s
* Combat Reflexes: Goblins get +2 on foes—use either zombie or skeleton stats
Spirit rolls to recover from being Shaken. for the corpses.
* Fearless: Goblins never need to make The puppeteer controls these corpses
Guts checks for fear. as a free action. The tentacles have a
* Miracle Resistant: Due to the absence Toughness of 13, and a wound severs
of a soul, goblins are very resistant to them—the corpse ceases to be controlled.
miracles. They have the Improved Arcane If the puppeteer is Shaken, his puppets
Resistance Edge. are unaffected and vice versa. Wounds
* Size –1: Goblins stand 3-4’ tall. inflicted upon tentacles do not transfer to
* Wild: When goblins are forced to fight, the puppeteer.
they attack without any thought of self * Size +2: Grisly puppeteers are much
preservation. Every attack by a goblin is a bigger than humans, and typically stand
Wild Attack.
Attack. over 8’ tall.




SUNDERED SKIES
SUNDERED SKIES

GROTESQUE
GROTESQUE can choose to go round a rock field rather
than go through it, but this means two more
These foul demons resemble small, four- encounter checks because of the extra time
winged gargoyles. They often hover in place added to the journey.
and clap two of their wings together, creating If the captain fails a Boating roll while
a stunning force wave.
Attributes: Agility d10, Smarts d4, Spirit d6, navigating the field, the ship takes damage
according to the value of the card which trig-
Strength d8, Vigor d6 gered the encounter in the first place. Jacks
Skills: Fighting d8, Notice d6, Stealth d8 inflict 5d6 damage, Queens and Kings inflict
Pace: 4; Parry: 6; Toughness: 6(2)
Edges: Dodge, Quick 6d6, aces do 7d6, and Jokers cause 8d6.
Salvage: None
Special Abilities: FIREPLUMES
FIREPLUMES
* Armor +2: Stone-like hide. Occasionally, pressures within the Flaming
* Bite: Str+d4. Skies cause an explosion, sending an enor-
* Flight: Grotesques have a Flying Pace of mous plume of flame arcing through the
8”. Lower Reaches. These fireplumes can destroy
* Size –1: Grotesques are only 3’-4’ tall. even the hardiest of ships.
* Stun Wings: By slapping together two of
When a fireplume is encountered, the
their
cone wings, grotesques
of force. Use the create
Cone aTemplate.
stunning Game Master draws a card to determine its
Living things within the Cone must make strength. The captain and crew make a Boat-
a Vigor check or be Shaken. ing roll, subtracting the penalty shown on
the Hazard Severity Table below.
HAZARD
HAZARD The penalty to the roll (and the damage
inflicted if the roll is missed) depends on
A number of environmental hazards can be the fireplume’s intensity. Damage is applied
found in the void. They’re grouped below
against the ship’s base Toughness, ignoring
for quick and easy reference during play.
non-magical armor.
armor. Each die of damage has a
COLLISION
COLLISION 1 in 6 chance of starting a shipboard fire.
The ship is in danger of being struck by
rocks. The GM draws a card and the numeri- ICEFALLS
ICEFALLS
cal value isathe
in danger, number
Jack of arounds
is an 11, Queenthe ship
a 12, is
and Forces within the Draining Sea sometimes
cause ice to break off and fall into the void.
so on. If a Joker is drawn then this equals ten These icefalls melt as they fall, but can be
turns, but the GM must draw another card
devastating if they hit a ship.
and add this number.
Next, the GM rolls a d6. On a 1-3, the field When an icefall is encountered the Game
is sparse, and on a 4-6 it is thick, as detailed Master draws a card to determine its strength.
in the Obstacles rules in Savage Worlds. The captain makes a Boating roll and sub-
The captain can make a Notice roll at –2 tracts the penalty shown on the Hazard
to determine the thickness of the field. He Severity Table below
b elow..

HAZARD SEVERITY
HAZARD SEVERITY TABLE
TABLE
Card Pen Fireplume Damage Icefall Damage Windstorm Damage
2 -4 5d10 5d8 5d6
3-10 -2 4d10 4d8 4d6
Jack-Ace +0 3d10 3d8 3d6
Joker +2 3d10 3d8 3d6




CHARACTERS & CREATURES


CHARACTERS CREATURES

The penalty to the roll (and the damage Fire: An accident causes a fire on the ship.
inflicted if the roll is missed) depends on the Use the Fire rules found in the Savage Worlds
icefall’s
icefall ’s density. Damage is applied against rulebook.
the ship’s base Toughness, ignoring non- Man Overboard: A crewmember is lost
magical armor.
overboard. If NPC crewmembers are not avail-
NAVIGATION HAZARD
NAVIGATION HAZARD able, this accident befalls a player character.
Use the Falling Overboard rules on page 53.
Roll a d8 on the table below to see what be- Lava Strike: Some islands are active vol-
falls the ship.
canoes, which erupt without warning. The
d10 Effect
ship’s captain must make a Boating roll at –4
1-2 ................ Water scarce
to avoid the strike.
3 ................... Food scarce
4 ................... Collision: Sparse The color of the face card the Game Master
5 ................... Fire drew to trigger this event defines the lava
6 ................... Man overboard strike. If the face card is black then the lava
7 ................... Collision: Thick has cooled into a large basalt block inflicting
8 ................... Lava strike 3d8 damage. If the face card is red, molten
9 ................... Hazard: Windstorm lava hits the ship inflicting 3d6 damage and
10 ................. Hazard: Void Holes causing 1d6 shipboard fires to break out.
Windstorm: The ship is assailed by a
Water Scarce: Unless the crew includes
Water
vicious windstorm. See page
page 154.
a Provider, the ship’s water supply becomes
seriously depleted. The crew must make a Void
Void Holes: The ship encounters and is
Vigor roll at –2 or become Exhausted. The affected by dangerous void holes. See page
Games Master makes another encounter 154.
check immediately.
Food Scarce: Unless the crew includes TRAPS
TRAPS
a Provider, the ship’s food supply becomes Many ruins in the Skies are trapped in
seriously depleted. The crew must make a some way. Use the system presented below
Vigor roll or become Fatigued. The GM makes to determine the nature of the trap encoun-
another encounter check immediately. tered. Of course, if you’re planning the ruin
Collision: The ship finds itself within a out in detail first, you can take your time to
rock field. See the rules on page 152. design your own traps.
TRAP TABLE
TRAP TABLE
Card Trap Clubs Diamonds Heart Spades
2–5 Pit Trap 3 yards, 2d6 5 yards, 2d6 10 yards, 2d6+5 20 yards, 2d6+10
6 Spiked Pit 3 yards, 2d6+2 5 yards, 2d6+5 10 yards, 2d6+10 20 yards, 2d6+15
7–8 Projectile Sh d6, 2d6, ROF 2 Sh d8, 2d6, ROF 3 Sh d10, 3d6, ROF 2 Sh d12, 3d6, ROF 3
9–10 Blade F d6, 1d6 F d8, 2d6 F d10, 3d6 F d12, 4d6
Jack Poisone
Poisoned d * * * *
Queen Poisoned ** ** ** **
King Bolt*** Sh d6, 2d6, ROF 2 Sh d8, 2d6, ROF 3 Sh d10, 3d6, ROF 2 Sh d12, 3d6, ROF 3
Ace Blast**** Med Burst, 2d6 Med Burst, 3d6 Large Burst, 2d6 Large Burst, 3d6
Joker The trap is faul
faulty
ty and does not ffunction
unction
*As Projectile, but victims must also make a Vigor roll per hit or suffer an automatic wound.

** As Blade, but victims must also make a Vigor roll at –2 or suffer an automatic wound.
*** Bolt has a range of 12 . Trappings vary. All attacks are made against the closest target.
** **Blast has a fire trapping and the Template is centered on the square containing the trap.




SUNDERED SKIES
SUNDERED SKIES

When a trap is encountered draw a card Severity Table from his total. The penalty to
from the Action Deck, this tells you every- the roll (and the damage inflicted if the roll
thing you need to know about its type and is missed) depends on the storm’s intensity
lethality. that round. Storm damage is applied against
Detecting: Detecting a trap requires a the ships base Toughness, ignoring all non-
Notice roll. Unless a character has Danger magical armor.
Sense, searching for traps requires an Every round the roll is missed, each char-
action. acter must make an Agility roll. Those who
Disarming: Disarming a trap requires a fail are thrown overboard.
Lockpicking roll. On a roll of 1 (regardless of Flying creatures are particularly vulnerable
Wild Die), the trap
trap activates. in windstorms and must make Agility rolls
Initiative: Most traps activate with little every round or take the damage specified by
warning to the unfortunate victim. Use the the storms severity, ignoring all but magical
rules for Surprise. A trap catching a character armor.
by Surprise also has the Drop (where appli-
cable). VOID HOLES
VOID HOLES
Area: Static traps, such as pits and blades, V
Void
oid holes are small, two-dimensional areas
affect a 1” square on the battle grid. Non- of irregularly shaped darkness, which form
magical projectile traps, such as arrow traps, without warning and have an adverse effect
have a fixed range of 4”. on a ship’s crew. Each week the hole goes
Duration: Non-magical traps are one-shot undetected, all onboard must succeed at a
devices. Once activated, they must be reset in Spirit roll, opposed by its Spirit (see below).
order to work again. Magical traps continue Those who fail gain a level of glowmadness,
to work indefinitely, having infinite Power which cannot be nullified or reduced until
Points. the hole is closed.
Effects: Check the card against the Trap If a crew suspects that their ship has picked
Table on page 153. up a void hole, they may search for it. Each
Notes: The following short codes are hour of searching allows a Notice roll with
used on the table. Sh=Shooting die and F a penalty of –6 . The void hole is aware of
= Fighting die. Xdx = number and type of this and increases the intensity of its effect.
dice damage. ROF = the number of attacks Crewmembers must make opposed Spirit
a projectile trap makes against all targets in rolls every hour.

range, unless do
use Shooting otherwise stated.
not suffer Traps which
multi-action pen- The only
a priest way toitdestroy
to assault with
with hisa void
Faith,hole
Faith, is for
which is
alties for a ROF more than 1. opposed by its Spirit. If the priest is success-
ful, the void hole closes. If he is unsuccessful,
WINDSTORM
WINDSTORM then it immediately attacks all onboard with
The windstorms of the void are savage and its insidious effect.
unpredictable. All that stands between a ship The Spirit die of the void hole is decided
and its destruction
destruction is the skill and wits of its by the suit of the card that triggered the
captain and crew. encounter.
First, roll 1d6+3. This determines how
long the ship is in serious danger from the VOIDHOLE TABLE
VOIDHOLE TABLE
storm in 30 minute increments.
i ncrements. Card Spirit die
The Game Master then draws a card for Club............
..................
..........
.... d6
each round to determine how rough the Diamond
Diam ond ..............
.............. d8
storm is for that particular half-hour.
half-hour. The Heartt ............
Hear ..................
........
.. d10
captain makes a Boating roll each round and Spade ............
Spade ..................
........ d12
subtracts the penalty shown on the Hazard Joker ..................... d4




CHARACTERS & CREATURES


CHARACTERS CREATURES

ICE ELEMENTAL
ICE ELEMENTAL check to avoid the blast. The damage is
2d10, plus the chance of catching fire.
Ice elementals are water elementals that This attack counts as a Heavy Weapon.
have been frozen and infected by Battlelord’s * Flight: Infernos fly at a rate of 12”.
rage. * Huge: Characters add +4 when attacking
an inferno because of their great size.
Attributes:
Strength d10,Agility
Vigord8,
d10Smarts d6, Spirit d6, * Invulnerability: Infernos are immune to
Skills: Fighting d8, Shooting d6 non-magical attacks but suffer 1d6 damage
Pace: 8; Parry: 6; Toughness: 10(3) when doused in at least a gallon of water,
Salvage: None +2 per additional gallon.
Special Abilities: * Short Lived: An inferno quickly consumes
* Armor +3: Hard ice. itself unless a source of fuel can be found.
* Elemental: No additional damage from Each round, it loses a point of Size (with
called shots; Fearless; Immune to disease the resulting drop in Toughness). Once
and poison. its Size drops to +4, heroes get a +2 to
attacks.
* Fleet Footed: Ice elementals roll a d10
for their running die. If its Size drops to +2 or below, heroes
lose all bonuses on attack rolls.
* Ice Shards: Ice elementals can project
shards of ice at a target using the Cone * Size (+8): Inferno’s are malevolent rolling
banks of fire.
Template and a Shooting
make an opposed roll. Foes
Agility check may
to avoid
the blast. Damage is 2d10.
* Immunity: Ice elementals are immune to ISLAND MILITIA
ISLAND MILITIA
water and ice attacks.
attacks.
These are islanders who have volunteered
* Slam: Str+d8. for militia duty on their homeisles. They are
* W
Weakness
eakness (Fire): Fire based attacks do only mustered at times of great need and
+2 damage. spend most of their time pursuing their “day
cycle job,” such as blacksmithing or crewing
INFERNO
INFERNO the trawlers.
Some islands only pay lip service to the
Infernos are massive fire elementals, edicts of the Trade Council and maintain a
escapees from the Flaming Skies, far below professional military force. These militia
the lowest isle. They are dangerous, but short members are assigned jobs not critical for
lived. the survival of the island and spend much of
Attributes: Agility d12+1, Smarts d8, Spirit their time in combat training.
d10, Strength d8, Vigor d12 Attributes: Agility d6, Smarts d6, Spirit d6,
Skills: Fighting d12, Notice d6, Shooting Strength d6, Vigor d6
d10 Skills: Boating d4, Climbing d6, Fighting d6,
Pace: 0; Parry: 8; Toughness: 16 Guts d4, Notice d6, Shooting d6, Stealth d6
Salvage: None Charisma: +0;
Special Abilities: Pace: 6; Parry: 6; Toughness: 5
* Elemental: No additional damage from Edges & Hindrances: —
called shots; No wound penalties; Fearless; Gear: Bone short sword (Str+d4, degrad-
Immune to disease and poison. able), bone spear (3/6/12, Str+d6, Parry +1,
* Fiery Touch: 2d10 damage with a chance Reach, degradable)
of catching fire. Salvage: Junk for every 5 militia members
* Flame Strike: Infernos can fire a ball of
flame covering a Medium Burst Template, PROFESSIONAL MILITIA
PROFESSIONAL MILITIA
with a range of 75/150/300 and a Shooting Attributes: Agility d8, Smarts d6, Spirit d8,
roll. Foes may make an opposed Agility Strength d8, Vigor d8






SUNDERED SKIES
SUNDERED SKIES

Skills: Boating d4, Climbing d6, Fighting d8, * Fear –2: Liches are a truly awful sight.
Guts d8, Intimidation d8, Notice d8, Shoot- * Spells: Liches have 50 Power Points and
ing d8, Stealth d6 know all spells available to death priests.
Charisma: +0; * Undead: +2 Toughness; +2 to recover
Pace: 6; Parry: 6; Toughness: 8(2) from being Shaken; Called shots do no
Hindrances: — extra damage.
Edges: Combat Reflexes * Zombie: Undead that liches raise through
Gear: Coin shirt (+2), long sword (Str+d8), the zombie spell are permanent.
dagger (Str+d4), pistol (Range 5/10/20; Dam-
age 2d6+1). Some are also equipped with
muskets (Range 10/20/40; Damage 2d8) MADNESS HULK
MADNESS HULK
Salvage: Junk for every 3 militia members
Madness hulks are crewed by insane
worshippers and glowmad, and captained
ISLANDER
ISLANDER by voiders. They are badly maintained, with
ragged sails and splits in the hull, through
which voidlight shines. Despite their state,
The people of the Sundered Skies are a
madness hulks are actually quite sturdy.
varied lot, but the profile below is common
for most. Madness hulks can cloak themselves in
the glow, effectively becoming invisible, and
Attributes: Agility d6, Smarts d6, Spirit d6,
launch surprise attacks on their prey.
prey. Success-
Strength d6, Vigor d6 ful Notice rolls with a –4 penalty spot them,
Skills: Boating d6, Climbing d6, Guts d4,
otherwise the voiders attack from surprise.
Knowledge (Trade)
(Trade) d6, Notice d6, Stealth d6,
The captain
captain of a madness
madness hulk can flare
flare the
Throwing d6
voidlight shining from his ship, forcing the
Charisma: +0; crew of the target ship to make
make a Spirit roll
Pace: 6; Parry: 2; Toughness: 5 or gain a level of glowmadness.
Edges & Hindrances: —
Gear: Knife (Str+d4)
Salvage: Junk for every 5 islanders; Junk for MADNESS HULK
MADNESS HULK TYPE
TYPE
individual merchants and the like Roll on the table below to determine the type
of ship encountered.
LICHE
LICHE d20 Result
1-2 ................ Cloud Skiff
Death priests who are particularly beloved 3-6 ................ Sky Sloop
of the Rotting One can become powerful 7-12 .............. Frigate
Frigate
spellcasting liches with the power to raise 13-15 ............ Modified Frigate*
rotting hordes. 16-17 ............ Doppelganger ship
Attributes: Agility d6, Smarts d12+2, Spirit 18-19 ............ Sky Galley
d10, Strength d10, Vigor d10 20 ................. Two ships encountered,
Skills: Fighting d8, Intimidation d12, Knowl- roll twice on this chart.
edge (occult) d12+2, Notice d10, Spellcast- * A modified ship has one of the racial
ing d12 modifications as detailed on page 34.
Pace: 6; Parry: 6; Toughness: 15(6)
Gear: Magical bone armor (+6) MADNESS HULK
MADNESS HULK CREW
CREW
Salvage: Haul plus 1 relic (see page 88) d20 Result
Special Abilities: 1-8 ................ pirates
* Death Touch: Liches drain the lives of 9-15 .............. 50% pirates, 50% blinded
those around them with a touch. Instead 16-19 ............ 50% pirates, 50% blinded
of attacking for damage, a liche may make + 1d6 ragers
a touch attack. Every raise on its Fighting 20 ................. 50% pirates, 50% blinded
roll automatically inflicts one wound on + 1d6 ragers and 1d2
its target. ogres




CHARACTERS & CREATURES


CHARACTERS CREATURES

MADNESS HULK
MADNESS HULK CAPTAIN
CAPTAIN MAULER
MAULER
d20 Result
1-5 ................ Neophyte voider priest Reptilian demons with voracious appetites,
6-20 .............. Experienced voider priest maulers are slightly smaller than humans. A
plus 2 neophyte voider mauler has a hunched, headless body, two
muscular legs, and two tentacles extending
priests. from its neck ending in teeth-lined maws,
MAELSTROM
MAELSTROM with which it tears its prey
prey apart.
Attributes: Agility d8, Smarts d4(A), Spirit
Maelstroms are angry windstorm spirits d6, Strength d6, Vigor d6
serving the Mistress of Storms. These wild Skills: Fighting d6, Notice d6,
elemental creatures take immense delight Pace: 8; Parry: 3; Toughness: 6(1)
in ripping ships apart and toying with their Edges: Fleet Footed, Improved Frenzy
crew before flinging them screaming into the Salvage: None
emptiness of the void. Special Abilities:
Attributes: Agility d12, Smarts d6, Spirit d4, * Armor +1: Armored scales.
Strength d12, Vigor d10 * Bite: Str+d6+2.
Skills: Notice d10 * Fearless: Maulers are immune to Fear and
Pace: 0; Parry: 7; Toughness: 15 Intimidation.

Salvage: None
Special Abilities: * Insane: Maulers
frenzy. They are in
gain +2a perpetual berserk
to Fighting and
* Deflection: Any ranged attacks missing Strength rolls and suffer a –2 penalty to
with a 1 on the skill die (regardless of the Parry. If they roll a 1 on their Fighting die,
result of any Wild Die) are flung out in a they hit a random adjacent target—not the
random direction, striking the first target original target.
in that direction as if he were an innocent
bystander. Roll a d12 to determine the
direction and read it as a clock face.
* Elemental: No additional damage from
called shots; Fearless; Immune to disease
and poison.
* Flight: Maelstroms have a Flying Pace of
12”.
* Invulnerability: A maelstrom is immune
to all non-magical attacks.
* Huge: Characters add +4 when attacking
a maelstrom because of their great size.
* Quick: Maelstroms discard action cards of
5 or lower.
* Size (+8): Maelstrom’s appear as
enormous twisters.
* Whirlwind: Maelstroms are the size of a
Large Burst Template. Everything inside or
adjacent to the template is attacked by the
ferocious winds and automatically suffers
the maelstrom’s Str+d4 damage. Those
who are actually covered by the Template
Template
find it hard to see as well (suffering –4 to
most actions), unless they are wearing
goggles of some sort.




SUNDERED SKIES
SUNDERED SKIES

MERCHANT SKYSHIP
MERCHANT SKYSHIP MUSE
MUSE
Many different skyships sail the Skies, Muses are spirit servants of the Lord of Fes-
transporting much-needed goods and food tival. Each songpriest is bonded with a muse,
between islands. Use the chart below to help who acts as a conduit between the priest and
the Songvaults. Some songpriests can mani-
determine the type, and its contents. fest their muse on the material plane to fight
Most merchants attempt to run when they or perform other tasks. Manifested muses
sight another ship. Experience has taught appear as beautiful women.
them cowards live longer out in the void.
Once in short range of a foe’s longest ranged Attributes: Agility d10, Smarts d12+3, Spirit
d12, Strength d4, Vigor d8
weapon, the merchants make
make a group Spirit
Skills: Fighting d8, Knowledge (legends and
roll. Success means they fight if able. Failure
lore) d12, Persuasion d12+1, Shooting d6
means they surrender. Pace: 6; Parry: 6; Toughness: 6
Salvage: None
SKYSHIP TYPE
SKYSHIP TYPE Special Abilities:
Roll on the table below to determine the type * Immunity (Sonic): Muses are immune to
of ship encountered. all attacks with a sonic trapping.
d20 Result * Siren’s Song: Muses can paralyze foes
with a song. Center a Large Burst Template
1-8
9-12................ Trawler*
.............. Frigate
Frigate containing Goods on them. All those within the Template
level Salvage must make a Spirit roll opposed by the
13-15 ............ Frigate
Frigate containing Haul muse’s Persuasion roll. Those failing are
paralyzed for as long as the Muse sings.
level Salvage
The Muse is unable to move while using
16-17 ............ Modified Frigate containing
this ability,
ability, and if the listener is distracted
Goods level Salvage** in any way from the muse’s song (such as
18-19 ............ Frigate
Frigate with escort; roll on being attacked or slapped), the effect ends.
Escort Table. This attack does not affect non-sentient
20 ................. Convoy (1+1d6 Frigates
Frigates creatures, such as certain undead.
with 1+1d4 escorts); roll * Sonic Blade: The muse can create a sonic
on Escort Table for each blade which does d4+d8 damage. This
escort. blade cannot leave the muse’s grasp.
*This is a sky sloop. It has 1d10 sky harvest- * Sonic Shards: The Muse can throw
ers (use sky sailor stats) on board and 2d6 x perfectly sharp notes at foes. They have a
20 cogs worth of skylers and other harvested range of 12/24/48 and do 2d6 damage.
foodstuffs.
** A modified ship has one of the racial OAKEN GIANT
OAKEN GIANT
modifications as detailed on page 34.
Oaken Giants are huge, dangerous wood
ESCORT
ESCORT elementals which roam Heartland.
If a merchant vessel is traveling with an Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d12+3, Vigor d12
escort, roll on the table below to determine
Skills: Fighting d10, Stealth d6
the escort type
Pace: 10; Parry: 7; Toughness: 19(2)
d20 Escort
Escor t Ship Type Salvage: None
1-7 ................ Doppelganger ship Special Abilities:
8-11 .............. Sky Galley * Armor +2: Oaken giants are covered in
12-17 ............ Galleon hard bark.
17-19 ............ Sky Sloop * Elemental: No additional damage from
20 ................. Council Ship called shots; Fearless; Immune to disease




CHARACTERS & CREATURES


CHARACTERS CREATURES

and poison. , +4 Toughne


Toughness
and piercing attacks.
ss against bullets ORC
ORC
* Gargantuan: Heavy Armor. All ranged Orcs have a fearsome reputation, which
attacks against Oaken Giants by man-size many are trying to live down. Even so, most
creatures are made at +4. Its attacks are orcs encountered are gruff, scary looking
Heavy Weapons. Add Size to Damage when
stomping. individuals,
belief all orcswhich reinforces
are barbarous the common
pirates.
* Improved Sweep: May attack all adjacent Attributes: Agility d6, Smarts d4, Spirit d6,
foes.
Strength d8, Vigor d8
* Lashing Branches: d12+d10+3, Reach Skills: Boating d6, Climbing d8, Fighting d6,
6”. Guts d8, Intimidation d8, Notice d4, Throw-
* Size +9: Oaken giants are huge walking ing d6
trees. Charisma: –2;
* Stealth +2: When the elemental isn’t Pace: 6; Parry: 5; Toughness: 9(2)
moving or attacking, it appears to be a Hindrances: Outsider
normal tree. Edges: Big, Fearsome,
Fearsome, Strong
* Weakness:
W eakness: Fire based attacks do +2 Gear: Coin shirt (+2), bronze battle axe
damage and the chance of catching alight (Str+d6, degradable), bone spear (3/6/12,
is 5-6 on a d6. Str+d6, +1 Parry, Reach 1, degradable)
Salvage: Junk for every 2 orcs
OGRE
OGRE
ORC WARPRIEST
ORC WARPRIEST
Ogres are glowmad orcs, transformed Attributes: Agility d6, Smarts d8, Spirit d10,
into giants with huge potbellies and massive Strength d10, Vigor d10
limbs. The least intelligent of the glowmad
glowmad Skills: Boating d6, Climbing d8, Faith d10,
are the most easily tamed, as long as their Fighting d10, Guts d8, Intimidation d10, No-
energies are directed towards violence and tice d4, Persuasion d8, Throwing d6
mayhem. Charisma: –2;
Attributes: Agility d6, Smarts d4, Spirit d6, Pace: 6; Parry: 7; Toughness: 10(2)
Strength d12+3, Vigor d12 Hindrances: Outsider
Skills: Fighting d8, Guts d8, Intimidation d8, Edges: Arcane Background (Miracles), Ber-
Notice d4, Throwing d6 serk, Big, Fearsome, Peace Monger or Weap-
Pace: 7; Parry: 6; Toughness: 12(1) on Warded, Strong
Gear: Hide (+1), stamp
stamp hammers
hammers (Str+d8,
(Str+d8, Gear: Coin shirt (+2), battle axe (Str+d8)
AP 2 vs rigid armor,
armor, degradable) Salvage: Junk
Salvage: Goods Spells: (15 Power Points); battle lust, heal-
Special Abilities: ing, quickness, soothe anger
* Creation: A character who becomes an
Ogre gains +5 steps to Strength +2 steps ORCISH WAR
ORCISH WAR RAFT
RAFT
to Vigor.
* Glowmad: Glowmad spend the first two Some orcs have not abandoned their old
months of their existence in a constant ways—several clans still drift with the currents
state of berserk fury. They gain +2 to in the upper altitudes on war rafts. These are
Fighting and Strength rolls and suffer a –2 both settlements and platforms from which
penalty to Parry. If they roll a 1 on their attacks are launched, made from several can-
Fighting die they hit a random adjacent nibalized skyships tethered together.
together.
target—not the original target. W
War
ar rafts are extremely
extremely difficult to destroy,
destroy,
* Size +3: Ogres are over 9’ tall. as ships irrevocably damaged in battle are
* Sweep: Ogres may attack all adjacent foes simply cut away from the main body and new
n ew
at –2. ones added.




SUNDERED SKIES
SUNDERED SKIES

Create a war raft using the following system. The largest ship is the core and the only
Use the card that triggered this encounter to intact vessel. The rest are tethered to this core
determine how many ships compose the war but have been damaged in some way. (Each
raft, then roll a d20 to determine each ship. has 1 wound, –4 Toughness, and –1 Armor.)
Captains of war rafts often rotate the raft
to present lesser damaged ships as targets.
WAR RAFT
WAR RAFT SIZE
SIZE TABLE
TABLE Treat this as a maneuver requiring a Boating
Card ............. Number of Ships roll. Similarly, attackers can attempt to target
Jack .............. 2 its core ship with a successful Boating roll.
Queen ..........
..........33 Top Speed: Equal to the Top Speed of the
King .............
.............44 core ship minus 1 for every two additional
Ace ............... 5 ships attached.
Joker ............ 5 intact ships Acceleration: Equal to the Acceleration of
the core ship. Increase it by +1 for goblin
WAR
WAR RAFT
RAFT DISPOSI
DISPOSI
DISPOSITION
TION TABLE
DISPOSITION
TION TABLE rowers and decrease it by 1 for every two
d20............... Ship Type additional ships attached.
1-6 ................ Sky Sloop Guns: Weapons are fitted to each ship,
7-10 .............. Cloud Skiff depending on its Guns rating. Cannons are
11-13 ............ Frigate
Frigate rare—war rafts are usually fitted with cata-
16-17 ............ Sky Galley pults and ballistae.
19 ................. Island Hopper Crew: The first crew rating is the number
20 ................. Modified Frigate* of adult crew on a war raft on each ship. The
* A modified ship has one of the racial second rating is the number of noncomba-
modifications as detailed on page 34. tants (50%) and goblin slaves (50%)—the
goblins are battle trained.
Handling: Equal to the Handling of the
core ship minus 1 for each additional ship.
For this reason, orc raiders usually launch
attacks with sky sails and wind riders.

PIRATE
PIRATE
Many pirate vessels stalk the void, crewed
by those without the brains, moral fiber,
or courage to make an honest living. Some
of the worst pirate crews include glowmad
among their ranks.
Roll on the table below to discover what
sort of ship the pirates have.

PIRATE SHIP
PIRATE SHIP
d20............... Ship Type
1-6 ................ Doppelganger Ship
7-10 .............. Frigate
Frigate
11-13 ............ Modified Frigate*
14-17 ............ Sky Galley
19 ................. Sky Sloop
20.................
20 ................. Pirate Fleet (1d4+1 ships)
20 ................. Pirate Fleet (1d4+1 ships)
* A modified ship has one of the racial
modifications as detailed on page 34.




CHARACTERS & CREATURES


CHARACTERS CREATURES

TYPICAL PIRATE
TYPICAL PIRATE PRIEST
PRIEST
Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d6, Vigor d6 The stats below reflect typical priests of the
Skills: Boating d6, Climbing d6, Fighting d6, Skies, but they need to be adjusted slightly to
Guts d6, Notice d6, Shooting d6, Stealth d6, reflect their calling. A caring Provider of the
Lifemother is going to be very different to a
Throwing
Charisma:d6 –3; stern, unforgiving windpriest, for example.
Pace: 6; Parry: 5; Toughness: 6(1)
Hindrances: Greedy, Mean EXPERIENCED PRIEST
EXPERIENCED PRIEST
Edges: — Attributes: Agility d6, Smarts d8, Spirit d12,
Gear: Leather (+1), knife (Str+d4), bone Strength d6, Vigor d6
cutlass (Str+d6, degradable) Skills: Boating d8, Climbing d6, Faith d12,
Salvage: Junk for every 5 pirates Fighting d6, Guts d6, Notice d8, Shooting d8,
Stealth d6
PIRATE, VETERAN
PIRATE, VETERAN Charisma: +0;
Those pirates who survive long enough Pace: 6; Parry: 5; Toughness: 5
become well skilled with both musket and Hindrances: Various
cutlass. Edges: Arcane Background (Miracles), New
Spells, Power Points, plus one other Profes-
Attributes: Agility d8, Smarts d6, Spirit d6, sional Edge befitting their deity.
Strength d6, Vigor d6 Gear: Various, but at least one relic (roll on
Skills: Boating d8, Climbing d8, Fighting d8, Relic Table, on page 89).
Guts d8, Intimidation d8, Notice d8, Shoot- Salvage: Junk
ing d8, Stealth d8, Taunt d8, Throwing d8 Spells: (All have 25 Power Points)
Charisma: –3; * Provider: elemental choke, greater healing,
Pace: 6; Parry: 7; Toughness: 6(1) healing, summon water elemental.
Hindrances: Greedy, Mean * Songpriest: bolt, boost/lower trait,
Edges: Block, Combat Reflexes. healing, puppet.
Gear: Leather (+1), knife (Str+d4), cutlass * Steampriest: armor, blast, bolt, obscure
(Str+d6), pistol (5/10/20, 2d6+1)
* Warpriest: battle lust, healing, quickness,
Salvage: Junk for every 3 pirates soothe anger.
anger.
PIRATE CAPTAIN
PIRATE CAPTAIN * Windpriest: blast, burst, fly, summon air
elemental.
Captains are usually the largest and mean-
est among their fellows and have to stamp NEOPHYTE PRIEST
NEOPHYTE PRIEST
their authority on their crew (sometimes
literally) to maintain their position. Attributes: Agility d6, Smarts d8, Spirit d10,
Strength d6, Vigor d6
Attributes: Agility d8, Smarts d8, Spirit d8, Skills: Boating d6, Climbing d6, Faith d10,
Strength d8, Vigor d8 Fighting d6, Guts d4, Notice d8, Shooting d6,
Skills: Boating d10, Climbing d8, Fighting Stealth d6
d10, Guts d8, Intimidation d10, Notice d8, Charisma: +0;
Shooting d8, Stealth d8, Taunt d8, Throwing Pace: 6; Parry: 5; Toughness: 5
d8 Hindrances: —
Charisma: –5; Edges: Arcane Background (Miracles)
Pace: 6; Parry: 7; Toughness: 8(2) Gear: Various
Hindrances: Bloodthirsty, Greedy Salvage: Junk
Edges: Ace, Command, Hard to Kill, Reputa- Spells: (All have 10 Power Points)
tion (Bad) * Provider: god-touched, healing, soothe
Gear: Chain hauberk (+2), knife (Str+d4), anger..
anger
cutlass (Str+d6), pistol (5/10/20, 2d6+1) * Songpriest: bolt, boost/lower trait, heal-
Salvage: Goods ing.




SUNDERED SKIES
SUNDERED SKIES

* Steampriest: armor, bolt, obscure. SKELETON


SKELETON
* Warpriest: battle lust, healing, soothe
anger..
anger The flesh has already rotted from these
* Windpriest: bolt, blast, god-touched. risen dead, making them slightly quicker
than zombies.

RAGER
RAGER Attributes:
Strength d6,Agility
Vigor d6d8, Smarts d4 Spirit d4,
Most glowmad goblins, and all glow- Skills: Fighting d6, Intimidation d6, Notice
mad glowborn, become ragers, tall, bestial d4, Shooting d6
humanoids covered in a bristly brown fur Pace: 7; Parry: 5; Toughness: 7
with vicious claws. Ragers are constantly in Gear: Various
a berserk state. Salvage: Junk for every 5 skeletons
Special Abilities:
Attributes: Agility d6, Smarts d6, Spirit d6, * Bony Claws: Str+d4.
Strength d10, Vigor d8
* Undead: +2 Toughness, +2 to recover
Skills: Climb d6, Fighting d8, Guts d8, No-
from being Shaken; Fearless. Called shots
tice d4, Stealth d8
do no extra damage.
Pace: 6; Parry: 4; Toughness: 8
Salvage: Junk
Special Abilities:
SKY SAILOR
SKY SAILOR
* Berserk: Ragers spend their existence in These folk do the drudge work on a sky-
a constant state of berserk fury. They gain ship. They are only usually interested in
+2 to Fighting and Strength rolls and making an honest living and don’t participate
suffer a –2 penalty to Parry. If they roll a in boarding actions unless their lives depend
1 on their Fighting die they hit a random upon it. See the entry for Pirates for those
adjacent target—not the original target. more willing to engage in such infamy.
* Claws: Str+d4. Attributes: Agility d6, Smarts d4, Spirit d6,
* Creation: Becoming a Rager adds 2 dice Strength d6, Vigor d6
in Strength and 1 die of Vigor.
Vigor. Skills: Boating d6, Climbing d6, Fighting d4,
* Hardy: Two Shaken results will not put a Guts d6, Notice d4, Stealth d4, Throwing d6
Rager down. Charisma: +0;
* Size +2: Ragers are over 8’ tall. Pace: 6; Parry: 4; Toughness: 5
Edges & Hindrances: —
Gear: Bone knife (Str+d4, degradable)
SCAVENGER
SCAVENGER Salvage: Junk for every 5 sky sailors
Scavengers risk life and limb searching
ruins for usable salvage and magical relics.
SORCERER
SORCERER
Attributes: Agility d8, Smarts d6, Spirit d6, The statistics below reflect typical sorcer-
Strength d6, Vigor d6 ers, but they need to be adjusted slightly to
Skills: Boating d8, Climbing d6, Fighting d6, fit whatever role they are found in. A sorcerer
Guts d6, Notice d6, Stealth d6 in the employ of the Trade Council is very
Charisma: +0; different than one of the Dragon Son’s, for
Pace: 6; Parry: 6; Toughness: 6(1) example.
Hindrances: Curious, Greedy, Overconfi-
dent EXPERIENCED SORCERER
EXPERIENCED SORCERER
Edges: Luck, Scavenger Attributes: Agility d6, Smarts d12, Spirit d8,
Gear: Leather (+1), bone knife (Str+d4, de- Strength d6, Vigor d6
gradable), rib blade (Str+d4, +1 parry, de Skills: Boating d8, Climbing d6, Fighting d6,
gradable) Guts d6, Intimidation d8, Notice d8, Shoot-
Salvage: Junk ing d8, Spellcasting d12, Stealth d6




CHARACTERS & CREATURES


CHARACTERS CREATURES

Charisma: +0;
Pace: 6; Parry: 5; Toughness: 5
SWARM MAGE
SWARM MAGE
Hindrances: Various Swarm mages are huge clouds of bloodflies
Edges: Arcane Background (Magic), which have achieved a demonic intelligence.
Gear: Various, but at least one relic (roll on They usually take a vaguely humanoid form
Relic Table, page 89) because of the fear this causes.
Salvage: Junk Attributes: Agility d8, Smarts d12+2, Spirit
Spells: (All have 25 Power Points); armor, d8, Strength d4, Vigor d10
bolt, blast, boost/lower trait Skills: Fighting d8, Notice d10, Spellcasting
d12, Stealth d12
NEOPHYTE SORCERER
NEOPHYTE SORCERER Pace: 0; Parry: 8; Toughness: 7
Attributes: Agility d6, Smarts d10, Spirit d8, Edges: First Strike, Improved Nerves of Steel,
Strength d6, Vigor d6 Quick, Sweep
Skills: Boating d6, Climbing d6, Fighting d6, Salvage: Haul
Guts d4, Notice d8, Shooting d6, Spellcasting Special Abilities:
d10, Stealth d6 * Biting Fists: TTouch
ouch Attack (+2 to Fighting).
Fi ghting).
Charisma: +0; Inflicts 2d4 damage.
Pace: 6; Parry: 5; Toughness: 5 * Fear –1: The sight of a swarm mage is
Hindrances: — horrible.
Edges: Arcane Background (Magic) * Flight: Swarm mages have a Flying Pace of
Gear: Various 10”.
Salvage: Junk * Split: A swarm mage may cause a part
Spells: (All have 10 Power Points); armor, of its body to split away into a smaller,
bolt, boost/lower trait independent swarm (Small Burst
Template). Use the stats
st ats for bloodfly swarms
swar ms
SPINED BRUTE
SPINED BRUTE (see page 140), except their Toughness is
5. Each swarm which detaches reduces the
Fearsome, featureless, gorilla-like crea- creatures Toughness by 1.
tures covered in thick bone white spines, * Swarm: A swarm mage splits and reforms
spined brutes feed by absorbing their prey’s around attacking weapons. Parry +2 and
vital fluids through their spines.
spines. no additional damage from Called Shots.
Attributes: Agility d6, Smarts d4, Spirit d8, * Spells: (45 Power Points); bolt, blast,
Strength d12+1, Vigor d10 boost/lower trait, invisibility.

Skills:7;Fighting
Pace: d6,Toughness:
Parry: 5; Notice d6 10(1) THORN BEAST
THORN BEAST
Edges: Sweep
Salvage: Junk in lair Thorn beasts are demon-corrupted wood
Special Abilities: elementals, which take the form of twisted
* Armor +1: Armored spines. mockeries of wolves covered in blood roses.
* Ascension: Spined brutes that inflict a Attributes: Agility d8, Smarts d4 (A), Spirit
wound on a Wild Card character absorb d8, Strength d8, Vigor d8
enough blood to become a Wild Card Skills: Fighting d8, Shooting d8, Tracking
themselves. This status lasts for an hour, d8
during which time their spines turn red. Pace: 5; Parry: 6; Toughness: 7(1)
Salvage: None
* Fear: Spined Brutes are horrifying. Special Abilities:
* Hardy: Spined brutes who kill an extra * Armor +1: Thick bark.
become Hardy for an hour. * Bite: Str+d4.
Size +2: Spined Brutes are the size of Elemental: No additional damage from
gorillas. called shots; Fearless; Immune to disease
* Spined Fists: Str+d8. and poison.




SUNDERED SKIES
SUNDERED SKIES

* Thorn Cone: A thorn beast may fire * Weakness


Weakness (Stake through the Heart): Heart): A
thorns at its foes using
usi ng the Cone Template.
Template. vampire hit by a Called Shot to the heart
Every target within this cone may make an (–6) must make a Vigor roll versus the
Agility roll to avoid the attack. Those who damage. If successful, it takes damage
fail suffer 2d8 damage. normally. If it fails it disintegrates.

UNDEAD
UNDEAD VAMPIRE, SPAWN
VAMPIRE, SPAWN
The mystical Soulshield prevents the souls Newly risen vampires have to prove
of the dead from traveling on to their eternal themselves before they are given any real
reward in the afterlife, dooming them to responsibility.
wander the void. Attributes: Agility d8, Smarts d6 Spirit d8,
Many of these unfortunate spirits are cap- Strength d12+1, Vigor d10
tured by necromancers of the Bright Cabal Skills: Fighting d8, Guts d8, Intimidation d8,
and imprisoned within rotting corpses as Notice d6, Shooting d6, Throwing d6
ghoul, skeleton, or zombie minions for Pace: 6; Parry: 6; Toughness: 9
their vampire and liche masters. Edges: Frenzy, Level Headed
Gear: Various
VAMPIRE, ANCIENT
VAMPIRE, ANCIENT Salvage: Goods
Special Abilities:
Ancient vampires are powerful undead * Claws: Str+d4.
who have risen to exalted positions within * Undead: +2 Toughness; +2 to recover
the Bright Cabal. from being Shaken; Called shots do no
Attributes: Agility d8, Smarts d10 Spirit d10, extra damage; Immune to disease and
Strength d12+3, Vigor d12 poison.
Skills: Fighting d10, Guts d10, Intimidation * WWeakness
eakness (Holy Symbol): A hero with
d12, Notice d8, Shooting d8, Throwing d8 a holy symbol may keep a vampire at bay
Pace: 6; Parry: 7; Toughness: 10 by brandishing it. A vampire who wants to
Edges: Command, First Strike, Improved directly attack the victim must beat her in
Frenzy, Level Headed an opposed test of Spirit.
Gear: Various * WWeakness
eakness (Stake through the Heart): Heart): A
Salvage: Haul plus 1 Relic. vampire hit by a Called Shot to the heart
Special Abilities: (–6) must make a Vigor roll versus the
* Charm: Vampires
Vampires can use the puppet damage. If successful, it takes damage
power, using their Smarts as their arcane normally. If it fails it disintegrates.
skill. They can cast and maintain the power
indefinitely, but may only affect one target THE VOIDERS
THE VOIDERS
at a time.
* Claws: Str+d4. V
Voiders,
oiders, the much feared priesthood of
* Sire: Those slain by an ancient vampire Lightbringer, Lord of Madness, call them-
have a 50% chance of rising as a new selves the Heralds of the Light. Their insanity
vampire in 1d4
1d4 days. has blessed them with bizarre powers and
* Undead: +2 Toughness. +2 to recover abilities. They often employ glowmad, the
from being Shaken; Called shots do no “children of the light,” in their demented
extra damage; Ignores Wound penalties; schemes.
Immune to disease and poison. Many are found on the ruined isle of
* WWeakness
eakness (Holy Symbol): A hero with Aria, where they pursue—and are in turn
a holy symbol may keep a vampire at bay pursued—by the Lord of Festival. Their
by brandishing it. A vampire who wants to high priest, The Lightlord, leads the religion
directly attack the victim must beat her in from this island, but most voiders are too far
an opposed test of Spirit. gone to recognize his authority. A few hatch




CHARACTERS & CREATURES


CHARACTERS CREATURES

doomed schemes, surrounded by a small Edges: Arcane Background (Miracles), Glow


group of worshippers and glowmad, whereas Glimpse
others prowl the Skies in madness hulks. Gear: Various
Salvage: Junk
EXPERIENCED VOIDER
EXPERIENCED VOIDER PRIEST
PRIEST Special Abilities:

Attributes:
Strength d6,Agility d6, Smarts d6, Spirit d12,
Vigor d6 Glowmad
* takes one ofImmunity:
his own. Lightbringer never
Skills: Boating d8, Faith d12, Fighting d6, * Insane: If the voider draws a 4 or less
Guts d10, Intimidation d6, Notice d8, Shoot- from the action deck, he wastes the round
ing d8, Stealth d6 muttering to himself. +2 Toughness; +2
Charisma: –5; to recover from being Shaken; ignores
Pace: 6; Parry: 5; Toughness: 9(2) W
Wound
ound penalties.
Hindrances: Clueless, Delusional, Habit
(talk to the glow), Outsider, Ugly, plus vari- * Gift of Madness: Victims of voider bolt
ous others spells suffer levels of glowmadness rather
Edges: Arcane Background (Miracles), Com- than wounds. The damage is soaked with
mand, Fervor, Glow Form, Glow Glimpse, Spirit rolls rather than Vigor.
Reputation (bad) * Spells: (All have 10 Power Points); bolt,
Gear: Various, but at least one relic (roll on fear.
Relic Table, page 89)
Salvage: Junk
Special Abilities:
WATER ELEMENTAL
WATER ELEMENTAL
* Glowmad Immunity: Lightbringer never W
Water
ater elementals
elementals manifest as vaguely man-
takes one of his own. shaped collections of water and foam. Priests
* Insane: If the voider draws a deuce from of the Lifemother summon water elementals
the action deck, he wastes the round as guardians and servants.
muttering to himself. +2 Toughness; +2
to recover from being Shaken; ignores Attributes: Agility d8, Smarts d6, Spirit d6,
W
Wound
ound penalties. Strength d10, Vigor d10
* Gift of Madness: Victims of voider bolt, Skills: Fighting d8
blast, and burst spells suffer levels of Pace: 6; Parry: 6; Toughness: 7
glowmadness rather than wounds. The Salvage: None
damage is soaked with Spirit rolls rather Special Abilities:
than Vigor. * Elemental: No additional damage from
* Taking the Glow: Spells cast in the called shots; Fearless; Immune to disease
open by the voider cost no Power Points. and poison.
Maintaining spells costs the normal * Invulnerability: W Water
ater Elementals are
amount, however. immune to all non-magical attacks except
* Spells: (All have 25 Power Points); bolt, fire. A torch or lantern causes them 1d6
blast, invisibility, fear, fly, stun. damage but is instantly put out if it hits.
* Seep: W Water
ater elementals can squeeze
NEOPHYTE VOIDER
NEOPHYTE VOIDER PRIEST
PRIEST through any porous gap as if it were
Attributes: Agility d6, Smarts d6, Spirit d10, Difficult Ground.
Strength d6, Vigor d6 * Slam: Str+d6, non-lethal damage.
Skills: Boating d6, Climbing d6, Faith d10,
Fighting d6, Guts d6, Notice d8, Shooting d6, * WWater
ater Spout: W Water
ater elementals can
Stealth d6 project a torrent of rushing water. This
Charisma: –5; automatically puts out any normal fires,
Pace: 6; Parry: 5; Toughness: 7 or 1d6 ship fires. Creatures within the
Hindrances: Clueless, Delusional, Habit Cone must make a Strength roll at –2 or
(talk to the glow), Outsider,
Outsider, Ugly be Shaken.




SUNDERED SKIES
SUNDERED SKIES

WILDLING
WILDLING Hindrances: Fugitive, Small
Edges: Determined, Fleshforged, Glowmad
Created in the Fleshforge by the elves, Immunity
wildlings are either slaves living in squalor Gear: Leather (+1), bone short sword
and pain, or they are fugitives from servitude, (Str+d6), sling (4/8/16, Str+d4)
and thus living in fear. There are no perma- Salvage: Junk for every 3 wildlings
nent wildling communities—they never feel
safe enough to settle down for good. WILDLING UNTAMED
WILDLING UNTAMED
Wildlings who are caught by elven shep- Attributes: Agility d8, Smarts d6, Spirit d8,
herds frequently suffer a painful death at the Strength d6, Vigor d6
hands of the shepherd himself, or his pack Skills: Boating d6, Climbing d6, Faith d10,
of ferals. Fighting d8, Guts d6, Notice d6, Shooting
d6
Despite their hunted, haunted, miserable Charisma: +0;
existence, the wildlings are the only truly free Pace: 6; Parry: 7; Toughness: 7(2)
creatures in the Skies, as they are immune Hindrances: Fugitive
to the effects of the voidlight, and thus from
Edges: Acrobat, Arcane Background (Mira-
glowmadness, the bane of all other sentient
cles), Beastling, Determined, Fleshforged,
life in the Skies.
Glowmad Immunity, Untamed
Attributes: Agility d6, Smarts d6, Spirit d8, Gear: Elven leather (+2), claws (Str+d4),
Strength d6, Vigor
Skills: Boating d6, d6
Climbing d6, Fighting d6, ironwood sword (Str+d6), sling (4/8/16,
Str+d4)
Guts d6, Notice d6, Shooting d6 Salvage: Junk
Charisma: +0; Spells: (All have 20 Power Points); armor,
Pace: 6; Parry: 5; Toughness: 5(1) bolt, boost/lower trait

WOOD ELEMENTAL
WOOD ELEMENTAL
Leafpriests summon shards of the Wild to
possess and animate trees.
Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d10, Vigor d10
Skills: Fighting d8, Stealth d8
Pace: 6; Parry: 6 Toughness: 11(1)
Salvage: None
Special Abilities:
* Armor +1: Hard bark.
* Elemental: No additional damage from
called shots; Fearless; Immune to disease
and poison.
* Improved Sweep: May attack all adjacent
foes.
* Lashing Branches: Str+d6.
* Size +3: W Wood
ood Elementals are walking
trees.
* Stealth +2: When the elemental isn’t
moving or attacking appears to be a normal
tree.
* Weakness:
Weakness: Fire based attacks do +2
damage and the chance of catching alight
is 5-6 on a d6.




CHARACTERS & CREATURES


CHARACTERS CREATURES

WRAITH
WRAITH * Claws: Str+d6.
* Creation: A character who becomes a
W
Wraiths
raiths are vengeful warrior ghosts, armed Wyrmspawn
Wy rmspawn gains 2 dice in Strength and
with ethereal swords. They often appear as 1 die of Vigor.
corpses wrapped in funeral shrouds. * Flight: A Wyrmspawn can fly at a Pace of
Attributes: Agility d8, Smarts d6 Spirit d8, 12”.
Strength d10, Vigor d12 * Flyby: Wyrmspawn can make flyby attacks
Skills: Climb d6, Fighting d10, Notice d6 any time during movement. The target
Pace: 0; Parry: 7; Toughness: 8 does not get an automatic free attack when
Gear: Ethereal long sword (Str+d8; ignores the wyrmspawn moves away. Heroes not
all non-magical armor) targeted by the flyby attack can make a free
Salvage: Goods plus 1 Relic attack against an adjacent wyrmspawn as
Special Abilities: normal. Flyby attacks cannot be combined
* Ethereal: Wraiths take no damage from with Wild Attacks.
Attacks.
non-magical attacks, except fire. * Glowmad: Glowmad spend the first two
* Fear –1: Wraiths are a fright to behold. months of their existence in a constant
* Fearless: WWraiths
raiths are immune
immune to Fear
Fear and state of berserk fury. They gain +2 to
Intimidation. Fighting and Strength rolls and suffer a –2
* First Strike: W Wraiths
raiths get a free Fighting penalty to Parry. If they roll a 1 on their
attack each round against a single foe who Fighting die they hit a random adjacent
move adjacent to them. target—not the original target.
* Flight: W
Wraiths
raiths have a Flying Pace
Pace of 12”. * Hover: Wyrmspawn can hover and attack
* W
Wail
ail of the Dead: As an action, wraiths foes with their feet as well as their claws.
may let loose a bloodcurdling scream. All They gain an extra attack when doing so
within 3” must make a Guts roll at
at –2 or be and suffer no multi action penalty.
Shaken. * W
Weakness
eakness (Slow): Wyrmspawn are
* W
Weakness
eakness (Fire): W Wraiths
raiths take double awkward when fighting on the ground.
damage from fire. They suffer a –2 to attacks and damage.

WYRMSPAWN
WYRMSPAWN ZOMBIE
ZOMBIE
Wyrmspawn are glowmad drakin, savage
Wyrmspawn Zombies are common in the Skies, and
dragon-men over six feet tall. Their scales
harden and take on a metallic sheen, leathery are encountered both in ruins and on death
barges.
wings sprout from their backs, and their
their feet
and hands grow vicious claws. Wyrmspawn Attributes: Agility d6, Smarts d4 Spirit d4,
are possessed by an all-consuming greed for Strength d6, Vigor d6
arcane magical artifacts. Skills: Fighting d6, Intimidation d6, Notice
d4, Shooting d6, Throwing d6
Attributes: Agility d8, Smarts d8, Spirit d6,
Pace: 4; Parry: 5; Toughness: 7
Strength d10, Vigor d8
Skills: Fighting d8, Intimidation d6, Guts d6, Gear: Various
Notice d8, Sneak d8 Salvage: Junk for every 5 zombies.
Pace: 4; Parry: 6; Toughness: 9(3) Special Abilities:
Salvage: Haul. * Claws: Str
Special Abilities: * Undead: +2 Toughness. +2 to recover
* Arcane Sense: Wyrmspawn can auto- from being Shaken; Fearless;
Fearless; Called shots
matically sense any magical auras within do no extra damage.
Smarts x 4 . They delight in stealing these * Weakness
Weakness (Head): Shots to a zombie s
items. head are +2 damage and piercing attacks
* Armor +3: Dragon hide. do normal damage.




SUNDERED SKIES
SUNDERED SKIES

temple is destroyed then the Blood king


Heroes and V
Villa
illains
ins loses his Size advantage, Fast
Fast Regeneration,
and Wild Card status.
The following heroes and villains are the
most important NPCs of Sundered Skies that
heroes playing through the Savage Tales in DRAGONB
DR AGONBANE
ANE
DRAGONBANE
the previous chapter will encounter.
encounter. This is the demon into which Esor was
THE BLOOD KING
THE BLOOD KING attempting to transform in the Savage Tale
Dragon’s Sons (see page 131). It is much
The Blood King is an idiot avatar of the more powerful than Esor could ever have
Demon King. The Blood King manifests as an hoped to be.
enormous humanoid composed of earth and Attributes: Agility d6, Smarts d8, Spirit d10,
blood. Its entire form is covered in blood Strength d12+9, Vigor d12+2
rose blooms. Skills: Fighting d12+1, Guts d12, Intimida-
Attributes: Agility d6, Smarts d4 (A), Spirit tion d12, Notice d6
d6, Strength d12+4, Vigor d8 Pace: 8; Parry: 8; Toughness: 21(4)
Skills: Fighting d8, Notice d6, Edges: Combat Reflexes, First Strike, Im-
Pace: 8; Parry: 6; Toughness: 19/10(4) proved Arcane Resistance, Improved Frenzy,
Salvage: None
Special Abilities: Improved Nerves of Steel, Level Headed
Salvage: None
* Armor +4: Spongy, rocky hide.
Special Abilities:
* Bash: Str+d6.
* Acidic Breath: Dragonbane can breathe
* Elemental: No additional damage from acid using the Cone Template. Every tar-
called shots; Fearless; Immune to disease
get within this cone must make an Agility
and poison.
roll at –2 to avoid the attack or suffer 2d8
* Fast Regeneration: The Blood King may
damage. On a raise, the damage rolled
make a Vigor roll every round to heal any
damage it has sustained—even after it has is also applied to the target’s armor and
been “killed”. It adds +2 to Spirit rolls weapons. Dragonbane can’t attack
attack with its
made to recover from being Shaken claws or bite in the same round it breathes
* Fear –2: The Blood King is terrible to acid.
behold. * Armor +4: Scaly hide.
* Gargantuan: Heavy Armor. Attacks against Claws/Bite:
the blood king by man-sized attackers are *
* Dragon Killer:Str+d8.
Dragonbane inflicts +2
made at +4. The Blood King’s attacks are damage against drakin.
Heavy weapons. Add Size to damage when
stomping. * Fear –2: Dragonbane is truly terrifying.
* Size +9: The Blood King is nearly 40’ * Flight: Dragonbane has a Flying Pace of
tall. 24”.
* Smother: A raise on a Fighting roll causes * Hardy: Dragonbane does not suffer a
a foe is to be enveloped by the Blood King’s wound from being Shaken twice.
twice.
soggy mass. While trapped, a hero is at * Huge: Attackers add +4 to Fighting and
–4 on all rolls, including damage, attack, Shooting rolls when attacking Dragonbane
and Strength rolls to free himself. Every due to its massive size.
round he is trapped, he must succeed at
a Vigor roll or take a Fatigue level (see * Immunity (Fire): Dragonbane is immune
the Drowning rules in the Savage Worlds to fire.
rulebook for more details). Victims are * Size +8: Dragonbane is over 40 long
released if the altar is destroyed. from nose to tail and weighs well over
* W
Weakness:
eakness: If the altar stone within the 30,000 pounds




CHARACTERS & CREATURES


CHARACTERS CREATURES

EMBER
EMBER avoid the attack. Those who fail suffer 2d8
damage. On a raise, the damage rolled
Ember is a dwarven Unnamed, who is is also applied to the target’s armor and
desperate to restore his honor. Ember was weapon. Esor can’t attack with his claws or
originally King Bloodaxe’s grandson, Dalin bite in the same round he breathes acid.
* Armor +3: Scaly hide.
Bloodaxe,
second in and
line until histhrone.
for the fall from grace slew
Ember was * Claws/Bite: Str+d6.
his cousin in a fit of glowmadness-inspired * Dragon Killer: Esor inflicts +2 damage
anger. against dragons and drakin. Dragons
Attributes: Agility d6, Smarts d6, Spirit d8, cannot spend bennies to Soak wounds
Strength d8, Vigor d10 caused by him.
Skills: Boating d6, Fighting d10, Guts d8, * Fear –1: Esor is a terrifying individual.
Knowledge (Dwarves) d8, Notice d8, Shoot- * Size +3: Esor stands over 10’ tall.
ing d6 * Spells: (30 Power Points); armor, bolt,
Charisma: –2; blast, boost/lower trait.
Pace: 5; Parry: 8; Toughness: 10(3)
Hindrances: Glowmad Susceptible, Outsid-
er (Unnamed), Slow, Vow (regain his name) GLADWING
GLADWING
Edges: Low Light Vision, Nerves of Steel,
Tough, Trademark Weapon (Redeemer) Gladwing is the crime lord of Gateway, a
Gear: Plate Corselet (magical, Weight 12; corpulent
forgets the and vengeful
smallest slight.villain who never
+3), Medium shield (+1 Parry, +2 armor
against ranged attacks), battle axe (Redeem- Attributes: Agility d6, Smarts d8, Spirit d8,
er, magical, Str+d10), 500 cogs Strength d6, Vigor d8
Skills: Fighting d8, Guts d8, Intimidation
ROEBART ESOR
ROEBART ESOR d12, Notice d6, Persuade d8, Taunt d10
Charisma: –3;
Esor has managed to partially transform Pace: 5; Parry: 8; Toughness: 9(2)
himself into a dragon-like creature. He is over Hindrances: Greedy, Mean, Obese, Vengeful
ten feet tall, covered in blood red scales, with (Major)
vestigial wings jutting from his
hi s back. A long Edges: Command, Connections (pirates),
barbed tail
tail thrashes behind him, andand drool Reputation (bad), Strong Willed
pours from his fang filled maw. Gear: Elven Leather (+2), magical rapier (+2
Esor has actually been possessed by Parry,, Str+d8)
Parry
a demon,itswhich
resemble materialis form.
transforming himis an
This demon to KINSLAYER
KINSLAYER
anathema to dragons, and has hunted them
for eternity. If this transformation is com- Kinslayer is the nemesis of the dwarves—a
pleted, the dragons of the Skies will have an steam golem containing both the soul of
implacable and deadly new foe. Kalin Broadblade and the demon Whisperer.
Whisperer.
Attributes: Agility d6, Smarts d12, Spirit d10, Kinslayer has a sturdy iron body over seven
Strength d12, Vigor d12 feet tall with an oversized
oversized iron head, crafted
Skills: Fighting d10, Guts d12, Intimidation to resemble a stern dwarf. Two large smoke
d12, Notice d6, Spellcasting d10 stacks rise from its back.
Pace: 6; Parry: 7; Toughness: 14(3) Attributes: Agility d6, Smarts d6, Spirit d8,
Edges: Arcane Resistance, Command, Com- Strength d12+4, Vigor d12
bat Reflexes, Hard to Kill, Improved Frenzy, Skills: Boating d12, Fighting d12+2, Guts
Inspire, Level Headed, Wizard d12, Intimidation d12, Notice d6,
Special Abilities: Pace: 8; Parry: 11; Toughness: 14(5)
* Acidic Breath: Esor can breathe acid using Edges: Command, Improved First Strike, Im-
the Cone Template. Every target within proved Frenzy, Trademark Weapon, Weapon
this cone may make an Agility roll at –2 to Master




SUNDERED SKIES
SUNDERED SKIES

the Ace Edge whilst aboard Stonesplitter.


Stonesplitter’s crew also gain a +2 on
their Boating rolls.
* W
Weakness
eakness (Tricks):
(Tricks): Kinslayer contains
both the soul of Kalin Broadblade and
the demonof
advantage Whisperer.
Whisperer . Broadblade
any tricks the heroes takes
may
try, by disrupting the demons control.
Kinslayer suffers a –2 penalty to resist
Tricks and a –6 when trying to recover
from being Shaken by a Trick.

THE LEAFLORD
THE LEAFLORD
This is an avatar of the demon Leaflord.
It has possessed one of the chambers of the
Demon King’s heart and used the flesh there
to create a suitable body. Leaflord is still
coming to terms with its banishment from
Heartland, and is confused and weakened
at the moment. What appears here is only a
shadow of is true power.
Attributes: Agility d6, Smarts d6, Spirit
d12+2, Strength d12+6, Vigor d12+4
Skills: Fighting d12
Special Abilities: Pace: 2; Parry: 8 Toughness: 29(5)
* Arcane Vortex: Kinslayer takes the full Edges: Improved Arcane Resistance, Im-
damage rolled from any arcane power proved Nerves of Steel, Improved First Strike,
which hits him. However,
However, half the damage
damage Improved Sweep
(rounded down) is then reflected back at Salvage: None
the caster. This automatically hits. Special Abilities:
* Armor +5: Kinslayer’s body is made from * Armor +5: The flesh of the Leaflord is
iron. especially tough.
* Construct: +2 to recover from being * Gargantuan: Heavy Armor. Attacks
Shaken; Called shots do no extra damage. against the Leaflord by man-size creatures
Ignores wound penalties; Immune to are made at +4. Add Size to damage when
disease and poison. stomping.
* Fear –2: Kinslayer is terrible to behold.
* Hardy: Leaflord does not suffer a wound
* Hammer of Bagor: One of Kinslayer’s from being Shaken twice.
arms is fused to the relic, the Hammer
of Bagor (Str+d6, AP 2 vs. rigid armor, * Lashing Branches: Str+d8, Reach 12”.
+1 Parry and +1 Fighting). The hammer * Size +14: The Leaflord takes the
does double damage when a King, Ace or appearance of a huge tree made from
Joker is drawn from the action deck for flesh.
initiative. * WWeakness
eakness (Wound):
(Wound): The wound in this
* Low Light Vision: Kinslayer ignores chamber is contained within the very form
penalties for Dim and Dark lighting. of the Leaflord. The wound is 7” high and
* Size +1: Kinslayer is significantly larger can only be hit with a Called Shot at –6.
than a human. The spear heals the wound, slaying the
* Stonesplitter’s Master: Kinslayer has Leaflord instantly.




CHARACTERS & CREATURES


CHARACTERS CREATURES

LIGHTLORD
LIGHTLORD Lockwrench is in command. A significant
minority of Lockwrench’s crew are willing to
The high priest of madness, the pope of obey his every order.
order.
fools. The Lightlord has been truly blessed Attributes: Agility d6, Smarts d10, Spirit d8,
by the glow. Strength d8, Vigor d10

Attributes: Agility d6, Smarts d6, Spirit Skills: Boating


timidation d10, Fighting
d8, Notice d8, Guts
d6, Repair d8, d8, In-
Shoot-
d12+1, Strength d6, Vigor d12
ing d10, Throwing d8, Weird Science d8
Skills: Boating d8, Faith d12, Fighting d6, Charisma: +0;
Guts d10, Intimidation d12, Notice d8, Shoot- Pace: 5; Parry: 6; Toughness: 9(2)
ing d8, Stealth d6 Hindrances: Overconfident, Slow
Charisma: –5; Edges: Arcane Background (Weird Science),
Pace: 6; Parry: 5; Toughness: 12(2) Command, Dodge, Fervor, Low Light Vision,
Hindrances: Clueless, Delusional, Habit Sky Captain, Tough
(talk to the glow), Outsider,
Outsider, Ugly Gear: Chain hauberk (+2), magical battle
Edges: Arcane Background (Miracles), Com- axe (Str+d8; +1 to Fighting)
mand, Danger Sense, Fervor, Glow form, Salvage: 100 cogs, potion of Wound
Wound Seal
Glow Glimpse, Great Luck, Improved Arcane Spells: (Each device has 15 Power Points)
Resistance, Improved Nerves of Steel, Master armor (generator), bolt (pistol), stun (gre-
(Faith), Reputation (bad) nades).
Special Abilities:
* Glowmad Immunity: Lightbringer never ORCBANE
ORCBANE
takes one of his own.
* Insane: If The Lightlord draws a deuce Orcbane is as large as an orc; its form is in
from the action deck, he wastes the round constant flux, shifting between an orc with
muttering
mutteri ng to himself. +2 Toughness;
oughnes s; +2 mad, ancient eyes, an agonized glowborn,
to recover from being Shaken; ignores and an unholy mixing of the two. The only
W
Wound
ound penalties. things which stay constant are its wick-
edly sharp dagger and its moth-eaten hide
* Gift of Madness: Victims of The Lightlord’s
armor—Watcher’s old armor.
bolt, blast, and burst spells suffer levels
of glowmadness rather than wounds. The Attributes: Agility d6, Smarts d6, Spirit d6,
damage is soaked with Spirit rolls rather Strength d12+1, Vigor d12+2
than Vigor. Skills: Climbing d10, Fighting d12+1, Guts
d12+1, Intimidation d12, Notice d6, Stealth
* Glowcloak: The Lightlord has wrapped
himself in the glow. The glowcloak lashes d10
Pace: 6; Parry: 10; Toughness: 13(3)
out at those who wound him, causing Gear: Dagger (Str+d4), Soulhide armor
them to make a Spirit roll or gain a level (+3)
of Glowmadness. Edges: Improved Frenzy, Improved Nerves
* Taking the Glow: Spells cast in the open of Steel, Master of Arms, Quick, Trademark
by The Lightlord cost no Power Points. W
Weapon
eapon (Knife)
Maintaining spells costs the normal Special Abilities:
amount, however.
however. * Fear –1: Orcbane’s changing form creates
* Spells: (35 Power Points); bolt, blast, an instinctive fear in all who see it.
invisibility, fear, fly, glowblind, stun. * Hardy: Orcbane does not suffer a wound
from being Shaken twice.
DVALIN
DVALIN LOCKWRE
DVALIN
DVALIN LOCKWRE
LOCKWRENCH
NCH
LOCKWRENCH
NCH * Size+1: Orcbane’s twisting form is larger
than that of a human.
Lockwrench is a godshifter in cahoots with
Kinslayer. He sails the Lower Reaches osten- * Soul Thralls:
Orcbane Theare
murdered tensummoned
souls of to
those
aid
sibly trying to bait
bait Kinslayer into attacking
attacking him in combat. Use ghost stats for them
his ship. Kinslayer will never attack whilst (see page 149).




SUNDERED SKIES
SUNDERED SKIES

SOULSTOKE
SOULSTOKE in 6 chance of catching foes alight. The
flames caused by this weapon can only be
Soulstoke is the chief of Soulflame’s extinguished by a Spirit roll by the victim,
engine room. He manifests as an ethereal which counts as an action.
action.
human dressed in flaming tattered overalls * W
Wail
ail of the Dead: As a free action,
Soulstoke may let loose a bloodcurdling
and drives his in
gaff wreathed undead minions
ethereal flames.harder with a scream. All
All within 3” must make a Guts
roll at –2 or be Shaken.
Attributes: Agility d8, Smarts d6 Spirit d8,
Strength d10, Vigor d12 * W
Weakness
eakness (Fire): Soulstoke takes double
Skills: Climb d6, Fighting d10, Notice d6 damage from fire.
Pace: 0; Parry: 7; Toughness: 8
Edges: First Strike, Quick WILLOW QUEEN
WILLOW QUEEN
Gear: Ethereal gaff (Str+d6; Reach 1; ignores
all non-magical armor) Although the Willow Queen appears as a
Salvage: Haul. beautiful elf, her demon-possessed soul is as
Special Abilities: black and shrivelled as any foul liche.
* Ethereal: Soulstoke takes no damage Attributes: Agility d6, Smarts d12+2, Spirit
from non-magical attacks, except fire. d10, Strength d10, Vigor d10
* Fear –1: Soulstoke is a fright to behold. Skills: Fighting d8, Guts d12, Intimidation
* Fearless: Soulstoke is immune to Fear d12, Knowledge
Spellcasting (occult) d12+2, Notice d10,
d12+2
and Intimidation.
Pace: 6; Parry: 6; Toughness: 16(6)
* Flight: Soulstoke has a Flying Pace of 12”. Gear: Magical wooden armor (+6)
* Soulflame: The ethereal ghostly flames Special Abilities:
surrounding Soulstoke’s gaff have a 1 * Death Touch: Willow Queen drains life
with her touch. Instead of attacking for
damage, she may make a Touch Attack (+2
to Fighting). Every raise on her Fighting
roll inflicts one wound on its target.
* Fear –2: Although beautiful, there is
an unholy wrongness about the Willow
Queen that is somehow terrifying.
* Hardy: Willow Queen does not suffer a
W
Wound
ound from
* Improved being
Level Shaken twice.
Headed: Willow Queen
draws 3 cards and keeps the best.
* Master: Willow Queen uses a d10 Wild
Die for Spellcasting.
* Ring of Arcane Resistance: +4 points of
armor versus spells.
* Ring of Protection +1: +1 Toughness.
* Spells: Willow Queen has 50 Power
Points and knows every spell available to
leafwardens.
* Undead: +2 Toughness. +2 to recover
from being Shaken; Fearless; Called shots
do no extra damage; Ignores Wound
penalties; Immune to disease and poison.
* Wild Blessed: Willow Queen is blessed
with all the Plant Heritages.
Heritages.



I
I NDEX
NDEX
Adventure Generator
Generator 79–87 Degradable Weapons
Weapons 28 Earth 146
Adventure Scenarios
Scenarios 79, 80–82 Demon 142 Fire 148
Crime Scenarios
Scenarios 79, 86–88 Devourer 142 Ice 155
Employment Scenarios 79, Grisly Puppeteer 151 Inferno 155
82–84 Grotesque 152 Maelstrom 157
Trade Scenarios 79, 84–85 Mauler 157 Oaken Giant 158
Alpha 14, 19, 39, 65 Spined Brute 163 W
Water
ater 165
Altitude Attire 29 Swarm Mage 163 W
Wood
ood 166
Animated Puppets
Puppets 138 Thorn Beast 163 Elf 11, 146
Archetypes 21–26 Demon King 63, 66, 111, 113 Elven Potions 30–31
The Arena 57, 72 Doubles 7 Ember 169
Aria 44, 57, 60, 68 Dragon 143 Encounters 55, 67
Armor 31–32 Dragon’s Spine 59, 66, 69 Engineers 7, 40, 45
Artificer 10, 18, 40, 45, 59, 111 Dragonbane 168 The Factory
Factory 10, 18, 40, 59
Athenaeum 45, 57 The Draining Sea 5, 59, 73 Feral 59, 147
Balladeer 66, 111 Drake 144 Bear 147
Barnacle Apes 138 Drakin 10, 144 Bloodhound 147
Battlelord 14, 16, 40, 41, 43, 64, 65, Drowned Spirits 144 Bull 147
110, 111, 113 Dvalin Lockwrench 171 Hawk 148
The Bazaar 70 Dwarf 10, 145 Toad 148
Behemoth 138 Earthbane 52, 145 W
Wolf
olf 148
Black General 139 Edges. See also Ship Edges Festival 42, 44, 64, 66, 105–106,
Blight Walker
Walker 52, 139 Beastling 16 135
Blinded 52, 139 Chosen 16 Firearms 32–33
Bloodfly Swarm 140 Courier 18 Fireplumes 152
Blood King 118, 168 Dragon Breath 17 Firsthome 59, 74
Bone Queen
Queen 57, 65, 96, 124 Dragon Fear 17 Flaming Skies 60
Boredom 55 Dragon Growth 20 Fleshforge 11, 14, 15, 43, 60, 64,
Boughbreakers
Boughbreake rs 7, 11, 14, 40, 57, Dragon Hide 17 107, 134
65, 108, 120 Dragonkind 20 Fleshforged 39
Bounty Hunters 31 Dragon Might 16 Fog Shark 148
Bridgeways 41, 61, 68 Dragon Tail 17 Foreign Quarter 60, 66, 70
Bright Cabal
Cabal 45, 58, 120, 140 Dragon Wings 17 Freedom Isle 13, 60, 71
The Broken
Broken Bridge 68 Glow Form 18 Gateway 60, 78
Building Yards
Yards 72 Glow Glimpse 17 Ghost 149
The Call 74 Glowmad Resistant 16 Ghoul 149
Canopy 14, 58, 62, 74 Glow Shielded 20 Gladwing 169
The Choir 42 Iron Tithe 18 Glimmerwing 150
Choirhalls 42, 58, 72, 135 Leaf Blessed 18 Glowborn 13, 66, 113, 150
Chosen 7, 10, 16, 17 Lifemother’s Kiss 19 Glowmad 150
Cogs 27 Musketeer 19 Blight Walker 139
Collision 152 Oakthorn Armor 16 Blinded 139
Communication 6 Peace Monger 19 Earthbane 145
Complications 92 Reputation 20 Ogre 159
Couriers’ Guild
Guild 6, 18, 58 Scavenger 19 Rager 162
The Courthouse 71 Sky Commander 18 Wyrmspawn
Wyrmsp awn 167
Currency 27 Songpriest 19 Glowmad Forms 52, 150
Damned Golem 140 Untamed 19 Glowmadness 4, 13, 15, 51
Damned Soldier 141 W
Weapon
eapon W
Warded
arded 20 Goblin 151
Death Barge 45, 141 Wind Seeker 20 Godshifters 66
Death Priest 142 Elemental 146 The Greeting 72
Deepsky Citadel
Citadel 10–11, 40, 59, 76 Air 137 The Grove 71






SUNDERED SKIES
SUNDERED SKIES
Haunted District 70 Rarity of
of Goods
Goods 27 Sky Sailor 162
Hazard 152–154 Raven 65, 108 Skyships 4, 34–35, 52–53
Heartland 11, 14, 60, 70 Razor Passage
Passage 61, 77 Buying 27
Heralds of the Light. Relics 88–89 Combat 52
See Voiders The Requiem 61 Boarding 53
Hindrances (New) Roebart Esor 169 Critical Hits 53
Glow Blind 15 Roseport 61, 71 Crew 54
Glowmad Susceptible 15 The Rotting
Rotting One 44–45, 58, 63, 96, Docking 54
God Cursed 15 111, 113 Falling Overboard 53
Humans 13 Runoff Falls
Falls 42, 61, 62 Falling Skyships 53
Icefalls 152 Salvage 28, 88–92, 137 Repairs 54
Ice Garden 74 Savage Tales
Tales 68 Selling 28
The Ice Isles 60, 73, 74 A Call to Battle
Battle 108–110 W
Weapons
eapons & Ammun
Ammunition
ition 33
Instant Protagonist Table 84 A Dragon’s Rage 78, 96–98 Songpriest 8, 42
Iron Citadel 61 A Hero’s Wraith
Wraith 127 Songvaults 19, 57, 62
Ironport 77 Bad Business 78, 119 Sons of Sp
Spire
ire 62
Islander 156 The Bait 76, 1 125
25 Sorcerer 45, 162
Island Militia 155 Behemoths 124 Soulflame 97
Isle of Chimes 61, 69 The Bloody T Temple
emple 118–119
118–11 9 Soulshield 63–66, 103, 109, 113,
Jophiel 103–104, 108 Brotherly Love 123 116
Kalin Broadblade 65 Civil War 13
1333 Soulstoke 172
Kinslayer 107, 125, 169 Council Games 73, 134 Spells 46–50
Lady of the Winds
Winds 41, 61, 111 The Courier 128 Star Crater
Crater Isl
Isle
e 62, 73

Leaflord 11, 43, 60, 61, 64, 65, 107,


133, 170 The Damned
Delivery Dwarf
71, 131107 Steampriest
Thorn 18, 71
Barracks 40
Leafwarden 11, 43, 50 The Diseased
Diseased DeDead
ad 69, 114– Timber 58, 62, 75
Liche 156 115 Trade Council 5, 13, 27, 62
Lifemother 42, 61, 111, 130 Doubles 72, 132 Trade Halls 73
Lightbringer 44, 60, 64, 65 Dragon’s Sons 70, 131 Trading 28
Lightlord 43, 60, 106, 171 The Dwarven Mother 123 Traps 153
The Lord of Festival The Festival 69 Travel 55
See Festival Festival’s Tear 135 Travel Times 55, 58–59
The Lower
Lower Reach
Reaches
es 61, 76 Fire Upon The Deep 77, 126 Undead 164
Madness Hulk 156 Gladiators 72, 74, 130 Underisle 114
Market Garden 71 Haunted! 98, 124 Underisles 5, 62
Meeting Place 61, 75 The Heart 110 University 72
Merchant Skyship 158 The Hunger 128–130 Untamed 39
Miscellaneous Items 90 The Iron Cit
Citadel
adel 100–105 V
Vampire
ampire 164
Mount Ore
Ore 10, 59, 61, 77 Landfall 127 The Void 4
Muse 19, 49, 158 The Mad God 105–106 V
Void
oid 78
Navigation Hazard
Navigator Hall 153
59, 61 Murder Most
Orcbane Mos
70,t 99
Foul
Foul 69, 116 V
Voiders
Voiders
Void
oid 44, 154
Holes 48, 60, 164
The Nexus 61, 73 The Phantom
Phantom Isle 69, 115–116 W
Waking
aking and Slee
Sleeping
ping Cycles 62
Oakthorn 7, 61, 108, 133 Requiem 72, 119 The War
War of Fools 43, 64
Ogre 52, 159 Savior of
of the Elves 107–108 W
Warpriest
arpriest 41, 46
Old Jorvan 72 Scavenger Hunt 93–96 W
Watcher
atcher 66, 112–113
Orc 13, 159 The Shepherd 75, 122 W
Wayspheres
ayspheres 4, 31, 62
War
War raft 159–160 The Ship SSnare
nare 120–121 W
Weapons
eapons (New) 32
Orcbane 171 The Festival 114–115 Whisperer 112, 114
Order of the Raven The Treasure Horde 77, 126 Whitefire 65, 98
See Boughbreaker The Unnamed 75 Wild 11, 14, 43, 60
Pirate 160 W
Weapon
eapon Run 78, 120 Wildling 8, 11, 14, 39, 50, 166
Plant Heritages 12, 108 Within A Blood RedRed Sky 107, Willow Court 11, 43, 60, 133
Plenty 61, 77 114 Willow Queen
Queen 11, 57, 60, 64, 134,
Plot Points 93 Scavenger 162 172
Potions 91 Shadowhaven 45, 62, 72 Windcharm 31
Priest 161 The Shattered
Shattered City 59, 60, 62, 77 Windpriest 20, 41, 49
Provider 42 Shepherd 7, 62, 122 Windstorm 154
Race 9, 10 Shipyard 69, 70, 71, 72, 73 Wraith
Wraith 167
Rager 52, 162 Skeleton 162 Wyrmspawn
Wyrmsp awn 52, 167
Random Location Table 84 Skylers 5 Zombie 167



.
. 


The pe
The peop
ople
le of the
people the Skies
Skie
Sk iess survive,
surv
surviv
ive
e tested
teste
tested
d by an unimaginable
unim
un imag
agininab
able
le apocalypse,
apoc
apocal
alyp
ypsese
stru
strugg
ggli
ling
ng da
struggling dail
ilyy ag
daily agai
ains
nstt ra
against rave
veno
nous
us be
ravenous beas
asts
ts sk
beasts, skyy pirates,
pira
pirate
tess and
and the
the effects
effe
effect
ctss of
inesca
inescapab
pable
the inescapable le voidglow!
voidg
vo idglow
low
But tthe
But he fate
fate of
of the
the Skies
Skies is
is in
in danger!
danger T he m
The agic
mag
magicic of
of the
the glow
glow isis not
not tthe
he o nly
only
tain
taintt in this
taint this unforgiving
unfo
forrgi
givvin
ing
g re
reaalm. D
realm. ark fo
Dark forc
rcees cconspire
forces ons
nsppir
ire
e to bring
bri
ring
ng the
the Skies
Skie
Sk iess to
to
the brink
the bri
rin
nk of
of an
an even
eve
venn greater
grea
gr eate
terr catastrophe.
cata
tast
strroph
phe.
e. C
Canan yyou
ou su
surv
rviv
ive
survivee long
long enough
enougugh h
disc
di sco
over the
to discover the secrets
seccre
se rets
ts of
of Sundered
Sund
Su ndeere
redd Skies?
Ski
kie
es?
under
undered
edSkies
Sundered kies
kies™ is
is a dark
dark fantasy
fantasy Plot
Plot Point™
Point™ setting
sett
ttiing for
for
award
aw ard-wi
-winni
nning
the award-winning avag
avagee Worlds
ng Savage orld
orldss RPG™
Worlds

A shattered world.
world.
A thousand floating
floating islands.
A constant glow of madness.
Sundered Skies begins where every other world ends.

ISBN 978-0-9792455-9-6

5 3 4 9 9

You might also like